A Tale of Two Orphans — OOC [Archived Copy]

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Fialova
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A Tale of Two Orphans — OOC [Archived Copy]

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Character Creation Rules
System: 4e
Level 1
Stats: 25pt buy.
Race: Any published, refluffed as human.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Take your choice of one armor and one weapon or implement that you are proficient in for free, and then 50 starting gold to spend on other things.
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: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Everyone should know Tulrissian as the default language of this game (not common). If by (mechanical) race or some other means you are granted additional languages, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven). For a list of languages used in this setting, look here.

Map
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Image
Each black/white rectangle on the scale represents 4 miles, the full bar representing 20 miles.

Distances Between Locations via Road:

Peloth / Holdfast = 23 miles
Erlfeld / Holdfast = 11 miles
Holdfast / Blackstead = 31 miles
Holdfast / Oak Crossing = 36 miles
Blackstead / Oak Crossing = 25 miles

Castle Halstos / Oak Crossing = 67 miles
Castle Halstos / Red Bridge = 49 miles
Oak Crossing / Red Bridge = 34 miles

Red Bridge / Menora = 38 miles
Red Bridge / Greywood = 19 miles
Menora / Greywood = 56 miles
Greywood / Virem = 33 miles
Greywood / Darden's Hold = 28 miles
Greywood / Spearpoint Castle = 39 miles
Greywood / Garland = 36 miles
Virem / Darden's Hold = 31 miles
Darden's Hold / Eranor = 18 miles
Darden's Hold / Spearpoint Castle = 34 miles
Eranor / Spearpoint Castle = 32 miles
Spearpoint Castle / Garland = 35 miles
Garland / Violet Keep = 24 miles
Special Travel Rules
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Per the Player Handbook, standard daily travel would be 10 hours per day, with distance traveled (in miles) equaling 5x the speed of the slowest person. For the current party, that means a daily travel distance of 25 miles a day (Drake's speed of 5 multiplied by 5), or 2.5 miles per hour.

This amount of travel will be the baseline we use for daily travel, but it won't be the maximum possible amount; after all there, are 24 hours in a day and with the current sleep rotation (taking 9 hours total) there are 5 not-accounted-for hours in the day, and it does not take that long to eat. Assuming a total of 1 hour total used for eating/restroom breaks, that means there are 4 free hours each day if traveling at normal speed.

So, I figure that each day you will have a choice: travel only at most 10 hours and be perfectly fine the next day to do the same, or try to push further at the same speed (2.5 miles per hour, in normal terrain) for up to 4 more hours in 1-hour intervals. The benefit of this is potentially-further travel with no downside, but there is also the risk of over-exerting yourself in the process. If a player becomes over-exerted, then until the end of their second extended rest after becoming over-exerted they lose one speed point. This means, essentially, that once over-exerted a player spends the rest of that day, and all of the next day, at one less than their normal speed (5 if normally 6, 4 if normally 5, and so on). Over-exertion does not stack intensity, but duration instead: each failure adds another day to its effect.

Over-exertion Skill Challenge:

DC: 12 (will increase at every even level)

At the start of each hour past the 10 hour mark, every player rolls an endurance check to see if they become over-exerted. Each hour past this mark modifies your endurance check as follows:

1 hour: -0
2 hours: -3
3 hours: -6
4 hours: -10

Anything above 4 hours would mess up the next day's schedule, but if the party wants to shoot for more then they take the -10 penalty for each subsequent hour.

Success has no benefit other than a longer distance traveled. Failure results in over-exertion, as described above.

For all rolls in the game, use the following online die roller: Click Here

Register there and create a campaign on the site for this game to do all the rolls in. Every time you make a roll, link it here with the html code it gives you afterwards, so that everyone can keep track. Example: 17(1d20) +10 = 27

Player Characters and Important NPCs
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The Party
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Current Party Members
Valcus Torinn (GROMkill) - Human (Dragonborn) Warlord (Melee Martial Leader)
Drake Aerden (Namelessjake) - Human (Dwarf) Fighter (Melee Martial Defender)
Caelen (Scratcherclaw) - Elf Ranger (Ranged Martial Striker)
Ghor (Pashalik) - Orc (Mul) Slayer (Melee Martial Striker)

Past Party Members
Cyrus Solrane (Pashalik) - Human (Half-Orc) Slayer (Melee Martial Striker)
Zara (TheWalrus42) - Human (Half-elf) Warpriest (Melee Divine Leader)
Gedric Krell (TemplarsBane) - Human (Mul) Fighter (Melee Martial Defender)
Rorin Swordwalker (kalis5) - Human (Half-elf) Rogue (Melee/Ranged Martial Striker)
Embla (PureZaros) - Human (Shardmind) Warlock (Ranged Arcane Striker)

In addition to the PCs, the group occasionally has access to certain companion characters in combat. These are designed by me and posted here for the player's to control in combat, at least mechanically. I will still narrate their actions and may over-rule any turns that seem out-of-character (such as a character being used as cannon fodder to protect the PCs, even if that NPC would never do such a thing).
Important Figures
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Lord Asbjörn Lorkan - Appearance - Lord of Greywood

(Lord) Lucius Jont - Appearance - until recently, the lord of Garland and its surrounding towns and villages. Currently under arrest in the Castle of the Sun for plotting with the Imardanians against his own people.

Captain Dick Stroeker - Appearance - a captain of the Garland Rangers, currently with the party in Greywood

Bob - Appearance - owner of the Timid Troll inn & tavern in Garland, where the party stayed their first night there

Alice - Appearance - Bob's wife and morning attendant at the Timid Troll

The Witch - Appearance - a legendary witch who has plagued the Senshenk Woods, and Garland in particular, for an unspecified amount of time. She was defeated by Caelen in her home in the woods.

Walter Wellesely - Appearance - a local noble in Garland of incredible wealth and influence, despite not being the Lord. He didn't trust the party at first, but has warmed to them since they rescued his children from the Witch. With his help the party was able to uncover Jont's treasonous connections to Imardin. Currently he is ruling Garland jointly with Cyrus Solrane in the interim between Jont's arrest and the appointment of a new lord. His personal levies are protecting Garland while the Rangers are moving to aid the sieges on the front lines.

Wendy and Winifred Wellesy - Appearance - Walter Wellesly's twin daughters, rescued by the party from the Witch's dungeon.

Roark - Appearance - Wellesly's bodyguard, an incredibly large and intimidating man who masqueraded as his master when the party first arrived at the manor. He hails from the highlands of Volberg.

Cormic McCormick - Appearance - a famed woodsman and con man, who agreed to lead the party into the woods in search of the witch provided he got to avoid all dangerous situations. Later he was found hiding in the secret escape tunnel leading from the Castle of the Sun to the woods, and accompanied the party into the castle.

Paul - Steward of the Castle of the Sun

Stranded Father, Mother, and Daughter - Appearance - A family found on the side of the road who had been tricked by the False Falconer and his gang into paying them their savings for safe travel. The wife was injured by undead and was left with a healer in Violet Keep. There current whereabouts or state is unknown.

Roy - the Vice-Captain of the Volberg Raptor Corps. In Lord Wilhelm's absence he is now also serving as steward of the Violet Keep.

(Lord) Gunther von Trahl - the lord of Volberg, a large bearded man with a loud voice and a seemingly eternal smile. Murdered in his sleep while the party slept in the next hallway.

(Lady) Miriam von Trahl - the lady of Volberg, a kindly woman with a taste for sweets. Murdered in her sleep while the party slept in the next hallway.

Lord Wilhelm von Trahl - Appearance - the lord's son and heir to the throne. He also serves as Captain of the Volberg Raptor Corps. Since his father's death he has become the new Lord of Volberg, and is actively leading the Raptor Corps into battle against the Imardanian invasion.

Chain seller - a cheerful woman who runs Lucius' Links in the Violet Keep

Antonio - Appearance - a Peloth spy based out of an abandoned home in the Violet Keep town. He poses as a man of the streets to gain intel. Was discovered by the party in the Violet Keep to actually be a sorcerer and spy for Imardin, wielding powerful dark magic. He was encountered again at the outskirts of the Senshenk woods, where he and his allies ambushed the party. He escaped unharmed and his current whereabouts are unknown.

Natalia - Appearance - a Peloth spy based out of an abandoned home in the Violet Keep town. She is very quiet and tends to keep to herself. Was discovered by the party in the Violet Keep to be an assassin and spy for Imardin, who was the one behind the deaths of the Lord and Lady von Trahl. She was encountered again at the outskirts of the Senshenk woods, where she and her allies ambushed the party. She was killed in battle and her body was carried away by Zara.

Stable master - a serious man who runs the Equitable Equestrian stables in the Violet Keep

Lysanthir - a flamboyant man who runs a clothing shop in the Violet Keep. He and Caelen have had sex, and plan to more in the future.

Cheese seller - a portly woman who runs the Sweet Dairy Air in the Violet Keep

Ognar - Appearance - a muscular orc who runs Ognar's Bakery in the Violet Keep

Falconry shop keeper/instructor - a quiet man who runs a small shop that sells falconry accessories in the Violet Keep. He has offered to teach Drake falconry.

Healer - a brash woman of medicine, who runs a small hospice in the Violet Keep.

Lady Tasha - a noblewoman from Holdfast, and Wilhelm von Trahl's fiancee. Revealed to have been Natalia in disguise, see above.

Priest of Fausta - a priest in Volberg's temple to Fausta, the goddess of the beasts.

Sculder & Mully - Appearance - a pair of Raptor Corps knights, serving as city guard. They were two of the first on the scene of the murdered Corpsmen found in town. Sculder is the man, Mully the woman.

Seamus - a friendly old man who owns the horse pasture outside of the Violet Keep

Seamus' wife - more serious than her husband, you know little else about the woman

Hostess - a tall, thin woman in her 50s who runs the White Stag in Garland. She is always very well dressed.

Maybel - owner of the aptly named Maybel's, a tavern frequented by Cormic. She is a pleasant older woman.

Tailor - an old, bald man who runs a tailor's shop in Garland.

Androgynous Barkeep - a person in a hat who works at The Hole, a tavern frequented by Cormic. Embla was unable to tell their gender

Roostmaster - the barman of the Ranger's Roost, a tavern frequented by the Garland Rangers. He is a large, old man with a beard and an eyepatch.

Menfina - Appearance - the robed priestess of Inara encountered by the party in the forest. She seemed defeated when her charges were killed, but was comforted by Zara.

Tawil - a senior member of the Serran mercenaries guarding Greywood. After their captain's betrayal, he is the one doing his best to keep the group together.

Captain Farjad - Appearance - The captain of the mercenary group from Serran that was hired to defend Greywood and its refugees. Revealed to be another agent of Imardin, who ambushed the party in the woods alongside Antonio and Natalia, and later Zara.

Albaen - Appearance - a senior member of the Serran mercenaries, and a veteran fighter. He accompanied the party into the woods, where they were ambushed. He was killed in the encounter, along with most of the traitors and many Garland Rangers.

Mayor Karmin Beasley - Appearance - The Mayor of Morrham, who escaped the west coast before the invasion despite claims that the invasion was a hoax. He is now headed with some of his townspeople as far east as possible to safety.

Ser Daria Meerestute - Appearance - a young knight in service to Karmin Beasley, the Mayor of Morrham. She hails from a small village in the Sorrow's Marsh, and earned her knighthood through merit rather than familial connections.

Old Gregor - Apperance - An elderly fisherman from Morrham who took Falder to court for boat theft. News of the invasion cut the trial short and he is now traveling east with Mayor Beasley.

Falder - Apperance - A boat thief who was on trial for stealing a skiff of Old Gregor's when news of the invasion reached Morrham. He got off easy due to his trial being cut short, and is now traveling east with Mayor Beasley.

Rhian - Appearance - A young elf woman who only seems to speak elven and is trying to get back to her family in the Oakengrove. She ended up traveling with Mayor Beasley on the way west, but had no idea where his group was going until meeting Caelen.

Warden Marsten Karlach - Appearance - Marsten is the current Warden of Red Bridge, ruling over it and Fausta's Steppe. The group met with him to plead their case, but he was unable to provide shelter to the refugees or aid in the war. He agreed to reconsider if the group was able to get Lord Rautrel of Trelheim to cease hostilities in the step.

Mutar III - Apperance - The ringleader and namesake of Magnificent Mutar's Traveling Circus, a performance troupe out of Serra. In addition to leading the circus, he also serves as one of the show-fighters of the troupe.

Marga - Appearance - The fire breather and one of multiple show-fighters in Mutar's circus. She comes off stoic and arrogant, and she and Afsheen appear to be romantically involved.

Hassan - Appearance - The snake charmer of Mutar's circus. He seems incredibly laid-back, and shows no combat skills.

Kiki - Appearance - The knife thrower, acrobat, and one of multiple show-fighters in Mutar's circus. She is energetic and flirtatious, and seems to have a sadistic streak as well.

Afsheen - Appearance - The juggler and sword swallower for Mutar's circus. He is suave and playful, and he and Marga appear to be romantically involved.

Alvaro - Appearance - The brewer of concoctions for Mutar's circus. He is serious and grandfatherly, and appears to be a sort-of mentor figure for Mutar.

Nudara - Appearance - The Sufin, or mystic/fortuneteller, for Mutar's circus. She is quiet and reserved, only speaking to read fortunes to her clients.

Minh - Appearance - A show-fighter hailing from Ghia with Mutar's circus. Her main draw seems to be her foreign appearance and customs, and she seems to only barely be able to communicate with her fellow carnies.

Master Raimund de Leon - Appearance - Raimund is the current Master of the Hollow, reigning out of Darden's Hold. His ancestry can be traced all the way back to the Serran nobility who once called the region their home.

Queen Millicent II - Appearance - Millicent Fialova is the queen of Menora and the surrounding region of Malverne. She has close ties with the Kingdom of Bal.

Princess Lillian - Appearance - Lillian Fialova is the daughter of Queen Millicent of Menora. She tends to keep to herself, and is a fan of reading.

Lord Omar Rautrel - Appearance - The Lord of Trelheim, reigning from the Oak Crossing. He is currently at war with the Warden of Red Bridge over Fausta's Steppe.
Locations and Lore
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Tulrisse
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Castle Halstos/Twin River

One of the smaller port cities, situated between the mouths of both major rivers.

Erlfeld



Holdfast
Better Image

A major trade hub between Peloth, Erlfeld, Blackstead, and Oak Crossing. As a result, it is the second wealthiest city in the north, after Peloth. It also features a major temple to the entire Tulrissian pantheon, which is the only temple in the land dedicated to all five gods.

Volberg
The Violet Keep
Entrance
The Streets



Darden's Hold

The most formidable castle-town in Tulrisse, Darden's Hold is situated on an unusual rock outcropping in the middle of what is otherwise a very flat landscape.

Red Bridge

A fortified bridge and small town that serves as the main crossing for one of the two major rivers in Tulrisse.

Oak Crossing

A peaceful fishing village built next to and old, yet sturdy, wooden bridge that has served as a major river crossing for centuries.

Spearpoint Castle



Garland
Streets

A place known for its artists and poets, but also for its fierce forest rangers that patrol the nearby woodlands to keep the town safe. The city possesses many winding roads that were designed around the natural landscape, making navigation a bit difficult, especially for newcomers. It is full of plant life and has many wealthy inhabitants, some of whom flock to the city as center of culture and commerce in southern Tulrisse.

It is currently ruled by the Jont family, from the Castle of the Sun located at the edge of town. Before that the Solrane family was in power, and even before that was the Wellesly family, who founded the city. The former is all but gone, with only Cyrus surviving, though the latter still continues to feature prominently, living in their Weeping Willow Estate in the center of town.

Blackstead

A rather depressing town at the edge of the Great Swamp, and the location of the main temple of Inara.

Greywood

A quiet logging town situated towards the center of the southern half of Tulrisse. Most of the wood used throughout southern Tulrisse comes from here, so there is never any shortage of work to be done.

Menora

A town full of eccentric people, and rumored to be the home of some magically-inclined individuals. Menora is also a major trade hub that connects the counties of Tulrisse with the nearby dwarven kingdom of Bal, and by extension the other dwarven kingdoms as well.

Peloth

A mercantile port city that employs a vast network of spies throughout Tulrisse, intent on keeping allied with the other lordships while keeping them at each other's throats so that war never comes to Peloth's doorstep.

Virem

The largest of the port cities on Tulrisse's western coast. Most of the trade routes connecting the expansive farmlands of southern Tulrisse with the world's other nations originate here.

Eranor

A port city in the south of Tulrisse, near the edge of Sorrow's Marsh. This relatively small city, when compared to the other ports in the region, primarily trades with Crescent Bluff in Serran, though it also trades with other places in Serran as well as some of the more ambitious settlements in and around Sorrow's Marsh.
Imardin
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Aerlynn
Aerylnn - Temple of Elys - Interior


Ellisport
Ellisport - Fort Ellis
Dwarves
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Durduum



Bal



Garrund
Series of (Occasionally Unfortunate) Events
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Day 1
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Lord Drake Aerden gave a speech in Greywood, inspiring a party to form intent on uniting the lords of Tulrisse against the Imardin threat. Map.
Day 2
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The party set out towards Garland, on their way to the Violet Keep, with the goal of making these their first allies. Map.
Day 3
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The party finally arrived in Garland, only to learn that the Lord Jont is not seeing anyone at that time. After splitting up and asking around, they discovered that a witch was plaguing Garland and threatened to steal the Lord's children. They decided that something had to be done about this witch before moving on. Map.
Day 4
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The party goes to the Wellesly Estate to learn more about the children already taken by the witch. Once there they are tricked and captured by the suspicious Walter Wellesly, but once convinced of the group's good intentions he releases them and hires them to find and safely return his missing children.

After leaving the Wellesly Estate, the party hires the woodsman Cormic to lead their search into the woods. After spending the remainder of the day scouring the forest, they stop to rest in a clearing and are attacked by the night creatures at their camp. Map.
Day 5
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After some early-morning drama between Rorin, Embla, and Cormic, the group heads out for the day, but is quickly met with a thick fog covering the forest. Moving forward, the group finds the corpse of one of Wellesly's men carrying a note in Imardanian about keeping 'them' safe, presumably his children.

Shortly after disposing of the corpse, the group is ambushed in the fog by some wolves. They follow their tracks to a larger set of tracks and are greeted by a mysterious woman, who, after some discussion, kidnaps Caelen and sends some more wolves and a bear to attack them.

After the second bout, the group rushes after the elf boy to find a cottage in the woods, and upon entry they find a large hallway full of statues deep underground. Inside, they catch the woman - the witch, it turns out - as she is making a move on their friend. After another fight, the woman is left dead and it is revealed that her statues were actually her victims turned to stone, as they come back to life. The group uses some cloth from the home to fashion makeshift clothing for the nude people - two of whom appear to be Wellesly's young daughters, and another the legendary hero Cyrus Solrane - before calling it a night, planning to leave at first light the next day. Map.
Day 6
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The morning is spent briefly exploring a previously-hidden room located through a trapdoor underneath the bed in the witch's cottage. Afterwards, the group - now quite large, with all the witch's victims in tow - heads back to Garland led by Cormic. They manage to reach the city shortly before nightfall.

Once in the city, the three noblemen go to see Lord Jont while the rest of the group heads to Wellesly's Estate for their reward. The noblemen receive the Lord's support for their cause, who pledges to immediately send troops to aid the regions to the west. Meanwhile, Rorin and the others learn from Wellesly of a possible conspiracy involving Lord Jont secretly supporting Imardin's conquest.

When the groups are done, they meet back up and return to the Castle of the Sun for the night to sleep. While most head straight to bed, Rorin decides to search the castle for clues that could point to the truth of Wellesly's claims. However, before the man is able to find anything of use he is caught and imprisoned by the castle guard. Map.
Day 7
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The group finally makes it out of the forest, only to come across and be attacked by a group of highwaymen posing as members of the Volberg Raptor Corps. The group is easily dispatched, and tokens removed from their bodies to prove their identities to the local authorities.

Up the road they encounter a small family, recent victims of the same highwaymen, and offer to escort them to the Violet Keep. That night, however, a large force of night creatures and a giant spider attack the party while setting camp, and the woman of the family is greatly injured. She is stabilized enough to make it through the night, but no one knows for sure if she will make it all the way to the Volberg capital. Map.
Day 8
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The party makes the rest of the trip to the Violet Keep village without conflict, getting the woman to a healer and parting ways from the family. For a bit they split up, with Lord Aerden, Ser Valcus, and Zara traveling to the castle to meet with the Lord von Trahl, and the others staying in the market to do their own thing.

In the castle the trio meet with the lord, a friendly encounter that leads to the hassle-free securing of Volberg's support in the war. In the market, Caelen and Embla both visit different shops while Rorin goes off with a man who turns out to be another member of the Peloth spy network. The man manages to learn a bit about the politics of the region, before meeting back up with everyone in the market.

As night falls the group heads back to the castle, for food and lodging. There they enjoy a great feast with the lord's family before retiring to the guest quarters of the castle. The peaceful, and beneficial, meeting then turns sour as the Lord and Lady are murdered in their sleep that very same night. The lords's son, who also serves as Captain of the region's miltiary, suspects Rorin of the crime and has him locked up. The rest of the group returns to bed, plotting ways to clear their comrade's name the following day. Map.
Day 9
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Zara stays in the castle to prepared the bodies of the Lord and Lady von Trahl for their funeral while the rest of the party ventured into town to clear Rorin's name. There they meet a priest at the temple of Fausta and encountered another murder in the streets. Embla is able to follow the residual magical energy from the spell that caused the death to an abandoned home.

In the home the party encounter a robed man with the Lady Tasha tied to a chair. However, as they try to talk the man into releasing his hostage things turn sour and the party attacks. Tasha reveals her kidnap to be a ruse and attacks back, revealing herself and the man to be Imardanian agents. They fight fiercely and manage to escape. The party is unable to pursue, but the attack is witnessed by some Raptor Corps, giving them the proof they need to release Rorin.

Meanwhile, Rorin was approached and threatened by Wilhelm von Trahl in his cell. He is taunted by some of the prisoners, who had low opinions of the late Lord, and tries unsuccessfully to try to escape his confinement. Eventually the party comes to release him, having proven his innocence.

Back at the castle the newly appointed Lord Wilhelm is informed of his fiancees treachery and prepares for war. The party is then met by Cyrus, who informs them of a dire situation arising in Garland. While Wilhelm prepares his Raptor Corps to march, the group heads out of town to buy horses and continue on to Garland. They make quick time, arriving by nightfall. There they spend the night in the illustrious White Stag inn in Garland. Map.
Day 10
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In the morning the group heads to visit Lord Jont, but is unable to reach the castle due to an angry mob, formed of citizens who've heard rumors the Lord is working with the Imardanians. The group instead heads to the Wellelsly Estate, where Wellesly provides evidence to support the mob's cause. The group follows up on a lead to investigate Lord Jont's manor, in hopes of finding proof of these claims.

The group is told by Wellesly of a rumored secret tunnel into the castle, used to escape in times of war. The group tries unsuccessfully to find Cormic once more, hoping he would know of the tunnel, but they cannot find him. They venture out into the forest on their own, where Rorin stumbles across some ribbons marking a path to the tunnel entrance. Once regrouped the party follows the path.

At the tunnel the weather begins to turn and the group enters the tunnel hastily, avoiding some unknown menace stalking them. There they find Cormic, who'd been hiding out in the tunnel after gaining his reward from Wellesly. He and the party take the path and find an exit inside the castle stairwell, where they are able to make their way to the Lord's chambers unnoticed. There they find a secret study, and in a drawer they find a forged Wellesly seal, used to create the fake orders.

Proof in hand, the group quickly retreats and returns to town. They tell Wellesly, who accompanies the group to the Ranger headquarters to inform them of the situation. Captain Stroeker, once he is made aware, leads his men into the castle during the night to confront and arrest Lord Jont. While he does so the party retires for the night, confident they did the right thing. Map.
Day 11
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The party awakes to news that Jont has been arrested and dethroned. As they prepare to continue back to Greywood to make good on Lord Lorkan's promise to join their cause with enough foreign support, Cyrus informs the group he will stay behind to lead Garland with Wellesly in the absence of a Lord. The Garland Rangers are preparing for departure when the group makes their way into the woods and begins heading back to Greywood.

For awhile the trek is uneventful. However, towards nightfall the group encounters a group of refugees and a Night Priestess being plagued by more undead, this time lead by an apparently-intelligent one. The group manages to defeat the creatures, though not without half of the refugees dying. They continue on their way, hoping the group will be safe.

As they continue to travel the weather worsens and the sounds of a creature stalking them return, like the ones they'd heard the night before. They push until they are exhausted, trying their best to outrun the beast. Eventually they can go no further and rest in the middle of the road, hoping for the best. Map.

Below will be a breakdown of the party inventory so I can keep track, since it isn't always clear who has what.

Party Inventory
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Shared
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Stonefoot the mule:
Sacks (6)
Hempen Rope (50')
Harness
Various books on plant and animal identification
Valc
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Trail Rations (5)
Hempen Rope (50')
Waterskin
Chainmail
Bastard Sword
Handaxe (2)
Bottle of Wine
Grappling Hook
Hammer
Oil (1 pint) (3)
Pitcher of Ale
Artisan's Tools
Heavy Shield
Horn
Tent
Shovel
Manacles, iron
Hacksaw
Book on Violet Keep History
Book on Inara and Night Creatures

Coinpurse of 400.8gp (4 emeralds, 8 silver)
Drake
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50') (2)
Waterskin (2)
Heavy Shield
Scale Armor
Longsword
Bottle of Wine (2)
ID Papers with Portrait
Oil (1 pint) (2)

Coinpurse of 505.1gp (5 emeralds, 5 gold, 1 silver)
Caelen
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Longbow
Hide Armor
Flute
Pitcher of Ale (3)
Flotation Bladder
Candle (5)
Sack (2)
Greatbow

Coinpurse of 496.35gp (4 emeralds, 96 gold, 3 silver, 5 copper)
Rorin
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (4)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Leather Armor
Dagger
Hand Crossbow
Thieves' Tools
Climber's kit
Vial Bandolier

Coinpurse of 353gp (3 emeralds, 53 gold)
Embla
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (10)
Hempen Rope (50')
Waterskin
Staff Implement
Leather Armor
Tent
Hair of Fairy Hues (2)
Witch's Staff
Witch's Ring
Witch's Diary
Various books from witch's house
Concoction (red)
Concoction (blue)
Concoction (brown)
Concoction (purple)
Concoction (white)

Coinpurse of 510gp (5 emeralds, 10 gold)
Zara
[SHOW]
Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Ki Focus
Holy Symbol
Hide Armor
Scimitar (2)
Dagger (5)
Tent
Cold-weather Clothing

Coinpurse of 475gp (4 emeralds, 75 gold coins)
Cyrus
[SHOW]
Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (9)
Hempen Rope (50')
Waterskin
Scale Armor
Gouge
Badge of the Berserker +1
Book on Garland History
Book on Greywood History
Book on Menora History
Book on Red Bridge History
Last edited by Fialova on Sat Feb 15, 2014 2:21 pm, edited 3 times in total.
User avatar
ratwizard
A Wan Smile
Posts: 5992
Registered for: 11 years 10 months
Location: Hellworld

Re: Tulrissian Unification OOC

Post by ratwizard »

Introducing Ser Valcus Torinn, Heir-presumptive to Castle Halstos

original

Role
[SHOW]
Valc is a Bravura Warlord, which is a martial leader, focused on supporting his party via enabling attacks, counterattacking, and healing them with inspiring words. He is an off-tank and while individually does not put out a lot of damage, staying near him will ensure any striker does.
Character Sheet
[SHOW]
Valcus Torinn, level 4
Dragonborn, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Battlefront Leader
Commanding Presence: Bravura Presence
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Background: Society - Noble (+2 to Diplomacy)

FINAL ABILITY SCORES
Str 20, Con 14, Dex 11, Int 8, Wis 10, Cha 17.

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


AC: 21 Fort: 19 Reflex: 15 Will: 17
HP: 41 Surges: 10 Surge Value: 12

TRAINED SKILLS
Endurance +6, Diplomacy +12, Athletics +9, History +8

UNTRAINED SKILLS
Acrobatics -1, Arcana +1, Bluff +5, Dungeoneering +2, Heal +2, Insight +2, Intimidate +7, Nature +2, Perception +2, Religion +1, Stealth -1, Streetwise +5, Thievery -1

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Harlequin Style
Feat User Choice: Heavy Blade Expertise
Level 4: Armored Warlord

POWERS
Warlord at-will 1: Brash Assault
Warlord at-will 1: Intuitive Strike
Warlord encounter 1: Hammer and Anvil
Warlord daily 1: Leader's Instincts
Warlord utility 2: Cunning Adjustment
Warlord encounter 3: Flattening Charge

CURRENCY
22 gold coins
3 silver coins +
______
22.30 gp

ITEMS
Chainmail, Bastard sword, Handaxe (2), Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, 5 days of trail rations, 50 ft hemp rope, waterskin) Bottle of Wine, Grappling Hook, Hammer, Oil (1 pint) (3), Pitcher of Ale, Artisan's Tools, Heavy Shield, Horn, Tent, Shovel, Sacks (6), Manacles, iron, Hempen Rope (50 ft.), Harness, Hacksaw, Flotation bladder, Crowbar, Trail Rations (10), Violet Keep History Text, Night Creature Book, Cyrus' Garland History Text
Combat Block
[SHOW]
Lord Valcus Torinn, Heir-Presumptive to Castle Halstos

Male Dragonborn Warlord 4
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +2
Passive Perception: 12
Passive Insight: 12
Senses: Normal Vision

AC: 21
Fort: 19
Reflex: 15
Will: 17
HP: 41/41
Bloodied: 20
Surge Value: 12
Surges left: 10/10
Action Points: 1

MBA: +12 vs AC, 1d10+6
RBA: +10 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault
__________________________________

Sohei Flurry [_]
Second Wind [_]
Dragonfear [_]
Inspiring Word [_] [_]
Hammer and Anvil [_]
Cunning Adjustment [_]
Battlefront Shift [_]
Flattening Charge [_]
__________________________________

Leader's Instincts [_]

Consumables:

None.

Important Features:
[SHOW]
Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura 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, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
Background
[SHOW]
Valcus was born to a silversmith and a tailor in Twinriver Village, in the shadow of the Castle Halstos. His family wasn't too well off, but didn't suffer from poverty or hunger like some of the serfs of harsher Tulrissian lords. In fact, his father was the crafter of Castle Halstos' utensils and dishware, and young Valc occasionally delivered boxes of repaired or new dishware from his father's workshop to the storerooms.

One day, he came across Lord Halstos who happened to be speaking with one of his head chefs in the storeroom. Lord Halstos was an honorable and well-received ruler of Twinriver Village and his castle, but had had misfortune with the Lady Halstos when vying for his children. Lord Halstos knew Valc's father and was always impressed with his craftsmanship, and so the man immediately recognized Valc as the silversmith's son. He smiled and offered him to be a page within the Castle, knowing that the boy was coming of age to be apprenticed to a craftsman in the village.

Valc's father and mother were very appreciative of the offer, and the next week, Valc was a pageboy to the knights and lord of the castle. Lord Halstos was impressed with his respect and ability to always get his work done, and one day asked the young boy if he'd like to squire for some of the local knights under the lord. Valc graciously accepted, and was picked by one of the knights to squire for him.

Valc, now having served as a pageboy and a squire, would've eventually gone on to become some sort of smith or craftsman within the Castle, a great honor for a low-born child from outside the Castle. However, Lord Halstos had grown fond of the young man, having no children of his own, and saw potential in Valc. He gave him training many things, including swordsmanship, history, battle training, and diplomacy. Valc took to these studies very well and continued to impress his lord.

Eventually, Lord Halstos considered Valc to be the closest thing to a son the man could have in his lifetime, and granted him a surname, Torinn, and knighted him. Valcus, amazed and thankful for the opportunity, swore fealty to Lord Halstos and vowed to continue his training.

Years pass and the Imardian invasion occurs. The foreign invaders strike first at the coastal keeps and cities, and because of the lack of unification of Tulrisse's major and minor lords, Castle Halstos falls to the Imardian, the Lord slain in the process, as well as many of Valcus's fellow knights. Valcus, incited by the bloodshed and killing of his lord, brings down many of the Imardian troops, but is basically captured by the remaining knights who plead for him to escape the coast and go east, as he is Lord Halstos adopted heir and the rightful next ruler of Castle Halstos and Twinriver Village. Grudgingly, he retreats to the east to plot the recapture of the Castle.
Appearance
[SHOW]
Valcus isn't as large or as tall as the other knights, but is still strong and very fit. He has dark, medium-length hair and a light beard that frames a strong jaw. Valcus has a sharp nose, from his father, and green eyes, from his mother.

He wears tightly woven chainmail over leathers, plated greaves, and no helm. Valcus carries a heavy tower shield with the purple and green colors of Castle Halstos with the emblem of a gryphon on it. He carries with him a bastard-sword that he uses in one hand.
Personality
[SHOW]
Valc is honorable, encouraging, and polite. He is lowborn and has ascended to a place of great honor, and because of this, he is respectable to people of all castes, from serfs, to lords alike. He is sometimes very serious, especially during battle, when he can be heard urging his companions on with gritty words or speeches.

He is very passionate about his mission, and for this reason he is very headstrong about not wasting time or taking great measures to achieve what needs to be done.
Wishlist
[SHOW]
In order of preference:

Vanguard Weapon +1, bastard sword (lv. 3)
Armor or Exploits +1, scale (lv. 3)
Verve Armor +1, scale (lv. 4)
Bashing Shield, heavy (lv. 5)
Preservation Shield, heavy (lv. 2)
Boots of Adept Charging (lv. 2)
Flaming Weapon +1, bastard sword (lv. 5)
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Namelessjake
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Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: Tulrissian Unification OOC

Post by Namelessjake »

Introducing Lord Drake Aerden of Spearpoint Castle

Image

Background
Drake was the only son of a noble lord in the south of Tulrisse, reigning over Spearpoint Castle and the surroundings lands and villages. He lived a life of relative luxury since birth and spent most of his childhood playing knights and training with his sword and shield. He was always an outgoing and arrogant child, well aware of what he considered his birth right.

His adolescence and young adulthood was mostly marked by the prestige he brought to the Aerden Dynasty. He travelled the breadth of Tulrisse fighting in tournaments no matter how noble and prestigious the holder. With his skill and training he won many melees and a respectable number of jousts. Contributing much to the feudal landscape of Tulrisse, his Father managed to organise a marriage between Drake and a daughter of one of the most powerful Lords in Tulrisse, a girl Drake had once crowned the Queen of Grace and Beauty after winning a tournament. Unfortunately the girl died in a siege during a war between the petty lords of Tulrisse before the marriage was conducted, causing Drake to question the divided nature of Tulrisse and imagine a united nation where the individual lords could be kept in check by a king of some kind, much like the Imardin nation which was united and ruled by a single authority.

With the advent of war his Father rode north with his levies to help assist the defence against the Imardin onslaught. Drake himself stayed behind to manage his Father's lands and feudal responsibilities. He soon received word of his Father's death at the hands of the Imardin Armies and vowed revenge. With few able men left to recruit in the small lands the Aerdens ruled over, he took a small detachment of men and rode North West towards the frontlines hoping to recruit whoever he could on his way to the defence of his homeland.
personality
Drake, while arrogant, was still raised as a nobleman and as such is well educated compared to the masses of Tulrisse. As such he is reasonably charismatic and displays some leadership qualities. His noble upbringing means he deeply respects honor and chivalry. He is very aware of his martial abilities and what he considers his birth right, both of which add to his arrogance. However due to his education he can be very understanding of people's situations, not necessarily caring about them, and he also has visions of a better future for a united Tulrisse.
Character Sheet
Drake Aerden, level 4
Dwarf, Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Dwarf Subrace: Standard Dwarf Racial Traits
Background: Occupation - Military (+2 to Endurance)

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

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


AC: 22 Fort: 20 Reflex: 17 Will: 15
HP: 49 Surges: 12 Surge Value: 12

TRAINED SKILLS
Athletics +10, Intimidate +7, Endurance +12, History +6

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Heal +4, Insight +4, Nature +4, Perception +4, Religion +1, Stealth +2, Streetwise +2, Thievery +2

FEATS
Feat User Choice: Heavy Blade Expertise
Level 1: Shield Push
Level 2: Resilience of Stone
Level 4: Defensive Challenge

POWERS
Fighter at-will 1: Shield Feint (retrained to Footwork Lure at Level 2)
Fighter at-will 1: Cleave
Fighter encounter 1: Shield Bash
Fighter daily 1: Driving Attack
Fighter utility 2: Glowering Threat
Fighter encounter 3: Parry and Riposte

ITEMS
Heavy Shield, Scale Armor, Longsword, Bottle of Wine (2), Identification Papers with Portrait, Hempen Rope (50 ft.) (2), Oil (1 pint) (2), Waterskin (2), Backpack (empty), Flint and Steel, Belt Pouch (empty), Sunrod (2), Trail Rations (15), Bedroll, Tent, Pinnacle Coin, Coinpurse of 950.1gp (2 emeralds, 750 gold, 1 silver)
Combat Block
Drake Aerden

Male Dwarf Warrior 4
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +4
Passive Perception: 14
Passive Insight: 14
Senses: Low-light Vision

AC: 22
Fort: 20
Reflex: 17
Will: 15
HP: 49/49
Bloodied: 24
Surge Value: 12
Surges left: 12/12
Action Points: 1

MBA: +13 vs AC, 1d8+6 damage
RBA: +5 vs AC, 1d4+3 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None

Powers:

Cleave
Footwork Lure
__________________________________

Second Wind [_]
Dwarven Resilience [_]
Sohei Flurry [_]
Shield Bash [_]
Glowering Threat [_]
Parry and Riposte [_]
__________________________________

Driving Attack [_]

Consumables:

None.

Important Features:
Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whever the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

Defensive Challenge: When an adjacent enemy marked by me shifts or makes an attack that doesn't include me as a target while I am using a shield, I give an adjacent ally a +2 bonus to all defenses until the start of my next turn as an immediate interrupt.
Wishlist
In rough order of preference:

Firewind Blade +1 Longsword
Black Iron Scale Armour +1
Heavy Shield of Deflection (heroic tier)
Foe Maker Weapon +1 Longsword
Wall Scale Armour +1
Cloak of Distortion +1
Acrobat Boots (heroic tier)
Last edited by Namelessjake on Sat Feb 22, 2014 9:17 pm, edited 23 times in total.
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Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: Tulrissian Unification OOC

Post by Scratcherclaw »

Introducing Caelen, the sharp-eyed bowman

Image
Appearance
[SHOW]
Being an elf, Caelen is shorter and slimmer than his human counterparts. Though his figure is slender, he is far from scrawny and has a toned physique. He has a youthful, yet masculine face, appearing much younger than he actually is due to his elven heritage. Atop his head, he has shaggy, brown hair

Atop his armored hides, he wears his green tunic, "purchased" in Violet Keep from the ever-dashing Lysanthir.
Background
[SHOW]
Although an elf, Caelen was not born on the Elven continent of Quellam. Caelen was born in an impoverished elven village in the south of Kurnhuelde. Life in Kurnhuelde as an elf is as harsh as it can be, as the orcs that inhabit the lands enslave the elves. For Caelen, this meant constant fear of being captured and dragged to the encampments of cruel orcs. He and his family spent most days in hiding, only venturing out to find a meal, which was usually scraps of potato skin and gristle left on a bone.

His childhood was spent living in a shack that made slums look like a lord's estate. Hunger pangs made days miserable, and filth was everywhere. Despite his hardships, Caelen did have pleasant memories. His father taught him how to shoot with a longbow, and his mother would lullaby him to sleep ancient Elven tunes.

One evening, just past dusk, a band of marauding orcs rampaged through the village, snatching up men and women alike to enslave. The door fell to the ground with a thud, and an immense shadow appeared, growling. The colossal orc grabbed Caelen's father and grunted orders. His mother wailed and lunged towards the orc, but was swiftly knocked away. Caelen quickly grabbed his father's longbow, pulled the bowstring, and sent a piercing arrow into the gargantuan creature's forehead. Down it collapsed like a felled oak. The horde backed away, wide-eyed in astonishment, and retreated from the dismal village with their slaves in shackles.

Caelan and his family left that night, the chains' rattling still echoing through the silent air. Grabbing few belongings save the necessities and family heirlooms, the three set off for the Serran desert, hoping to cross into Tulrisse, where slavery wasn't found.

Days passed and the mountains were still not in sight. The group trekked on, though, remaining hopeful in such hopeless lands. The sun beat down on their heads, scorching their bodies. Suddenly, Caelen's father collapsed, becoming a victim of the savage Serran Desert. There was little time to mourn, lest the desert claim another.

Caelen and his mother continued on for miles, and finally, the peaks appeared on the hazy horizon. With haste, they darted towards the mountains, sighting the mountain passage in the distance. As the sun descended on the fiery dunes, they rested in an outpost at the entrance to the summit's opening.

The following morning, the duo passed through the mountain range and into a new realm. Wanting to get as far from Kurnhuelde as possible, Caelen's mother took the pair to Virem, where she found employment as a servant for the local lord. Caelen was generally an outcast among the other children, being an elf, but others found him fascinating.

When Caelen was 15, his mother contracted a grim illness, so he took over her duties as a servant to the lord. With time, she passed on and joined Caelen's father. Caelen was devastated. He had always had a much closer bond with his mother, and she was all he had had left. Now alone, Caelen continued to serve the Lord of Virem.

Seven years of servitude passed until a fateful morning. The Imardin Navy approached the harbor and the attack begun. Chaos erupted quickly while the Virem soldiers attempted to defend the city from the onslaught. It was a bloodbath.

The keep was stormed by the Imardin soldiers, the nobles being slaughtered in their paths. The Lord of Virem was promptly beheaded, and the city was conquered.

Caelen gathered what little possessions he had and ran from the town. The townspeople fled towards the east, and Caelen followed, ultimately ending up as a refugee in Greywood.
Personality
[SHOW]
Caelan is generally friendly, but also reserved and awkward. Living in hiding as a child and working in the keep later on left Caelen with limited social interaction. He is helpful and often does what is asked of him, which made him an ideal servant. Caelen is still deeply affected by his mother's death, which has left him feeling utterly alone and scared in the world. He is still grieving and can be emotionally fragile at time. He has a deep fear of orcs due to his life in Kurnhuelde, and mentioning of them will lead to anxiety.
Character Sheet
[SHOW]
Caelen, level 4
Elf, Ranger
Fighting Style: Archer Fighting Style
Ranger: Prime Shot
Elf Subrace: Standard Elf Racial Traits
Background: Geography - Forest (+2 to Perception)
Theme: Outlaw

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

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


AC: 21 Fort: 16 Reflex: 19 Will: 17
HP: 41 Surges: 8 Surge Value: 10

TRAINED SKILLS
Nature +13, Stealth +11, Acrobatics +11, Perception +15, Insight +11

UNTRAINED SKILLS
Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +3, Heal +6, History +1, Intimidate +2, Religion +1, Streetwise +2, Thievery +6, Athletics +1

FEATS
Feat User Choice: Bow Expertise
Level 1: Distant Advantage
Level 2: Weapon Proficiency (Greatbow)
Level 4: Precision Ambush Style

POWERS
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Sure Shot
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Disruptive Strike

ITEMS
Hide Armor, Adventurer's Kit, Flute, Pitcher of Ale (3), Flotation bladder, Candle (5), Sack (2), Greatbow, Cold-weather clothing, Tent, Shortsword, Handaxe, Coinpurse of 203 gold coins, 5 silver coins, and 5 copper coins
Combat Block
[SHOW]
Caelen

Male Elf Ranger 4
Languages: Elven, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +7
Passive Perception: 25
Passive Insight: 21
Senses: Low-light Vision

AC: 21
Fort: 16
Reflex: 19
Will: 17
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 8/8
Action Points: 1

MBA: +4 vs AC, 1d4+2 damage
RBA: +11 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry
__________________________________

Second Wind [_]
Surprise Strike [_]
Two-Fanged Strike [_]
Disruptive Strike [_]
Elven Accuracy [_]
Invigorating Stride [_]
__________________________________

Sure Shot [_]

Consumables:

None.
Important Features:
[SHOW]
Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Precision Ambush: If you hit with this exploit during a surprise round, you deal extra damage equal to your Dexterity modifier (+5) (Twin Strike).
Wishlist
[SHOW]
In order of preference:

Weapon of Speed +1 - Level 5 greatbow
Battle Harness +1, Bloodcut +1, or Deathcut +1 - Level 4, 4, 5 hide
Acrobat Boots - Level 2 feet
Cloak of Distortion +1 - Level 4 neck
Gauntlets of Blood - Level 4 hand
Last edited by Scratcherclaw on Mon Jul 09, 2018 6:46 pm, edited 24 times in total.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Tulrissian Unification OOC

Post by kalis5 »

Image
Appearance
[SHOW]
Same as the image above. Minus the beard though. Always wears his cloak with the hood up, so his face is almost always obscured. His hood has a face mask he can pull up to cover his mouth and chin as well, helping ensure he's never truly discovered. In combat he likes to pull it up to keep any blood he might spill from covering his face and distracting him. Because of this, the face mask is a dark red. Most likely this color. From what can be seen, he has fair skin, and brown hair, his eyes seem to be heterochromatic, blue for the right, green for the left. Beyond that, it's hard to tell anything else about him.
Background
[SHOW]
Unfortunately, most of Rorin's background is... Hidden. Classified, burned after reading, and the ashes thrown into the sea. There's not much on him, not that he minds it. It's more of a hindrance than a help in his line of work, and existing wasn't really in the job description.

What is known is that he's a master infiltrator. For whom, no one knows for certain, as he's stolen secrets from almost every lord and noble within reach at one time or another, and none have seen it coming. for them, he's the whisper behind the curtain, the breeze of an open window, the twitching of the shadow in the corner. All that's known about him is that he's a thief, a spy, and a damned good one at that. It's not even certain what he looks like, or if he's really a him. His name's been stricken from any record, and how he receives payment is also unknown. It could be that he's a phantom, a myth created to blame the nobles troubles on. Yet he exists.

He's worked hard to try to push for unification, and Imardin's invasion is just the final push that he needed. With this he can create a unified land, rather than these feudal piles. So that he can stop war, he'll go to it.
Personality
[SHOW]
Silent, calculating, and attentive to the world around him, Rorin's been doing this sort of thing for ages. Although he had to sacrifice most of his equipment so he could blend in with the party, his skills haven't dimmed in the slightest. Once he's opened up to the group his personality may change, but for the time being, he's here to ensure the group's success, nothing more.
Character Sheet
[SHOW]
Rorin Swordwalker, level 3
Half-Elf, Rogue
Rogue Tactics: Artful Dodger
Rogue: Sharpshooter Talent
Sharpshooter Talent: Sharpshooter Talent (Crossbow)
Half-Elf Power Selection: Dilettante
Background: Half-Elf - Outcast (+2 to Nature)
Theme: Wasteland Nomad

FINAL ABILITY SCORES
Str 12, Con 12, Dex 18, Int 8, Wis 12, Cha 16.

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


AC: 17 Fort: 12 Reflex: 17 Will: 14
HP: 29 Surges: 7 Surge Value: 7

TRAINED SKILLS
Stealth +10, Thievery +10, Intimidate +9, Perception +7, Acrobatics +10, Athletics +7

UNTRAINED SKILLS
Arcana 0, Bluff +4, Diplomacy +6, Dungeoneering +2, Endurance +2, Heal +2, History 0, Insight +4, Nature +4, Religion 0, Streetwise +4

FEATS
Feat User Choice: Weapon Expertise (Crossbow)
Level 1: Backstabber
Level 2: Wood Elf Agility

POWERS
Dilettante: Guiding Strike
Wasteland Nomad Attack: Wasteland Fury
Rogue at-will 1: Sly Flourish
Rogue at-will 1: Duelist's Flurry
Rogue encounter 1: Acrobat's Blade Trick
Rogue daily 1: Easy Target
Rogue Utility 2: Fleeting Ghost
Wasteland Nomad Encounter 3: Stalking the Prey

ITEMS
Leather Armor, Dagger, Hand Crossbow, Adventurer's Kit, Thieves' Tools, Climber's Kit, Sunrods (2), Vial Bandolier
3 GP
Combat Block
[SHOW]
Rorin

Male Half-Elf Rogue 3
Speed: 6
Initiative: +5
Passive Perception: 16
Passive Insight: 13
Senses: Low-light Vision
Languages: Common, Tulrissian
AC: 17
Fort: 12
Ref: 17
Will: 14
HP:34/34
Bloodied: 17
Surge Value: 8
Surges: 7/7
AP: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Melee Basic Attack: 1d20+5 to hit. 1d4+1 Damage.
Ranged Basic Attack: 1d20+7 to Hit. 1d6+4 Damage.

Bull Rush Attack
Grab Attack
Opportunity Attack
Sly Flourish
Duelist's Flourish
Fleeting Ghost
_____________________________

Dilettante Feature: Guiding Strike [ ]
L1 Acrobat's Blade Trick [ ]
L3 Stalking the Prey [ ]
_____________________________

L1 Easy Target [ ]


Important Features
[SHOW]
Class Feats:
Sneak Attack: When attacking a target that grants CA, deal an extra 2d8 damage.

First Strike: Gain CA against any target that hasn't acted in combat.

Sharpshooter Talent (Crossbow): +1 to Attack rolls with Crossbows. Gain Far Shot feat for Crossbows. +5 to Short and Long Range with Crossbows.

Artful Dodger: Gain Charisma (+3) AC against Opportunity Attacks.

Theme Feats:
Grants access to Wasteland Fury.

Racial Traits:
Group Diplomacy: +1 Diplomacy to all allies within 10 squares.

Dual Heritage: Gain access to Half-elf, Human, and Elven feats.

Dilettante: Gain access to an at-will from another class as an encounter power.

Notable Feats:

Crossbow Expertise: Gain +1 to attacks made with Crossbows. Ignore Partial and Superior Cover.

Backstabber: Increase Sneak attack dice from d6s to d8s.

Wood Elf Agility: Rolls of 2-7 count as 8s.
Motivation
[SHOW]
Note: This is sort of a "spoiler" in a way. I don't want any characters knowing this before any sort of build up. He's a spy, not many people should know the real him.

Rorin's based out of Peloth in actuality, and his assignments come from their lord. Rather than face any of the other lords in full-on combat, the lord of Peloth faces his foes using subterfuge and misdirection. Rorin's one of many spies that Peloth has throughout the region, using his skills to get other lords information that they could use to humiliate other lords. This can cause wars, weaken forces, and prevent any sort of direct assault against Peloth, keeping it safe and generally peaceful.

Rorin grew up in Peloth, and for the most part, believed that what he was doing was keeping his home safe. The other lords quarreled amongst themselves and at the end of the job he got to come home to a rather pleasant life. Moments near the sea were his favorite times. He'd do anything to see it again.

During the invasion of Peloth, Rorin was away in Greywood attempting to find information for an lord that had gotten too interested in the resources Peloth has. Unfortunately, before his task could really start, the panic that Peloth had been attacked and captured hit him.

Despite the forced capture of Peloth, Rorin hopes that the spy network Peloth had established was still in place, possibly hoping to use it in the future.

Unbeknownst to the public, possibly thanks to Peloths own spy network, the lord of Peloth did have a few daughters and sons. It's hard to say whether or not any survived, but Rorin did spend time with one daughter in particular near the docks. The others he knew somewhat in passing, usually when he returned from an assignment and required someone to pass on his information to. In general they were the lords handlers. He does hold hope that a few survived, in particular the daughter he knew well, but until he can regain his spot in the network, it will be difficult to find any information on them.
Last edited by kalis5 on Sun Mar 20, 2016 7:25 pm, edited 18 times in total.
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PureZaros
The Enigma
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Re: Tulrissian Unification OOC

Post by PureZaros »

Image
A thing for the crazy side
[SHOW]
Image
Background
[SHOW]
Embla was raised in a tiny village north of Menora at the foot of what the locals called The Mountain. Having been abandoned in the village center, a village couple took it upon themselves to raise her, becoming her foster parents.

As she grew, Embla noticed that the villagers would often sneak off to the deep woods after dark. A month after her seventh "birthday," she decided to follow her parents into the woods. She discovered that the entire village was involved in a ritual summoning of... something. As fate would have it, that night was the night where the villagers succeeded in summoning their beast. Unfortunately, they had done a bad job of drawing the protective circles and the beast escaped, methodically slaughtering the villagers and devouring them. Some of the first victims were Embla's parents. All of this was witnessed by the child, but no tears were shed. She was too excited by the fear-filled cries, the death, the lacerations of flesh...

When at last it found Embla in her hiding spot, the beast was far less ravenous. Still seeking to kill it began bearing down on her, whip-like appendages flailing. However, fate once again reared its head and the beast paused, sniffing the air around it. It suddenly knelt before Embla in deference as an age-old magic gripped it's mind.

Embla left the ghost shell of her village with her new companion, only bringing necessary supplies. Heading northward, she eventually stumbled into the Great Swamp. There she was accosted by a group of local savages, who were promptly ripped to shreds by her beast companion. The remaining savages, fearful for their lives, offered to teach Embla the arts of a Warlock.

Four years later, Embla begins to move on. During her time in the swamps, the savages taught her many things about their religions. She partook of many rituals, and the residual magic from the more powerful ones left her altered. Due to the powerful ritual magics, Embla no longer needed to provide herself with food or drink. Rest became a thing of the past as a magical miasma settled in the core of her body, energizing her continuously. That same miasma provided an alternative to breathing. Before leaving, she lets her beast, now going by the name "Fluffy," have its way with the people she had lived with.

Over the next fifteen years Embla traveled throughout Tulrisse learning more about religions in an attempt to find her place in the world, and occasionally fearing a village into submission. Eventually, realizing how pointless the quest for religious and social acceptance was, she abandoned the task and turned her back on society. Now she walks her own path, forging ahead in quest of proper entertainment for Fluffy.
Personality
[SHOW]
Embla has no sense of social boundaries. She will do whatever she feels needs to be done, with no regard of the repercussions or just to see what happens. Occasionally, this will put her in a position where Fluffy gets a nice meal.

Embla also displays some sociopathic tendencies as she does not relate well with people and, while understanding of some emotions, doesn't feel the right ones at appropriate times.
CHARACTER SHEET
[SHOW]
Embla
Level 2
Age: 27
Shardmind, Warlock
Build: Deceptive Warlock
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Displacer Beast)
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact
White Lotus Dueling Expertise (Staff)
Shardmind: Religion Bonus
Background: Aerenal (+2 to Religion)
Languages: Common, Tulrissian, Dwarven
Theme: Fey Beast Tamer

FINAL ABILITY SCORES
Str 10, Con 14, Dex 13, Int 16, Wis 8, Cha 19.

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


AC: 16 Fort: 13 Reflex: 15 Will: 16
HP: 31 Surges: 8 Surge Value: 7

TRAINED SKILLS
Intimidate +10, Arcana +11, Bluff +10, Religion +13

UNTRAINED SKILLS
Acrobatics +2, Diplomacy +5, Dungeoneering, Endurance +5, Heal, History +4, Insight, Nature, Perception, Stealth +2, Streetwise +5, Thievery +2, Athletics +1

FEATS
Feat User Choice: White Lotus Dueling Expertise
Level 1: Improved Misty Step
Level 2: Sacrifice to Caiphon

POWERS
Eldritch Blast: Eldritch Blast
Warlock encounter 1: Witchfire
Warlock daily 1: Crown of Stars
Warlock utility 2: Assassin's Bane

ITEMS
WORN ITEMS
[SHOW]
Witch's Staff (Implement)
Leather Armor
Cloth Pants (Cosmetic thing, I guess)
Black Cloak
Backpack
Belt Pouch
Ring Necklace
[SHOW]
The following rings are strung on this necklace:
Witch's Ring
Bandit's Ring - Engraved with a spiral pattern
CARRIED ITEMS
[SHOW]
Staff Implement
Tent
Bedroll
Flint and Steel
Sunrod (2)
Trail Rations (10)
Hempen Rope (50ft)
Waterskin
Whistle
Hair of Fairy Hues (2)
Witch's Diary
Book on the gods
Book on ancient battles
Book on old heroes
Book on plant and animal identification
Concoction (red) - Tastes of iron.
Concoction (blue)
Concoction (brown)
Concoction (purple)
Concoction (white)
Candies (7)
Scribbled note
423.5 GP
[SHOW]

Code: Select all

Dwarven Coins = 4
Gold Pieces   = 23
Silver Pieces = 5
COMBAT BLOCK
[SHOW]
Embla

Female Shardmind Deception Warlock 3
Age: 27
Height: 6'2"
Weight: 170
Languages: Common, Tulrissian, Dwarven

Initiative: +2
Speed: 6
Passive Perception: 10
Passive Insight: 10
Senses: Normal

AC: 16
Fort: 13
Reflex: 15
Will: 16
HP: 36/36
Bloodied: 18
Surge Value: 9
Surges left: 8/8
Action Points: 1

Resistances:
5 psychic
Vulnerabilities:
None
Active Effects:
None

Powers:

Trained Displacer Beast
Eldritch Blast
Eyebite
Misty Step
Warlock's Curse
_________________________________

[_] Second Wind
[_] Shard Swarm
[_] Witchfire
[_] Eldritch Rain
_________________________________

[_] Crown of Stars
[_] Assassin's Bane
Important Stuff
[SHOW]
Crystalline Mind: You have resist 5 psychic.
Living Construct: You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk: During your turn, if you move 3 or more squares from where you started your turn, you gain partial concealment until the end of your next turn.

Eldritch Blast: When a power allows you to make a ranged basic attack, you can use this power.

White Lotus Dueling Expertise: You gain a +1/2/3 bonus to attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency.
You gain proficiency with staffs.
Improved Misty Step: Your Misty Step allows you to teleport an additional two squares.
Sacrifice to Caiphon: When you attack with a warlock encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.
Fluffy, the Displacer Beast
[SHOW]
Image

Medium Fey Beast
Languages: Uh... Yeah

ABILITY SCORES
Str 15, Dex 20, Wis 16, Con 16, Int 2, Cha 6

Initiative: +2
Speed: 8
Perception: 12
Senses: Low-light

AC: 18
Fort: 14
Reflex: 18
Will: 18
HP: 18/18
Bloodied: 9

Displacement (Illusion, Aura 1):
Allies gain a +1 power bonus to all defenses while in the aura.

Powers:
Tentacle (At-will, Illusion): Fluffy gains partial concealment until the end of it's next turn.
Last edited by PureZaros on Wed Feb 17, 2016 8:18 pm, edited 49 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
Magical Liopleurodon
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Location: The Great North
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Re: Tulrissian Unification OOC

Post by Fialova »

Zara, Priestess of Inara

Image
Background
[SHOW]
Zara was born to a large family of farmers in a village east of Blackstead. Her hometown is unique in that it bordered both the Great Swamp to the north and the dwarven mountains to the east, leaving the area with a constant chilly and moist climate. This climate meant that diseases, often pneumonia and hypothermia and other related illnesses, plagued the area and were the main causes of death. But the dead often did not stay dead for long - no one knows why, but the dead would often rise again and plague the fields and villages if their corpses were not promptly burned.

Zara grew up both fascinated and terrified by the walking dead. Some people said that the swamp was evil and caused the dead to stir, other said that there were witches and wizards wandering about, causing the phenomenon. Everyone had their own ideas of what the cause was, but only the worshipers of Inara offered a solution: permanent, divine extermination.

While still fairly young, Zara was approached by one of the priestesses of Inara while tending to her farm duties. It quickly became clear that they had noticed her interest in the undead plague and thought she would make a promising initiate into their order. Zara's parents disapproved, but Zara was intrigued and slipped out once they were asleep to the local temple and took the offer herself.

As a priestess-in-training Zara learned all that the worshipers of Inara knew about the undead and, more importantly, how to end them once and for all. After training for 10 years under multiple different priestesses in the area around Blackstead, she finally became a priestess in her own right. She was offered a place at the local temple, which she promptly refused. She had had enough of the swamp and the cold, she wanted to travel and see more of Tulrisse and spread her knowledge to the less-knowledgeable people of other regions.

Zara has been a traveling priestess for nearly 20 years since then, performing funeral rites to make sure that the dead are properly disposed of, and hunting any undead when necessary. She has been alone the entire time, and has thus become incredibly self-sufficient.

Now in her mid 30s, Zara finds herself in the city of Greywood, which has been recently flooded with refugees and the wounded casualties of the Imardin invasion. Many injured means many dead, and she imagines she will be in the city for awhile before the threat of death returns to a normal, stable state.
Appearance
[SHOW]
Image
When in colder weather. The cloak is worn just anytime out of combat.

Zara's hands and feet are covered into tattoos that appear strange to anyone not familiar with the Tulrissian pantheon's writing traditions, but in actuality are just holy symbols that imbue her strikes with particular force against the creatures of the night - the undead. The fact that some of the symbols look distinctly similar to skulls does not help to alleviate peoples' fears of her at a quick glance.
Personality
[SHOW]
Zara is a fairly quiet woman, and this combined with the nature of her work makes he come across as odd or mysterious to many. Some people who recognize her as a priestess of Inara fear her on sight and will hide, not fully understanding what it is that the followers of the death goddess are about. Many men, however, cannot take their eyes off of her due to her preference for wearing more revealing clothing. As a side-effect of growing up in such a miserably cold and wet climate, she takes every opportunity she can to wear clothing that allows her to feel the warm air on her bare skin, and she is particularly fond of clothing imported from Serran for just this reason.

Overall, she is a pretty optimistic person. She has faced enough hardship to know that anything can be overcome with the right mindset and enough perseverance, so though things currently look bleak she has a hard time feeling too down about recent events. She also is somewhat mischievous, and her scarce interpersonal relationships tends to make her go too far at times with pranks at others' expense.
Character Sheet
[SHOW]
Zara, level 2
Half-Elf, Warpriest
Half-Elf Power Selection: Dilettante
Background: Birth - Cursed (+2 to Bluff)
Theme: Elemental Initiate

FINAL ABILITY SCORES
Str 13, Con 13, Dex 16, Int 8, Wis 18, Cha 13.

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


AC: 17 Fort: 13 Reflex: 14 Will: 16
HP: 35 Surges: 8 Surge Value: 8

TRAINED SKILLS
Religion +5, Bluff +9, Insight +12, Perception +10, Acrobatics +8

UNTRAINED SKILLS
Arcana, Diplomacy +4, Dungeoneering +5, Endurance +1, Heal +5, History, Intimidate +2, Nature +5, Stealth +3, Streetwise +2, Thievery +3, Athletics +1

FEATS
Feat User Choice: Heavy Blade Expertise
Level 1: Weapon Proficiency (Scimitar)
Level 2: Two-Blade Warrior

POWERS
Dilettante: Twin Strike
Warpriest daily 1: Moment of Glory
Warpriest utility 2: Agile Recovery

ITEMS
Equipped Items
[SHOW]

Code: Select all

Main Hand: Ornate Serran Sword (Scimitar)
Offhand:   Ornate Serran Sword (Scimitar)
Body:      Breathable Serran Fashion (Hide Armor)

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     Simple Belt, Belt Pouch
Feet:      ---
Symbol:    Holy Symbol of Inara, Goddess of Death
Ki Focus:  Markings of an Inara Priestess (Ki Focus)
Ring:      ---
Ring:      ---
Tattoo:    Markings of an Inara Priestess (Ki Focus)

Boon:      ---
Riding Horse
[SHOW]
Level 1 Brute
Large natural beast (mount)

Initiative: +1
Perception: +5
Low-light vision

HP: 36
Bloodied: 18
AC: 14
Fortitude: 15
Reflex: 13
Will: 10
Speed: 10

Kick (Standard; At-will)
+4 vs AC, 1d6+4 damage.

Unaligned
No language

Str 19 (+4)
Con 16 (+3)
Dex 13 (+1)
Int 2 (-4)
Wis 11 (0)
Cha 9 (-1)
Backpack
[SHOW]
* Bedroll
* Flint and steel
* Torch (2)
* Trail Rations (5)
* Hempen Rope (50 feet)
* Tent
* Heavy Blackmoors Robes (Cold-weather clothing)
Belt Pouch
[SHOW]
* Waterskin
* Dagger (5)
* Coinpurse of 475gp (4 emeralds, 75 gold coins)
All Items
[SHOW]
Ki Focus, Holy Symbol, Hide Armor, Scimitar (2), Dagger (5), Adventurer's Kit (-1 Trail Rations), Tent, Cold-weather clothing, Riding Horse
Combat Block
[SHOW]
Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 35/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery
__________________________________

Second Wind [_]
Disciplined Counter [_]
Twin Strike [_]
Smite Undead [_]*
Healing Word [_][_]
Step Together [_]*
Faerie-Flame Strike [_]
Allied Accuracy [_]
__________________________________

Moment of Glory [_]
Fey Sight [_]
Item Daily [_]

* can only use one per encounter

Consumables: none.
Important Features:
[SHOW]
Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.
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PureZaros
The Enigma
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Registered for: 11 years 5 months
Location: *Calculating...*

Re: Tulrissian Unification OOC

Post by PureZaros »

PeeZed Tangent Tales
[SHOW]
Caelen & Zara
[SHOW]
Chapter One
[SHOW]
Caelen sat nervously on the log. It might as well have been the middle of the night with how quiet things were. Zara sat, back straight as a ramrod, scanning the path and surrounding forest. Caelen cautiously glanced at her, marveling at how the occasional beam of moonlight cut through the gloom of the overhead foliage and played across her exposed back. Oh no, Caelen, don't get yourself into another mess...

Zara, for her part, noticed Caelen's glances almost immediately. Momentarily pausing her scan to glance towards the elf, she inwardly smiled when he recoiled and went back to his gloomy gaze into the distance. He hardly seemed to be paying attention to what he was supposed to be watching.

Turning back to her task, she noticed out of the corner of her eye that Caelen had begun watching her again. Not bothering to turn his way again, she instead opened her mouth. zara "Something I can help you with, elf boy?"

Hearing the shuffle behind her, Zara allowed herself a small smirk as she realized that Caelen had once again hastily gone back to looking down the road. Expecting that to be the end of it, she was surprised to hear a quietly mumbled reply. "Y-yes, uh... ma'am..."
Turning her head back around, she threw the elf a questioning glance. "Well? Spit it out then."

Caelen cringed. Now you've done it! The scary woman is looking at you with those eyes." Dropping his gaze, he continued mumbling. "W-well. My mother d-died years ag-go, f-father even longer. I'm... s-so lonely." As he spoke, Caelen's confidence grew slightly. "I s-saw the m-moon on your b-back, and it reminded me of my m-mother. She used t-to always hug me, especially at times l-like this. I w-was... just wonder... ing..." He trailed off, leaving the sentence unfinished. Looking up at Zara, he noticed that she was still paying attention to him, albeit with apparent disinterest. Suddenly he blurted out, "Can I hug you?"

Zara watched with barely contained amusement as the elf's face turned beet red and he curled himself up into a little ball. Once again muttering, she heard him say, "S-sorry... Forget I s-said anything..." Smiling to herself at the obvious discomfort of her watch companion, she held back from answering to increase his discomfort. He is quite fun to mess with.

Speaking up, she directed a small amount of fake irritation toward him. "I normally do my best to avoid contact with everyone, elf boy. In my line of work, I find it best not to get close to anyone. You could be killing their reanimated corpse the next day." Zara almost had a giggle escape as the elf curled up into an even tighter ball, and she could hear very quiet sniffling coming from him now. Beginning to feel a little sorry for the poor elf, she scooted a little closer to him. "Hey, now. I don't need you crying on watch. I suppose a small bit of contact wouldn't hurt anyone."

Caelen uncurled slightly from his morph ball form. "R-really?" he sniffled. "Yeah. now hurry up and hug me before I change my mind." He flung himself around Zara's frame, burying his head in her bosom. Awkwardly sitting with an elf half in her lap, she slowly moved her arms to Caelen's back, patting gently. He quietly began sobbing into what little shirt she had.

"You s-smell just like mother did t-too..."

(Then they had sex. (Not really, I'll get to that later. ;) ))
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.
kalis5
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Re: Tulrissian Unification OOC

Post by kalis5 »

As night falls, the others lay in their tents and bedrolls to rest up for the next day of walking through the thick woods. Valc looks forward to sharing the first watch-shift with Rorin, as the man is shrouded with mystery. Before long the Valcus hears the slight breathing of his sleeping companions, and he sits silently by the campfire with Rorin, neither of them choosing to speak.

He gazes out into the depths of the darkness, idly watching for any movement, small or otherwise. Twice he hears some small animal, maybe a rodent, sift its way through the underbrush. He even catches a glimpse of a pair of eyes staring his way, but a crackle of the wood in the pit and a falling of the log distinguishes it as a young deer.

After he has had time to settle in, he turns to Rorin and speaks. "A quiet night, hm?" He looks back to the fire and sets up another log in the pit. "It's surprisingly peaceful out here in the woods. I heard, when I was a kid, about night monsters and terrible sounds in the forest. I knew they were just tales, but I still thought of the forest as a nightmare. Turns out I was quite wrong."

***

Rorin sits just on the edge of darkness, his dark clothes leaving him as just a silhouette against the night. For a moment, he's glad that he wears such heavy clothing, being far enough that he just barely feels the fires warmth. It's cold, and he hopes that's enough to keep most animals away. As well as anything that might threaten them.

He doesn't look back when the young lord speaks to him, eyes staring at the darkness, avoiding the light of the fire. "You weren't wrong, there are some monsters. Just not the ones you've been taught to believe. Just look to Imardin and you'll find them. Me, I'm thankful for the darkness. It keeps some of the more dangerous predators at bay."

***

Valc nods to the man's words. "I guess you're right." His mind slips back to a few days back, working through every possible could-have and should-have. Perhaps his lord would've lived if he had done things a different way. He knew thoughts like those were useless; they would eat up his hope and leave him weak inside. He sighs, disappointed. "You never said where you're from, Rorin."

***

There's a soft sigh from Rorin's sillhouette as he stares out. For a while there's silence, punctuated every few moments by Rorin throwing an acorn into a bush or two, followed shortly after by the sounds of an animal scampering off into the underbrush. "... I didn't, did I? Huh. Imagine that. It's like I didn't want people to know..."

***

Valc lightly snorts at the man's toneless sarcasm. "I get it. It's quite obvious there's much about yourself that you keep hidden. Even from first look at you back in Greywood, I could tell that. The way you dress, the way you keep to yourself. I see you sometimes, looking every which way, eyes darting about, searching. Calculating."

Valc pauses, selecting his words wisely. His intentions weren't to come off as rude or prying, simply curious. "I'm just interested, is all. What you did. Where you're from. Who you are. Simple things that I would gladly share about me, but you... You don't want us to know. Just - why? Are you a thief? An outlaw? Escaped prisoner? It's not like I have any authority anyhow. My lord was slain in front of me and I'm a hundred miles from my keep that is now under Imardinian command." His tone is bitter - not toward Rorin, but at his situation in general.

***

Rorin understands, at least somewhat, what Valc's going through. Probably better than he even knows really, or ever even could. He was in the same situation on pretty much the same day. Only difference was that he never had any real power, and there wasn't anything he could of done had he been there. Maybe that makes it worse, he can't really say. But for the moment, he'd best reply.

"My reasons are my own little lord. And I'd like them to stay my own. Just know that I won't betray you so long as you work to fight Imardin. They have much to answer for, whether at your blade or my dagger. Just don't try getting me to answer any questions and we'll get along nicely."

***

Valc grunts, disappointed as his lack of success in finding out more about the enigmatic Rorin. He throws a small pebble into the brush as well, pondering on the conversation. At least I know I can trust him, he thinks. That much I've learned. He looks up at the faintest outline of the moon above the thick canopy of the forest. "It's about time for the second watch. We're free to rest." He stands up to rouse the others, but pauses, both of the men facing away from each other. "Good to have you with us, Rorin." He steps away from the fire to wake Drake and Embla.

***

Rorin grunts as he moves back into the light of the fire, silently laying down in his spot. At least that's taken care of. Now for the rest of the party. He does wonder for just a moment if he was even being honest with himself, or if the lord does trust him. They don't really know him that well. But that's the way it has to be.
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Namelessjake
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Re: Tulrissian Unification OOC

Post by Namelessjake »

After being roused by Valc, Drake took a moment to rub his eyes and stretch out, before making his way to the log. Taking a seat, while waiting for Embla to join him, he drew his sword and left it next to him lent against the log.

A few moments later Embla and Fluffy joined him. After a few minutes of silence, only broken by the occassional rustling of leaves or creak of a branch in the wind, Drake spoke. "You know, I didn't really expect to end up here. I was hoping I'd be able to get more than five people in Greywood to join me." He said with a hint of disappointment in his voice. "What made you come?" He asked Embla, not really expecting an overly straight answer.

* * *

Embla stood and stretched, taking her time to answer the question. Being cooped up in a tent all night wasn't exactly the best way to spend her time, but it was necessary to keep her condition a secret. Instead of returning to her seat on the log, Embla walked over to a nearby tree and leaned against it, facing down the road they had just come up.

"Well, the voices stopped whispering for a moment when I heard you speaking, that's one reason. The air around you had, and still has an odd quality about it, number two. Third, Fluffy seems to like you, or at least tolerate you. Most nobles he will try to eat within a day or two," she said.

* * *

Drake nodded in recognition. The answer wasn't exaclty what he expected but then Embla wasn't exactly predictable either. Althogh Drake was definitely glad at the mention of Fluffy seeming to like him. Having seen what the creature could do, Drake was glad to be on the good side of it.

"I suppose that puts me above the majority of Tulrisse's upper class." He laughed. "Where abouts are you from" He continued. "You're clearly Tulrissian."

* * *

Embla chuckled lightly. "I wouldn't be so sure about Tulrissian. I was reared by foster parents. I don't know where I come from," she said. "Even so, I suppose Tulrisse is the closest thing I have to a home country."

Pausing, Embla stood quietly for a moment, looking down at her hand. Flexing it, tiny shards of what looked like glass rose from her plam, circling slowly. She gazed at them for a few moments before waving the dust away.

"Of course, if you wanted to know about what village I come from, all I can say is it no longer exists. It never had a name to my knowledge, and it was destroyed the night I met my companion." Embla smiled softly. I've always been a mystery, even to myself.

Switching her attention back to the conversation at hand, she reciprocated the question. "So, Drake? What about yourself? Where do you hail from, and why are you on this... What should we call it? Journey? Endeavor? Quest? Shopping trip?"

* * *

"I see" Drake said, Embla's reply a bit more detailed than he'd anticipated but still as mysterious. "I was born in Spearpoint, the Aerden's have ruled than for generations. It's not the biggest castle in Tulrisse but it's enough to make me a Lord. I doubt I'd have seen much else of the country if not for travelling to and winning tournements at the other castles." He said, answering the first part of Embla's question. He paused a moment before continuing.

"I'd suppose you can call it whatever. It hasn't exactly gone to plan. I was hoping to get enough men in Greywood to head straight for the coast. My Father rode off, with most of the able bodied men in Spearpoint, to fight and die in the invasion, which I guess is why I'm here really."

* * *

"Mmm. Death. Though... I've always found it odd that people fear death so much. Really, people are suffering from a terminal illness anyway. Most of them call it life," Embla spoke, almost to herself. "I once had an encounter with a swamp savage where I taught him this truth."

Turning to sit, she crossed her legs and leaned on the fallen log, staff on lap and clothes rippling gently in the wind. Sitting quietly for a few minutes, Embla just soaks up the night sounds. "I love listening to the wind in the trees. It's such a calming melody," she sighs. "Maybe after this 'whatever' I can go back to my chasing the wind..."

* * *

"That's... an interesting way to look at it I suppose." Drake said, somewhat at a loss for words. Embla was certainly quite an enigma. The pair sat in silence for a while until Embla spoke once more. "You're chasing the wind?" Drake asked, Embla never seemed to give away much, but by now Drake was starting to feel any little piece of information would, at least hopefully, mean he could trust her more. "Does that involve Fluffy?" He asked, trying to pry deeper. Fluffy was certainly the unspoken mystery in the group.

* * *

Embla giggled at a sudden mental image she had of Fluffy being a tentacled puffball, blown about by the wind currents. That giggle slowly turned to a full blown laugh at the thought, and she just couldn't seem to get a handle on it. The laugh continued for a good minute, with Embla slowly sliding sideways on the log, eventually ending face up on the forest floor.

Finally managing to calm herself down, Embla continued to lie where she was. "Man it's comfy down here." Thinking on the question, she answered "I suppose it does, in a way. Probably not the way you're thinking, though."

* * *

Drake sighed slightly to himself as Embla fell about on the floor laughing for what appeared to be no reason. Unifying all of Tulrisse is more likely that finding out who Embla really is He mused to himself as he watched the girl slowly get her giggling fit under control.

Drake gave up on prying, and spent what remained of their watch maintaining his equipment, leaving Embla to her own devices. She was clearly content on her own world. As the time to swap over the watches once more grew near, Drake spoke once again. "Well I think that's just about it for us, we should wake Caelen and Zara and get some rest." He said before rousing the elf and the priestess from their sleep and heading over to his bedroll.

* * *

Embla rolled over, rising from her prone position on the forest floor. "All right, then." Walking over to her tent, she gave Fluffy a scratch behind the ears and slipped inside. Relaxing, she settled in for the wait until morning.
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Fialova
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Re: Tulrissian Unification OOC

Post by Fialova »

Guys, decide on a marching order. I should have asked for this earlier, but whatever. Basically, decide who is first, who is last, and who occupies every spot in between. This will be important for combat and shit like that, as it determines (sometimes) where people are when stuff begins, and what order you move through dungeons and whatnot.
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ratwizard
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Re: Tulrissian Unification OOC

Post by ratwizard »

The preying-mantis attack formation
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ratwizard
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Re: Tulrissian Unification OOC

Post by ratwizard »

Mechanics
[SHOW]
Move: Walk to F18.

Standard: Brash Assault on Harpy Prince 1. Hits AC 17 for 9 damage. Hit, so Sohei Flurry procs.
Attack:1d20+9=17
Damage:1d10+5=9

Minor: Sohei Flurry on Harpy Prince 1. Misses AC 14.
Attack 2:1d20+9=14

Action Point->Minor: Inspiring Word on Drake. Heals 10 HP, bringing him to 31 HP.
Inspiring Word:1d6=3
Combat Block
[SHOW]
Valcus "Valc" Torinn

Male Dragonborn Bravura Warlord 1
Height: 6'0"
Age: 25
Initiative: +4
Passive Perception: 10
Passive Insight: 10
Senses: Normal
Languages: Common, Tulrissian
AC:18
Fort:16
Reflex:12
Will:14
HP:25/25
Bloodied:12
Surge Value:7
Surges left:8/8
Action Points: 0

Powers:

Brash Assault
Intuitive Strike

Dragonfear [ ]
Inspiring Word [x]
Inspiring Word [ ]
Sohei Flurry [x]
Vengeance Is Mine [ ]
Lamb to the Slaughter [ ]

Other Abilities:

Second Wind [ ]

Conditions:

None.
Important Features:
[SHOW]
Bravura 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, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.
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PureZaros
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Re: Tulrissian Unification OOC

Post by PureZaros »

Night Watch #2: Rorin and Embla
[SHOW]
Embla crawled out of her tent, nodding to Rorin as she saw him getting up from his bedroll. Moving to a few feet outside of the fire's light, she stopped and looked up. "Isn't it beautiful?" Emba said, gesturing to the star-filled sky. The moon hung low to the horizon tonight, and was prominently displayed over the forests branches. Gazing at it now, Embla smiled. "I've always wanted to try bringing that crashing down to the ground," Embla said wryly. "It'd be quite exciting to see what people do in response."

--

Rorin shrugs, leaning against the tree he slept against, watching the forest around them for any more undead. He doesn't say anything, just twirls the dagger around in his fingers, trying to ignore Embla.

--

Not really noticing his silence, Embla continues to look up at the sky. She was enraptured by the moon, framed as it was in the night sky.

--

After a few more moments of silence, Rorin jams his dagger into the tree next to him. He's really not in the mood, or having a good time right now. Most of his shots missed, he can't find any of his allies, and to make matters worse, he's stuck with this... thing, for lack of a better word in his mind. And to top it off, if he's not careful, her dog might suddenly pop in and eat him up. Sure, he's trying to help fight off Imardin and get Peloth back, but is it really worth working with a murderer?

--

Jarred out of her reverie by the sound of dagger on wood, Embla looks over at the rogue. "What's up with that? The tree isn't undead as far as I can tell."

--

Rorin hmphs at her, not even looking at her. "It's not the tree I'm upset with, but I apparently can't even hit anything undead, so I might as well just aim for the immobile target, right?" He tugs the dagger out and starts twirling it again, a bit of sap flying off into the nearby bushes.

--

Shrugging, Embla turns her gaze on the sky again. "I'd have thought you could shoot better than that. Don't those things have some kind of aiming mechanism?" she said, thoughts slowly slipping back to mass destruction by moon-landing.

--

Shakes his head slowly. "Not exactly. You just guess how far the bolt's going to go. Then you pull the trigger and hope it hits. They're made to be easy to fire, not to be incredibly accurate. It's easier to arm an army with crossbows than normal bows, they're easy to pick up and fire. Harder to load though..."

--

"Interesting..." Embla said, thoughts obviously elsewhere. The inner world she maintained was far more engaging than the mundane one life normally took place in.

--

Rorin just sighs. He doesn't even have her attention. Well, this is helping his self-esteem right now. Tonight's going to be a long watch...

--

Time passes quietly, Embla sitting on the ground looking at the night's lights. She occasionally mumble under her breath, voicing conversations with imaginary people. Only once was she loud enough for anyone nearby to hear, and even then not clearly. It seemed to be a conversation about the quality of crossbows. Embla suddenly snapped out of her thoughts again, pointing at the stars. "Hey, do you think anything lives up there? I wonder how they would get up that high."

--

Rorin hms for a moment, the thought not having crossed his mind. "If they do... They must not like us... The amount of times we war and fight... They'd sooner kill us than try to talk to us. Probably out of fear. At least they'd have a better reason than Imardin for invading us."

--

"That's true," Embla replies. "There doesn't seem to be much green up there. Maybe they would wage war with us to get out trees!" Standing, she shakes her fist at the sky. "You'll never get my green stuff, you tree-stealers!"

--

Rorin turns to look at Embla, suddenly a little confused. "You actually care about something that lives? I mean, you seem rather nonchalant when it comes to death. You did try to kill Cormic after all. Though why you kinda skimmed."

--

Embla turned to Rorin, her face darkening slightly. "Don't get me wrong, I still want to kill the bastard. Right now, though, the witch interests me more. I can put off Cormic's comeuppance until a time where I can... enjoy it more." Pausing for a moment, she looked down and allowed a brief smile to touch her face, barely suppressing the urge to lick her lips. "Oh, yes. Enjoy it much more." Shaking her head, as if throwing off something, she looked back up at Rorin, saying, "I don't care about the trees the way you think, if that's what you thought. I'd just like this place to not look as barren as the moon up there."

--

Rorin groans and looks down for a bit. "And here I thought you had a soul that wasn't corrupted by whatever darkness took you. There I go getting my hopes up again though. This really hasn't been my week... And killing Cormic might come sooner than you think. Kind of odd he led us right into the center of an ambush right?"

--

Embla sat back down and began playing with the grass between her fingers. "I thought it was fun... I got to kill things, even if they had already been dead."

--

Rorin shrugs. "Right... but it could mean he's working to get rid of us and pick our pockets. For what gold we have... Mind if I try and figure you out a bit? You know what they say about the void. Why do you like to kill? Is it really fun to you? I mean, it's hard not to think about families and the like when you kill someone, right?"

--

"Figure all you like," Embla smiled, tapping her head. "I've been trying for years and still haven't found a way through this maze. As for why I like to kill, I enjoy hearing the screams of pleasure." She said the last part with a completely straight face.
"Dead things don't show much emotion, but it's still fun to watch them burn. As for families and the like, I can safely say the thought never crosses my mind," she finished.

--

Rorin turns and stares at her for a few moments before gulping. "I don't know what's worse. That we're setting you on a killing spree against the Imardin army. Or that it's probably a good idea. That is one scary thought... If you like killing so much though, why haven't you attacked us?"

--

"I do like occasionally having reasons for killing things, and when I first met this group we were in the middle of a town. I rather like to avoid killing things with that many people watching. Stage fright, you know? You probably do, given your performance earlier today," Embla said, smiling wanly.

--

Rorin sighs and jams his dagger into the tree again, looking a bit sad. "... Yeah... I was kinda useless... I really wanted those shots to hit but... Still... I didn't really do much to help out."

--

Embla laughed a little. "Hey, you distracted the things at least. The skeleton didn't have much time to shoot at Caelen or myself with your bolts hissing past it's hear holes."

--

Rorin shrugs. "Right. But I still missed. Had I hit the fight wouldn't have lasted any longer." He tugs at the holes in his outfit, the wounds underneath bandaged up. "And I wouldn't have any new scars. I know you see this as a game, but any one of us could die here. We're a team. We have to be, or we're just going to die."

--

Embla laughed again. "Oh, no. It's never a game unless I have full control of the situation. I just find it enjoyable." Looking back up at the sky, she noticed that the moon was ducking below the tree line. "Seems it's getting to be about morning. Should we wake the others?"

--

Rorin nods and yawns. "Yeah. Before Cormic gets up, preferably. I want him up last so we can put that smug grin of his in it's place. Maybe hang him upside down from the tree branch..."

--

Embla rubbed her hands together gleefully. "Oooh, yes. That would be fun. And then Fluffy can gently caress Cormic's face with his tentacles." She nodded to herself. "But we'll save that for later."

Standing, Embla walked back to the fire to begin the process of waking the others.

--

Rorin follows after her for a moment, before looking up at Cormic. He smiles for just a moment and taps Embla's shoulder, climbing up and holding onto the tree next to Cormic, hands slipping into pockets and snagging a couple of goodies and trinkets, climbing his way down the tree and finding some poison oak nearby, gently, ever so carefully... Lobbing them into the itch causing plant.
"Enjoy Cormick. I know I will..."
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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Pashalik
The Fair and Balanced
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Re: Tulrissian Unification OOC

Post by Pashalik »

Presenting Sir Cyrus Solrane, The White Stag of Garland, Heir Apparent to the House of Solrane, Lord of the Morning
Portrait
[SHOW]
Height: 5'9"
Weight: 135lbs
Age: 178(looks 25)
Image
The Spear:
Image
Background
[SHOW]
Cyrus was born and raised in Garland over 170 years ago. As the son of the then-lord of Garland, Cyrus had access to the best training and equipment, and soon become a knight, reknowned for his might in battle and his untiring defense of the land. He took the White Stag as his personal symbol. However, just over 150 years ago, the Witch of Garland took notice of Cyrus, and became smitten with him. She stirred up monsters to get Cyrus to venture out into the woods and fight them, then ambushed him and laid her charm on him. Under the Witch's spells, Cyrus stayed an obedient, doting, and eternally youthful partner for several lifetimes, until one day, when the spell was broken...
Personality
[SHOW]
Cyrus is proud, headstrong and prone to swift action over careful contemplation. He is generally kind and honorable, but very mindful of the class system.
Combat Block
[SHOW]
Sir Cyrus Solrane, The White Stag of Garland, Heir Apparent to the House of Solrane, Lord of the Morning

Male Half-Orc Slayer 2
Initiative: +7
Passive Perception: 16
Passive Insight: 13
Senses: Normal
Languages: Common, Tulrissian
AC:18
Fort:18
Reflex:16
Will:13
HP:34/34
Bloodied:17
Surge Value:8
Surges left:10/10
Action Points: 1

Powers:

Battle Wrath
Berserker's Charge
Pass Forward

Furious Assault []
Power Strike []
Guardian's Counter []


Other Abilities:
Prestidigitation
Second Wind [ ]

Conditions:

Awesome.
Character Sheet
[SHOW]
====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Cyrus Solrane, The White Stag of Garland, Heir Apparent to the House of Solrane, Lord of the Morning
Level 2 Half-Orc Slayer
Theme: Guardian
Languages: Common, Tulrissian
Background: +2 to Insight

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

STARTING ABILITY SCORES
Str 16, Con 13, Dex 16, Int 10, Wis 10, Cha 12.


AC: 18 Fort: 18 Reflex: 16 Will: 13
HP: 34 Surges: 10 Surge Value: 8

TRAINED SKILLS
Endurance +9, Perception +6, Athletics +10, Intimidate +9

UNTRAINED SKILLS
Acrobatics +5, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +1, Heal +1, History +1, Insight+3, Nature +1, Religion +1, Stealth +5, Streetwise +2, Thievery +5

FEATS
Feat User Choice: Spear Expertise
Level 1: Weapon Proficiency (Gouge)
Level 2: Fey Cantrip(Prestidigitation)

POWERS
Slayer utility 1: Berserker's Charge
Slayer utility 1: Battle Wrath
Slayer Utility 2 : Pass Forward

ITEMS
Gouge, Scale Armor, Adventurer's Kit, Badge of the Berserker +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Last edited by Pashalik on Fri May 09, 2014 6:34 pm, edited 1 time in total.
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Scratcherclaw
YUO ARE SMART
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Re: Tulrissian Unification OOC

Post by Scratcherclaw »

Caelen rises from his bedroll, stretching with a yawn. His eyes quickly adjust to the early hour's darkness and he notices a particularly flat rock near the door, almost a perfect seat. He breathes in the crisp air and sits silently, waiting for his watch companion, who he still isn't too fond of, to join him.

* * *

Rorin walks up soon afterwards, leaning against the doorframe as he watches the woods outside, staying quiet as he watches. He really doesn't want to talk that much really, given how Caelen has acted before. He doesn't want what he says to possibly be taken as a lie, even if it is true.

* * *

Caelen shifts his eyes slightly as he hears Rorin. He pretends to not notice the man's presence and instead closely examines an arrow from his quiver. The quiet doesn't bother Caelen, anyhow, and he finds it relaxing. After such an eventful day, simply pausing and taking in the peaceful world seemed ideal. Caelen glances up at the sky, admiring the dazzling stars. He seems to have even forgotten about Rorin.

* * *

Rorin draws his dagger and examines it, every so often twirling it in his hands as he thinks. After a while he starts flipping and playing with it further, twirling it across his fingers, spinning it in his palm and on his fingertips. If something does try to attack, they're armed, and he's not too worried about fighting something off.

* * *

Observing the stars had brought upon nostalgia in the elf boy, and he begins to think about similar nights of his childhood, where he'd watch the stars with his mother and as he drifted off to sleep, his mother would sing a lullaby. Without even thinking, Caelen whispers the lullaby to himself, not too loudly, but surely loud enough for anyone close enough to hear.

* * *

Rorin pauses for a bit and looks at Caelen, slightly interested in the young man's humming. Usually the elf boy is fairly quiet, and it's somewhat interesting that he's doing ok now. He looks at him for a few moments and sighs.
"... Caelen, are you doing alright? After the witch took you, are you ok?"

* * *

"Y-yeah, I'm fine," he says, somewhat surprised by Rorin's caring about him. "She d-didn't do anything to m-me since she n-never got the chance." Caelen turns to face Rorin now, a hint of sadness in his shadowed emerald-hued eyes. "I j-just wish things could go b-back to the way they were... b-before any of this. It's just a lot to t-take in in such a short amount of t-time for me, all these n-new experiences and emotions and whatnot."

* * *

Rorin looks at Caelen for a few moments before looking down.
"... Me too. Me too. I wish I could go back to Peloth, find everyone the way I left them... I wish I could find someone from Peloth... Someone I can get some information from... I don't even know what's going on there right now... My friends could... All be dead and I'd never know it..."

* * *

"Mine all are d-dead. I was there for the.... the m-massacre. I'm surprised I made it out alive. The soliders probably s-saw no use for a lowly Elf." Caelen turns and looks into the woods, closely listening to the soothing sounds of the night. "I did it, though. I m-made it out alive. And now I'm here, p-possibly facing even more d-danger....but, I'm alive at least. That's s-something to be happy f-for."

* * *

Rorin nods and stares out at the forest, thinking.
"... I guess... I guess it is, yeah... I've still got a lot of work to do... A lot I want to do... I can't go getting myself killed so easily... Who will remember them then right? And besides... I had fun kicking that witch's ass, didn't you?"

* * *

"I... I mean I guess so. It w-was a little scary. I thought she was r-really going to hurt me. I'm just g-glad you guys showed up when you d-did, or else who knows what m-may have happened." Caelen shudders at the thought of the witch using him to sate her lusty needs.

* * *

"Yeah... Glad you're not hurt... Or worse... I don't know why she picked you though. I mean, if she wanted someone just for sex, why not unfreeze a statue? They were all people right?" He shakes his head and sighs. "I just don't get why people can be so... Cruel to the people they love sometimes... Gah... I'm definitely not a ladies man anyways... What do I know right?"

* * *

"I th-think she just likes to c-collect p-people and then admire them later. After using th-them, of course. She saw something she liked and t-took it home, j-just like a collector... except these are p-people. And that's not l-love. It's lust. But whatever, she's dead now." Caelen looks back up at the sky, observing the brillance that lies within the black abyss dotted with sparkling stars.

* * *

Rorin nodded and looked behind him at the hut.
"... Kinda feel sorry for her though. She... Wanted love right? I mean, is that so wrong to ask for?... Sure, she went about it wrong but... She lived alone out here. I doubt any of the people in there actually gave her love."

* * *

"I'm sure she had s-somebody, but she lived for such a l-long time that he p-perished long ago. This p-probably made her bitter and desperately s-search for love. Maybe she can f-finally reunite with her lover, if this is the c-case."

* * *

"I don't... It felt like she was... Off... She's older than 150 years right?... But she looked young. And she took those kids. I don't... None of this adds up the way it should. Why send the kids here? Why use Imardin for the note? It feels like we're walking into a trap."

* * *

"Oh, quit it with your silly theories. Can't coincidences be a thing to you," Caelen snaps, getting annoyed with Rorin's incessant theory making. "There's no trap. Everything is fine. The witch is dead and she was the only threat here. Now please, give it a rest with these theories." Caelens sighs heavily, with obvious anger and annoyance present. After a few moments, he calms himself. "Anywho, shouldn't it be about time to wake Embla and Zara?"

* * *

Rorin sighs and nods. "Yeah... You know what, you're probably right. I guess I've spent too long in the shadows seeing the worst of the world... Besides, what's my opinion matter right? Just hope I'm wrong... Or I'll be kicking myself for a while... Let's wake Embla and Zara and let them take over. It's about time anyway."

* * *

The two promptly wake the slumbering women and head back to bed themselves.
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Namelessjake
Plane Wings Sharp Like Katana
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Re: Tulrissian Unification OOC

Post by Namelessjake »

Drake finds a rock in the clearing near the cottage and takes a seat. He draws his longsword and lays it across his legs, just in case trouble happens to find them. They'd already been attacked during the night once. He waits for the others to go to bed before striking up the conversation, keen to find out more about the new addition to their party, but also Valcus, they still had only known each other for a few days. "So Cyrus. Any questions about what's happened while you were under the witch's spell?" He asks the White Stag, knowing he would have a multitude of questions if he were in the same position.

* * *

Cyrus leans against the cottage wall. Most of his questions about the last 150 years seem moot, everyone he knew and everyone that would have known them is long gone.

"Not even sure where I'd begin. You said the Jonts took over with my line ending. Have they ruled well? I'm really more concerned about this invasion you spoke of. Who are they? How well organized are they? How well organized are we? Or do I even want to know?"

* * *

Drake tries to think of what he knows of the Jont's, but he realises it is surprisingly little. "I couldn't say much on their rule. But they're still in power so that says a lot. I came with my Father to Garland a couple of times in my youth and the feasts were good. The women too..." He says before moving onto the invasion. "The invaders are Imardanian. So far they've only attacked along the coast, but they're heading inland. They're very organised, us not so much. That's why we're doing what we're doing. We're trying to unify as many of the Tulrissian Lords as we can, it's the only way we'll beat the invasion." He says, pausing to see if Valc wanted to add anything or if Cyrus had any more questions.

* * *

Valc sits on a stump with a bitter expression on his face as Lord Aerden speaks of Tulrisse's plight. "Their armies surpass us in terms of training and tactics. Divided, we stand no chance. United, we very well may have the sheer numbers to repel them from our lands. However, much damage has already been done. Each day the Tulrissian lords stand idle, Imardin gains more ground." He pauses a moment before continuing. "Lord Aerden and myself have both lost much to the invasion, and we seek to rid the land of this menace. Perhaps then may our people know peace and prosperity again."

* * *

"We hoped that slaying the witch could win us an alliance with Lord Jont. Then we plan to head to The Violet Keep. Greywood should join us then hopefully. 4 fiefdoms united in the south might be enough to hold back the invasion down here. Then we can go on the counter offensive. Drake says, trying to explain to Cyrus what they've been trying to do. "You're welcome to join us."

* * *

Cyrus mills it over for a few minutes. "I shall join you, then. My oaths of knighthood may be old, but they do not expire. If Tulrisse is in danger, I shall stand to protect it."

* * *

"That's good to hear." Drake says, nodding approvingly. It was clear that having Cyrus as part of the party would be beneficial. The fame he brought with him could be useful and Drake didn't doubt his combat ability. "So Valcus, what was it like being a knight in Castle Halstos?" Drake asks, turning to Valc, hoping to learn more about him.

* * *

"We would be honored to have you alongside us, Cyrus. The stories of your legend will no doubt attract more of the Lords of Tulrisse to our cause." Valc smiles, glad that they had a new ally. They had few to begin with, and perhaps now that there was another knight to balance out the motley group, Valc was confident in their ability to rally support. He turns to answer the Lord's question.

"Life at the castle was... well-off, I suppose. I was from a middle-class family originally, before Lord Halstos took me in as like kin. Nobility, royalty, these ideas were fairly unfamiliar to me at first. I learned quick, however. I didn't let the strange looks or hushed whispers from the other squires and nobles get to me. Did my training, was knighted by the Lord himself, and pledged my services to be one of his chosen warriors," he says, his mind in another place. His eyes are focused off in the distance, recalling past memories of better times.

"I wish it could be how it was. Tulrisse was by no means a united kingdom, but there was little tension between the Lords. With the invasion, it's all about every Lord for himself now, so it seems."

* * *

"Like kin?" Drake muses. "You probably have a pretty strong claim to the seat of Castle Halstos." He says, trying to remember what he can of the Halstos family and who he knows is dead.

"It may seem that way for now, hopefully as our cause gains momentum that will change."

* * *


"We've got our work cut out for us. A bunch of scattered fiefdoms will fall easily, it's in everyone's best interest to band together. And if we can get even House Aerden and Garland together, we should start gaining momentum."


* * *

"Aye, like kin. Either Lady Halstos was barren or Lord Halstos was unable, as they never bore any children of their own. The man saw something in me - what, exactly, I'm not sure. Perhaps a bit of himself."

He exhales deeply, still saddened by the loss of the Lord. "You're not the only one to call me his heir, Lord Aerden. I would have died to bring my vengeance... I had planned to. My brethren captured me in my fit of rage, only after I was able to cut down a few of the bastards that ran my Lord through. They restrained me, shouting that I was his only heir, and that my intended revenge would only lead to a wasteful death."

He pauses a moment, his mind caught in the moment. "I hardly remember anything else of that day. My next memory is of rushing through my quarters to pack anything of merit, before fleeing to Greywood. Not my proudest moment, retreating, but I can say my brethren saved my life. I'm not likely to waste it until I can remove this bastard seated on Lord Halstos' throne."

"And you, Lord Aerden. Your father fell bravely in battle. I had heard whispers and gossip of his death while on the road to Greywood, bitter truths confirmed upon arriving and hearing your speech. They say he fought with great honor, your father. A warrior's death has no greater place in the books of history, so it is said."

* * *

"We'll remove all of them from our lands. We'll make sure of it." Drake says. "There's been a growing feeling of a need for unification, even before the invasion. It's not out of the question." He adds, knowing that to Cyrus, the idea of a unified kingdom in more than an alliance may seem like a bit of a foreign concept. "Many will still have to lay down their lives if we are to succeed though."

* * *

The hard truth bites, but Valcus knows that sacrifices must be made. "Yes, our losses will be substantial. There is no easy way to cope with this. However, we will have more death and misery on our hands if we do not act." He turns to look at the moon, which had risen over the tips of the canopy at the edge of the clearing. The thought of others dying for himself makes the knight nauseous. The Gods damn these Imardanians, he thinks, bitter at their selfish reasons for such a cruel war.

"Looks like our shifts up. Let's rouse the others and rest up. We've got a lot of work ahead of us in the morning."

* * *

The three men wake Rorin and Caelen before heading to their own beds.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Tulrissian Unification OOC

Post by PureZaros »

EMBLA RORIN NIGHT TALK WOO
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Rorin walks into the room with a sigh, dropping his bag off nearby the door and looking at the bed. Part of him wants to just lie down and pass out but... He shakes his head, deciding Embla deserves it more for how he's been lately and sits down next to the bed, back against the wall as he prepares to sleep with the blanket he has.

---

Embla makes her way up to the room shortly after Rorin disappears, Fluffy tromping up after her. Upon entering the room, she's taken by how big it is. Seperate study and bedroom? This place is awesome!
Peeking around for Rorin, she spots him curled up next to the bed. "Silly, you're supposed to sleep on the bed. Go ahead and take it, I'm going to stay up and read for a while yet."

---

Rorin shakes his head and pulls his blanket up closer. "You take it Embla. I'm more used to sleeping on the ground now anyway..."

---

"I lived in the forest for years." Embla says, adopting a slightly imposing look, hands on hips as she looks at Rorin. "Don't think I'm not capable of sleeping on the ground, too. I just said I'll be staying up a while yet, so you should really just take the offer."

---

Rorin shakes his head once more and shuts his eyes. "Take the bed Embla. It's better than the ground and you'll need it more with all the work you've been doing. I can handle this, really."

---

Embla sighs exasperatedly. Really? Why does he have to be so stubborn? "I'm sure that this bed is probably more comfortable than the one that was in that cell, why not rest comfortably for once? You've been doing a lot too, you know."


---

Rorin opens his eyes and looks up at her. "I've been sitting on my ass doing nothing while you've been getting beaten up and attacked on my account Embla. Don't think I didn't notice the wounds you all had when they let me out."

---

"What are you talking about? I only got hit like once, and it didn't even hurt that much." Embla says, frown painted across her face. "And unless I miss my guess, you took a few hits while you were in jail, too."

---

Rorin looks away at that. "I... Hadn't, no. There weren't any fights or anything. I just sat there waiting for you guys to rescue me..."

---

Wind taken from her sails, Embla loses her train of thought for a moment. "But then... Huh. They must have liked you."
Shaking her head, she presses back onto her argument. "Still! I don't need the bed, just take it."

---

Rorin doesn't look up at her. "Please, Embla, just... Take the bed alright? I'll sleep here, it's fine."

---

Embla shakes her head and moves back out into the study. Damn it, he's so persistent. "Nope. I'll be out here reading. Bed's all yours. Good night."

---

Rorin watches her go and sighs, going to sleep against the wall. "Night, Embla."
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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TemplarsBane
Nickapotamus
Posts: 46
Registered for: 8 years 8 months

Re: Tulrissian Unification OOC

Post by TemplarsBane »

Gedric Krell

Image

Character Sheet
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Gedric Krell, Level 3
Mul, Fighter (reskinned as a human)
Fighter Tactics: One-handed Weapon Talent
Fighter: Combat Agility
Background: Durpar (+2 Perception)
Theme: Guardian

Starting Ability Scores: 18, 15, 12, 9, 10, 9

Final Ability Scores
STR: 20
CON: 17
DEX: 12
INT: 9
WIS: 10
CHA: 9

Defenses: AC: 21, Fort: 18, Ref: 14, Will: 11
HP: 44, Surge Value: 11, Surges/Day: 13

Trained Skills: Athletics Perception +8, Endurance +9, Intimidate +5

Untrained Skills: Acrobatics Bluff Diplomacy Stealth Thievery Religion History Arcana 0, Dungeoneering Heal Insight Nature +1 Streetwise +2

Feats: Dwarven Weapon Training, Invigorating Toughness

Powers
Fighter At Will 1: Footwork Lure
Fighter At Will 1: Tide of Iron
Fighter Encounter 1: Hack and Hew
Fighter Daily 1: Driving Attack
Fighter Utility 2: Glowering Threat
Fighter Encounter 3: Sweeping Blow

Items
[SHOW]

Equipped items: Armor of Dwarven Vigor +1, Main Hand - Craghammer, Off Hand - Heavy Shield

All items: Adventurer's Kit

Combat Block
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Gedric Krell

Male Mul Fighter 3
Languages: Common
Age: 26
Height: 6'2"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 11
Senses: Normal Vision

AC: 21
Fort: 18
Reflex: 14
Will: 11
HP: 45/45
Bloodied: 22
Surge Value: 11
Surges left: 13/13
Action Points: 1

MBA: +9 vs AC, 1d10+7 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Combat Challenge
Combat Agility
Footwork Lure
Tide of Iron


Second Wind []
Glowering Threat []
Guardian's Counter []
Incredible Toughness []
Hack and Hew []
Sweeping Blow []


Driving Attack []
Armor of Dwarven Vigor []

Consumables:

None.

Features
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Combat Challenge: Whenever and enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

Combat Agility: When an enemy adjacent to you takes and action that provokes and OA, after that action is completed, you shift Dex Mod (1) squares closer to the target and make the following attack: Str vs AC, 1[W]+5 and knock the target prone.

Incredible Toughness:At the start of your turn you may end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

Guardian's Counter:When an ally within 2 squares of you is hit by an attack and you are not included in that attack, you and the ally shift up to 2 squares as a free action swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a MBA against the attacker.

Ten Minute Background
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Background and Concept Elements
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1, Family - As the youngest of 6 brothers, Gedric spent his whole childhood fighting and realizing that he was never going to be the best. His mother and father loved him, and his older brothers meant well, but in Gedric's eyes there was no room for him at their family home, which stood in the western foothills of The Dwarven Mountains.

2, Leaving Home - Gedric's father worked as a merchant, trading goods with the Dwarves of the Mountains for Tulrissian goods of the scattered kingdoms. One night, Gedric had finally had enough of his family. Sneaking out of bed, he sneaked down to his father's storehouse with the intent of stealing some simple gear and leaving to make his own mark on the world. He sifted through the storehouse and came across a solid shield and a fearsome hammer. As he was searching for a decent set of armor he noticed a special cabinet. He remembered his father telling him that the contents of that cabinet were heading to a fearsome champion. Gedric decided that he was champion enough and opened the cabinet to reveal a beautifully crafted set of Dwarven scale armor. Quickly he gathered his new possessions, "borrowed" a horse from the stables and made his way west to make a name for himself in the lands of Tulrisse.

3, Adventures - During his travels, he encountered many perils and fights, which he encountered with glee. The rush of combat was an intense pleasure for Gedric. He eagerly battled his way through foes and enemies, always maintaining the values his father had instilled, making sure to protect the women and innocent. His reputation slowly grew and he traveled further and further from his homestead.

4, Finding a Purpose - Soon, he yearned for a greater challenge. Gedric was eager to do something more meaningful than simply slay beasts and help repel brigands. It was around this time that he first heard of the Imardin invasion. With no previous indication or provocation, Imardin simply took hold of the coast extremely quickly. Shocked by their actions, but determined to protect his homeland Gedric had found his purpose. With a new glint in his eye and with purpose in his stride, Gedric set out to repel the invaders in the only way he knew how: glorious combat.

5, Description - Gedric is tall and athletically built. During battle he often allows his locks of auburn hair to fly freely about, further adding to the impression of being wild and free during combat. With pride, he wields his fearsome hammer and shield combination. At first glance, he might seem incredibly intimidating, however Gedric is a merry and friendly fellow at heart. He seeks the thrill and joy of combat, but is also friendly and kind to those he encounters.

Goals
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Character Goal: Protect the weak, win battles and skirmishes, make a name for himself, repel the Imardin invaders.
Player Goal: Mostly just to learn the system and the format of how text based games go. As far as story goes, I'm completely flexible on whatever happens, I'm not attached to the character at all. Mostly just using this as an exploratory game to see how forum based RPGs feel with you guys.

Quirks
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1, Throws himself into combat with a frenzy. Seems to get great joy from fighting.
2, Will NEVER lie. Gedric may not always deliver the entire truth if not directly asked, but he will never lie to someone.
3, Gedric collects tokens from major places he visits or from the sites of battles fought (flowers, a rock, some dirt etc).

Personality
[SHOW]

Personality

Gedric is friendly, warm, curious, protecting, fiercely joyful in battle, excited to meet new people, loyal, simple but not in a dumb sort of way just straightforward.

(In many ways he's Thor from the new movies minus the entitled temper tantrums and arrogance)

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Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 10 months

Re: Tulrissian Unification OOC

Post by Pashalik »

Presenting The Great Ghor, Wrestler Extraordinaire and Orc of Unmatched Strength!

Image

Portrait
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Height: 6'7"
Weight: 310lbs
Age: 27

Not in armor:
Image

In armor:
Image
Background
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Once an enforcer for an organized crime ring in Crescent Bluff, Ghor found himself needing to flee the city after a severe crackdown brought most of his gang to justice. He happened across Mutar's troupe as they were leaving the region, which provided him with a way out of Serran and some coin while he was at it. While his time with the troupe has not been unpleasant, he is not a natural performer and has begun to look for a new path to take.
Personality
[SHOW]
Proud of his strength and used to using it to solve problems, Ghor is a pragmatic person with little use for philosophy or niceties. This can often lead people to underestimate his mental faculties, to his annoyance, though occasionally to his benefit. Those who take the time to get his opinion often find their way to his good side.
Combat Block
[SHOW]
The Great Ghor

Male Mul Slayer 4
Initiative: +5
Passive Perception: 17
Passive Insight: 12
Senses: Normal
Languages: Serran, Tulrissian

AC:21
Fort:20
Reflex:16
Will:13
HP:48/48
Bloodied:24
Surge Value:12
Surges left:12/12
Action Points: 1
Speed 5

Powers:

Poised Assault
Berserker's Charge

Incredible Toughness []
Power Strike []
Rain of Blows []
Guardian's Counter []
Single Out []


Other Abilities:
Second Wind [ ]

Conditions:

Awesome.
Character Sheet
[SHOW]
====== Created Using Wizards of the Coast D&D Character Builder ======
Ghor
Level 4 Mul Slayer
Born of Two Races: Born of Two Races (Dwarf)
Background: Muscle (+2 to Athletics)

FINAL ABILITY SCORES
Str 20, Con 15, Dex 17, Int 10, Wis 10, Cha 9.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 16, Int 10, Wis 10, Cha 9.


AC: 21 Fort: 20 Reflex: 16 Will: 13
HP: 48 Surges: 12 Surge Value: 12

TRAINED SKILLS
Endurance +9, Intimidate +6, Athletics +12, Perception +7

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

FEATS
Level 1: Dwarven Weapon Training
Level 2: Armor Proficiency: Plate
Feat User Choice: Spear Expertise
Level 4: Martial Cross-Training

POWERS
Martial Cross-Training: Rain of Blows
Slayer utility 1: Poised Assault
Slayer utility 1: Berserker's Charge
Slayer utility 2: Single Out

ITEMS
Plate Armor, Gouge, Badge of the Berserker +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Old Character Sheet
[SHOW]
====== Created Using Wizards of the Coast D&D Character Builder ======
Ghor
Level 3 Mul Slayer
Born of Two Races: Born of Two Races (Dwarf)
Background: Muscle (+2 to Athletics)
Theme: Guardian
Languages: Serran and Tulrissian

FINAL ABILITY SCORES
Str 19, Con 15, Dex 16, Int 10, Wis 10, Cha 9.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 16, Int 10, Wis 10, Cha 9.


AC: 19 Fort: 18 Reflex: 15 Will: 12
HP: 42 Surges: 12 Surge Value: 10

TRAINED SKILLS
Endurance +8, Intimidate +5, Athletics +10, Perception +6

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History +1, Insight +1, Nature +1, Religion +1, Stealth +2, Streetwise +2, Thievery +2

FEATS
Level 1: Dwarven Weapon Training
Level 2: Armor Proficiency: Plate
Feat User Choice: Spear Expertise

POWERS
Slayer utility 1: Berserker's Charge
Slayer utility 1: Poised Assault
Slayer utility 2: Single Out

ITEMS
Plate Armor, Gouge, Badge of the Berserker +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

color=#0080FF

wishlist
[SHOW]
- Iron Armbands of Power(lv6)
  • Dwarven Plate Armor(lv2)[/sblock]
Last edited by Pashalik on Sun Jan 13, 2019 6:04 pm, edited 3 times in total.
User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Tulrissian Unification OOC

Post by Fialova »

Companion Characters

This post will serve as an archive of any companion characters traveling with the party, as well as their combat stats. These characters can be controlled by any of the PCs during combat, ideally someone who shares the same initiative block as the character in question, though others can do so as well. I will include an image, character sheet, stat block, and brief description of every such character's battle strategy below. All of them are one of the 4 companion character generic classes (striker, defender, controller, leader) rather than full characters, so they have fewer abilities and simpler mechanics, making them easier to pick up and learn. Should anyone want the builder files for such characters, simply ask in discord and I can send them over.

Though the player's will have free reign to control the actions of each of these companion's in combat, I will reserve the right to override any turns that seem too out-of-character. It is best to carefully review the strategy sections before taking a turn for these characters and base combat decisions on those, not on meta knowledge of what would be most beneficial to the party. That should still be considered, but is secondary to character motivations. Any actions that are essentially sacrificing the safety of the companion for the benefit of a PC is very likely to be overridden, unless the character in question is a selfless type.

In addition to the above, please refrain from actually narrating the speech of these NPCs in combat, or their actions. It is easier if I do this, given that mechanics may be completely or partially overridden, and that it would make little sense for a player to speak for an NPC.

Ser Daria Meerestute

Appearance
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Image

Strategy
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Daria is an honorable knight, and is designed around really getting in the thick of battle. She is no stranger to facing multiple foes at once, and in fact is often best suited to being surrounded by many enemies.

Character Sheet
[SHOW]

Ser Daria Meerestute, level 3
Mul, Defender
Born of Two Races: Born of Two Races (Dwarf)

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

STARTING ABILITY SCORES
Str 16, Con 16, Dex 14, Int 10, Wis 12, Cha 8.

AC: 20 Fort: 16 Reflex: 16 Will: 16
HP: 45 Surges: 14 Surge Value: 11

TRAINED SKILLS
Endurance +11, Athletics +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff, Diplomacy, Dungeoneering +2, Heal +2, History +1, Insight +2, Intimidate, Nature +2, Perception +2, Religion +1, Stealth +2, Streetwise +2, Thievery +2

FEATS

POWERS
Level 01 Defender At-Will Power: Valiant Strike
Level 01 Defender Encounter Power: Steel Serpent Strike
Level 02 Defender Utility Power: Virtue
Level 03 Defender Encounter Power: Strength from Valor (replaces Steel Serpent Strike)

ITEMS
Longsword, Short sword, Chainmail

Combat Block
[SHOW]

Ser Daria Meerestute

Female Mul Defender 3
Speed: 5
Initiative: +3
Passive Perception: 12
Passive Insight: 12
Senses: Normal Vision

AC: 20
Fort: 16
Reflex: 16
Will: 16
HP: 45/45
Bloodied: 22
Surge Value: 11
Surges left: 14/14
Action Points: 1

MBA (longsword, two-handed): +11 vs AC, 1d8+7 damage
RBA (unarmed): +8 vs AC, 1d4+4 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Defender's Mark
Valiant Strike


Second Wind []
Incredible Toughness []
Virtue []
Strength From Valor []

Mutar III

Appearance
[SHOW]

Image

Strategy
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Mutar likes to rush into battle and then stick close to the front, but aims to keep his foes at a distance with his weapon's reach. He will go to lengths to protect his companions to an extent, but is far from selfless, and will back off if things look like they could go south.

Character Sheet
[SHOW]

Mutar III, level 3
Half-Orc, Defender

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

STARTING ABILITY SCORES
Str 16, Con 14, Dex 16, Int 8, Wis 10, Cha 12.

AC: 20 Fort: 16 Reflex: 16 Will: 16
HP: 41 Surges: 11 Surge Value: 10

TRAINED SKILLS
Bluff +7, Diplomacy +7

UNTRAINED SKILLS
Acrobatics +5, Arcana, Dungeoneering +1, Endurance +5, Heal +1, History, Insight +1, Intimidate +4, Nature +1, Perception +1, Religion, Stealth +5, Streetwise +2, Thievery +5, Athletics +5

FEATS

POWERS
Level 01 Defender At-Will Power: Weapon Master's Strike
Level 01 Defender Encounter Power: Steel Serpent Strike
Level 02 Defender Utility Power: Pass Forward
Level 03 Defender Encounter Power: Rain of Blows (replaces Steel Serpent Strike)

ITEMS
Longspear, Cloth Armor (Basic Clothing)

Combat Block
[SHOW]

Mutar III

Male Half-Orc Defender 3
Speed: 6 (8 on a charge)
Initiative: +5
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 16
Reflex: 16
Will: 16
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 11/11
Action Points: 1

MBA (longspear): reach, +10 vs AC, 1d10+6 damage
RBA (unarmed): +8 vs AC, 1d4+6 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

  • gain 5 THP first time bloodied each encounter
  • +2 speed when charging

Powers:

Defender's Mark
Weapon Master's Strike
Pass Forward


Second Wind []
Furious Assault []
Rain of Blows [_]

Marga

Appearance
[SHOW]

Image

Strategy
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Marga likes to hit things repeatedly until they drop, and tends to single individual targets out for a beating before moving onto another. If she ever finds herself facing many foes at once she will try to disperse them with her fire breath. She tends to get into a trance of violence after awhile in combat, often staying in the thick of it well past when it is smart to retreat.

Character Sheet
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Marga, level 3
Dragonborn, Defender
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire

FINAL ABILITY SCORES
Str 20, Con 14, Dex 12, Int 8, Wis 10, Cha 14.

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

AC: 20 Fort: 16 Reflex: 16 Will: 16
HP: 41 Surges: 11 Surge Value: 12

TRAINED SKILLS
Athletics +11, Diplomacy +8

UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff +3, Dungeoneering +1, Endurance +3, Heal +1, History +2, Insight +1, Intimidate +5, Nature +1, Perception +1, Religion, Stealth +2, Streetwise +3, Thievery +2

FEATS

POWERS
Level 01 Defender At-Will Power: Dual Strike
Level 01 Defender Encounter Power: Takedown Attack
Level 02 Defender Utility Power: Battle Fury Stance
Level 03 Defender Encounter Power: Bull Charge (replaces Takedown Attack)

ITEMS
Talid (2), Cloth Armor (Basic Clothing)

Combat Block
[SHOW]

Marga

Female Dragonborn Defender 3
Speed: 6
Initiative: +2
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 20
Fort: 16
Reflex: 16
Will: 16
HP: 41/41
Bloodied: 20
Surge Value: 12
Surges left: 11/11
Action Points: 1

MBA (talid): +10 vs AC, 1d6+7 damage
RBA (unarmed): +8 vs AC, 1d4+3 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

  • +1 to attack when bloodied

Powers:

Defender's Mark
Dual Strike


Second Wind []
Dragon Breath []
Battle Fury Stance []
Bull Charge []

Kiki

Appearance
[SHOW]

Image

Strategy
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Kiki likes to maintain a safe distance between herself and her enemies, focusing mostly on ranged attacks from her throwing knives. Should she find herself in melee range she will quickly try to dispatch her foe and move back out of its range, using her acrobatic skills if necessary. She is one of the first to leave once things start to go badly, and is not one to risk her own neck to protect another.

Character Sheet
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Kiki, level 3
Thri-Kreen, Striker

FINAL ABILITY SCORES
Str 17, Con 11, Dex 19, Int 8, Wis 10, Cha 14.

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

AC: 18 Fort: 16 Reflex: 16 Will: 16
HP: 33 Surges: 6 Surge Value: 8

TRAINED SKILLS
Athletics +11, Acrobatics +10

UNTRAINED SKILLS
Arcana, Bluff +3, Diplomacy +3, Dungeoneering +1, Endurance +1, Heal +1, History, Insight +1, Intimidate +3, Nature +3, Perception +1, Religion, Stealth +5, Streetwise +3, Thievery +5

FEATS

POWERS
Level 01 Striker At-Will Power: Deft Strike
Level 01 Striker Encounter Power: Acrobat's Blade Trick
Level 02 Striker Utility Power: Hop up

ITEMS
Cloth Armor (Basic Clothing), Dagger (10)

Combat Block
[SHOW]

Kiki

Female Thri-Kreen Striker 3
Speed: 7
Initiative: +5
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 18
Fort: 16
Reflex: 16
Will: 16
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 6/6
Action Points: 1

MBA (dagger): +10 vs AC, 1d4+4 damage
RBA (dagger): +10 vs AC, 1d4+5 damage

Daggers Used: 0/10

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

  • Can sheathe/draw/retrieve/stow one weapon/item as free action once per turn
  • Always considered to have a running start when jumping

Powers:

Striker's Damage
Deft Strike


Second Wind []
Thri-Kreen Claws []
Acrobat's Blade Trick []
Hop Up []

Minh

Appearance
[SHOW]

Image

Strategy
[SHOW]

Minh is used to fighting alone, and tends to pay little attention to her allies unless they are in dire straits. She is at her best when she is in constant motion, always trying to reposition herself to gain the upper hand against her foes. She is not afraid to go toe-to-toe with a formidable foe, but will eventually back off if it becomes clear she is outmatched.

Character Sheet
[SHOW]

Minh, level 3
Githzerai, Striker

FINAL ABILITY SCORES
Str 11, Con 13, Dex 16, Int 10, Wis 20, Cha 8.

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

AC: 18 Fort: 16 Reflex: 16 Will: 16
HP: 35 Surges: 7 Surge Value: 8

TRAINED SKILLS
Perception +11, Acrobatics +11

UNTRAINED SKILLS
Arcana +1, Bluff, Diplomacy, Dungeoneering +6, Endurance +2, Heal +6, History +1, Insight +6, Intimidate, Nature +6, Religion +1, Stealth +4, Streetwise, Thievery +4, Athletics +3

FEATS

POWERS
Level 01 Striker At-Will Power: Overwhelming Strike
Level 01 Striker Encounter Power: Angelic Alacrity
Level 02 Striker Utility Power: Tumble
Level 03 Striker Encounter Power: Deadly Stride (replaces Angelic Alacrity)

ITEMS
Longsword, Leather Armor

Combat Block
[SHOW]

Minh

Female Githzerai Striker 3
Speed: 6
Initiative: +6
Passive Perception: 22
Passive Insight: 16
Senses: Normal Vision

AC: 18
Fort: 16
Reflex: 16
Will: 16
HP: 35/35
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA (longsword, two-handed): +11 vs AC, 1d8+3 damage
RBA (unarmed): +8 vs AC, 1d4+5 damage

Resistances: None

Vulnerabilities: None

Saves:

  • +2 vs daze, dominate, stun

Active Effects:

  • can shift 3 squares as free action when using Second Wind

Powers:

Striker's Damage
Overwhelming Strike


Second Wind []
Iron Mind []
Tumble []
Deadly Stride []

User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1925
Registered for: 6 years 8 months

Re: Tulrissian Unification OOC

Post by FinalTemplar »

Caedus, the Redeemed Ruffian (#4080FF)
Appearance
[SHOW]
Image
Character Sheet
[SHOW]
Caedus, level 4
Bugbear, Slayer (Reskinned to Human)
Background: Recent Life - Mercenary Work (+2 to Athletics)
Theme: Sohai
FINAL ABILITY SCORES
Str 20, Con 13, Dex 18, Int 8, Wis 13, Cha 10.

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


AC: 20 Fort: 20 Reflex: 17 Will: 14
HP: 46 Surges: 10 Surge Value: 11

TRAINED SKILLS
Endurance +8, Intimidate +9, Athletics +14, Perception +8

UNTRAINED SKILLS
Acrobatics +6, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Heal +3, History +1, Insight +3, Nature +3, Religion +1, Stealth +8, Streetwise +2, Thievery +6

FEATS
Feat User Choice: Two-Handed Weapon Expertise
Level 1: Weapon Proficiency (Fullblade)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Martial Cross-Training

POWERS
Martial Cross-Training: Advance Lunge
Slayer utility 1: Berserker's Charge
Slayer utility 1: Battle Wrath
Slayer utility 2: Single Out

ITEMS
Bracers of Mighty Striking (heroic tier), Scale Armor, Hempen Rope (50 ft.), Bedroll, Trail Rations (10), Horn, Backpack (empty), Tent, Ten-foot pole, Crowbar, Torch (9), Climber's Kit, Dagger boots, Fullblade (Large), Hilt of Malton's Fury, Pouch with 51g coins.

Important Features
[SHOW]
Bracers of Mighty Striking - When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Two-Handed Weapon Expertise +1 to weapon attacks with Two-handed Weapons, also gain +1 to damage while charging with these weapons.
Weapon Focus (Heavy Blade) Gain +1 to damage per tier with weapon attacks with Heavy Blades.
Martial Cross-training Lose one use of Power Strike to gain encounter attack power from your class.
Combat Block
[SHOW]
Caedus (#4080FF)

Male Bugbear Slayer 4
Languages: Common, Tulrissian
Age: 22
Height: 6'2"
Weight: 185lbs.

Speed: 5
Initiative: +6
Passive Perception: 18
Passive Insight: 13
Senses: Normal

AC: 20 (17 unarmored)
Fort: 20
Reflex: 17
Will: 14
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 10/10
Action Points: 0

MBA:
Fullblade (Large) - 1d20+13 - 2d6+13
Unarmed - 1d20+9 - 1d4+10

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.
Powers:

At-Will
Berserker's Charge
Battle Wrath
Item At-Will
__________________________________

Encounter [_]
Sohei Flurry
Predatory Eye
Power Strike
Single Out
Advance Lunge
Item Encounter [_]
__________________________________

Daily [_] None
Item Daily [_] None

Consumables:
None.
Power Descriptions
[SHOW]
At-Will Powers
Berserker's Charge - Minor Action - Personal - Until the stance ends, gain a +2 power bonus to Speed when charging, and a +2 power bonus to attack rolls made with a charge.
Battle Wrath Minor Action - Personal - Until the stance ends, gain a +2 power bonus to damage rolls with basic attacks using a weapon.
Encounter Powers
Sohei Flurry Minor Action - One Creature - STR vs AC - 1[W].
Predatory Eye - Minor Action - Personal - If I have CA against a target, I deal +1d6 on the next attack I make against that target. I must apply this bonus before the end of my next turn.
Power Strike - No Action - Special - Trigger: I hit an enemy with a melee basic attack using a weapon. Effect: The target takes an additional 1[W] as extra damage from the triggering attack. Note: Martial Cross-Training takes away the extra use of this ability.
Single Out - Minor Action - Ranged 5 - One Enemy - The target grants CA to me until EONT.
Advance Lunge - Standard action - STR vs AC - Hit: 2[W]+STR| 2[W]+STR&DEX vs targets who I have CA against.
10 Minute Background
[SHOW]
Background and concept elements
[SHOW]
1) Appearance: Caedus is fairly plain in his appearance, in fact prior to inheriting the scale armor from Jorran he wore only simple commoner's clothes. Being very tall, standing at 6'2" he stands out simply on that alone and has a muscular, toned body that comes from working hard for nearly twelve years. His eyes were a vibrant purple, which helped him to be noticed even in a room full of people, even though most would not know his past as the bastard child of Sieglind Malton. He has a scar across his chest (running from the top left to bottom right) from training with Grozzuk, a nearly life-threatening injury that serves as a constant reminder of his mortality.


2) Personality: Desperate to prove himself, Caedus will do anything he can to be seen as worthy by people he views as higher than him. However, he refuses to bow to anyone, seeing himself as having the potential to be the best and greatest ruler there could be. This obviously makes him incredibly vain, seeing himself as greater than most people. His relatively recent relationship with Amalie has started to bring him down a bit, as he now seeks greater power to protect her and their child, rather than for personal gain.

3) Birth & Early Life: Born a bastard, Caedus never met his biological father. Sieglind begged her husband to raise him, but eventually, he was kicked out to die on the streets. During his time out on the streets, he gets confronted by a bandit crew who called themselves "The Forsaken". A crew of misfits who didn't really belong anywhere, and thus became an outlaw family of sorts. Caedus was brought in mostly just for menial tasks but was eventually taken under the wing of an older member of the group, Jorran Ulic. At Jorran's request, since it wasn't his area of expertise, Grozzuk, the only orc in the crew, offered to train him. And thus, Grozzuk spent the next year training him from the ground up in how to use the Fullblade, since it was the only spare weapon they had on them.

4) Early Adulthood: Shortly after Caedus turned 18, Jorran passed away. His dying wish was for Caedus to inherit his armor and use it well, saying he loved him like the son he never had. The leader, Marsden, decided Caedus had more than done his time being an initiate, fully making him an official member of the Forsaken. The next stop they decided to make was at a port-town, a relatively new endeavor created by two old criminals who needed to step down from active criminal work to do something a little more sane. So, with the fortune they amassed from adventuring, they created a safe haven on the westernmost cliffs in Tulrisse, a cliff-side town named "Edgeport". In this town, Caedus meets the love of his life, Amalie, a bar maiden who only loosely worked for their local Inn. She admitted to him how much she craved adventure, and he promised her a spot in the crew. After a night of lust, Caedus introduced her to the crew, who welcomed her with open arms.

5) Recent Years: Amalie and Caedus have been together for four years now (18 years old until ~22 years old), and they've become a close and powerful duo. In the last four years, the crew has become more and more well known, enough to actually be noticed by local law enforcement. On a routine trip through the Queendom of Menora, she popped the knowledge on him that she was pregnant with his child, and that she needed a place to settle down. Shortly after this, local Menoran law enforcement found them and started to chase them down. In the chaos, Caedus was separated from his crew and captured, taken to Menora to be sentenced for his crimes.
Goals
[SHOW]
1) To become a lord of his own land.
2) To create a lasting legacy for his family line moving forward.
3) To prove to himself (and his "father" Albrecht Malton) that he is more than just a bastard.
Secrets
[SHOW]
1) His relation to the lord and lady of Erlfeld.
2) His child which is being carried by Amalie, and her nationality (Native to Imardin).
People tied to Character
[SHOW]
1) Albrecht Malton - Lord of Erlfeld, raised Caedus for the first eight years of his life.
2) Sieglind Malton - Lady of Erlfeld, Caedus' biological mother. Haven't been in contact since Albrecht banished him.
3) Marsden - Leader of "the Forsaken", generally on good terms.
4) Grozzuk - Weapon-Master of "the Forsaken".
5) Amalie - Caedus' girlfriend and mother of their child.
Memories, Mannerisms, and Quirks
[SHOW]
1) Caedus tends to fly by the seat of his pants, and when asked if he knows what he's doing, tends to give a smirk and say "Of course, I got this."
2) Caedus doesn't typically enjoy being in the presence of nobility. He can compose himself for short periods of time, but his vanity stops him from giving them the respect they deserve.
3) Caedus has one memory from before he was forcibly removed from house Malton, in which his father's advisor caught Caedus stealing from a noble who was visiting Erlfeld. (This is the event that got him kicked out.)
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Caedus' biological father might as well be dead, he never got to meet him. His mother and her husband are still alive and ruling over Erlfeld. The Forsaken crew are his primary family and have built a strong bond. Amalie is his girlfriend and, in his mind, his future queen.
Class: Noble, banished for being a bastard child. Raised by bandits.
Profession: Spends his time working as a bandit and amassing wealth.
Institutions: While not affiliated with any proper institution, was trained by Jorran and Grozzuk on how to be a bandit and a fighter.
Drives - Primary/Secondary/Tertiary
[SHOW]
1) To prove himself - Caedus has been told his whole life he wasn't good enough, how he needed to be better. Every day he actively pushes himself to be the best he can be.
2) To protect Amalie - The love of his life is the most important person to him, and though his family matters, too, Amalie is the one shining hope he has for a future.
3) To craft a legacy of his own - To be known for the rest of time, whether as the greatest hero or the most wicked villain, all Caedus cares for is to have people to remember him.
Goals - Short-term/Medium-term/Long-term
[SHOW]
Short-term: Survive long enough to meet his son and try to raise him properly.
Medium-term: Attain the wealth required to live comfortably.
Long-term: Gain enough power to attain lordship over his own land.
Equipped Items
[SHOW]

Code: Select all

Main Hand: Fullblade (Large) (two-handed)
Offhand: Fullblade (Large) (two-handed)
Body: Scale Armor

Head: ---
Neck: ---
Arms: Bracers of Mighty Striking
Hands: ---
Waist: ---
Feet: ---
Symbol: ---
Ki Focus: ---
Ring: ---
Ring: ---
Tattoo: ---

Boon: ---
Last edited by FinalTemplar on Fri Sep 22, 2023 6:43 pm, edited 1 time in total.
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BartNL
Swampperson Prime
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Post by BartNL »

ser Hellenbert "The Flaming Sword of Menora" Brandt #ff4000


Hellenbert, Appearance
Image

Ember, Appearance
Image

Ten-Minute Background
Background and Concept Elements

Appearance - Hellenbert is of average height. He is muscled and his face has sharp features. He prefers light armour, as it suits his combat style better. While on duty he wears a cloak with the crest of Menora, the insignia's of his rank in the city guard and his coat of arms. For formal events he prefers to wear his bright red cloak embroidered with his families crest. In his personal time Hellenbert wears his personal coat of arms: 'a shield party per pale, first a flame on yellow field in the second a sword ablaze on a white field'
Personality - Hellenbert is friendly and galant. Hellenbert's confidence often comes across as arrogance, but as his skill is rather astonishing he usually get's away with his behaviour. Hellenbert strives to improve himself as much as possible, as being better will be the main factor in if his ambitious plans will come to fruition. Hellenbert has a short temper, and he is bad at losing.
Birth and Early life - Hellenbert was born into a knightly family in Menora.
Youth - With three older Brothers, Hellenbert had to work harder and smarter to get noticed. While not as intelligent and skilled in the arts of magic as Adelbert and Engelbert, Hellenbert would train his body and enhance it with his magics for superhuman reflexes and dexterity. Hellenbert would often train with Cuthbert, who was a skilled fighter even before being blessed with training
Recent Life - Hellenbert has become one of the foremost young knights in Menora, being famous for weaving spells into his swordsmanship. He likes to style himself as "The Flaming Sword of Menora". His friends and brothers prefer "Firehazard" or "Firecracker" for Hellenbert's tendency to be arrogant, tactless, careless and loud.


Goals
1) Hellenbert wants to become famous and prominent in Menora. He also want's to earn the favour of his grandfather Cuthard Althaus.
2) Hellenbert wants to one-up his family members, especially his brothers and father.
3) Personal Goal: I like to explore this ancestor of the Brandt family, and how they gained status in Tulrisse before the War of Three Kings.

Secrets
1) Hellenbert is afraid for what will happen to him if he fails to excel. He stands to inherit little as a fourth son, so he needs to excel and make a name for himself if he wants to have a good future.
2) Hellenbert was tasked with entering the tourney and looking into some suspicious contestants. As Hellenbert had made it clear to anyone willing to listen that he would be entering the tournament even before it was officially announced, he has the perfect cover.
Hellenbert does not know who the person is who has tasked him.
-Suspicious figures include: A dwarven archer from Bal, a noble outcast, a knight from Tanon, two lords of western realms

3) Personal Secret: Hellenbert's brother Engelbert is close to a magical breakthrough that would, if published, instantly make him a peer to the premier mages of Tulrisse.
Engelbert is also responsible for tasking Hellenbert to find out about the suspicious outsiders. His motives are unknown for now.


People Tied to Hellenbert
1) Adelhart Brandt
Image

Hellenberts father. A senior knight of Menora who holds an honorary rank in the city guard. It's a public secret that Adelharts rank was given to him as a favour to his father in law. Adelhart is known in Menora for being dull and for having mediocre magical skills. While the Brandt family has produced many skilled mage, Adelharts lack of magical prowess would have significantly diminished the families importance, if not for his marriage to Agathe. How Adelhart ever managed to win over his wife's hands in marriage is still topic of speculation in Menoran gossip after 30 years. Adelhart's marrying up is his only real accomplishment in Hellenberts eyes.
2) Agathe Brandt-Althaus
Image
Agathe is Hellenberts mother. She is a cunning witch, and the true head of house Brandt. She is known for her great beauty which she maintains with secret spells and potions. She is typically calm and reserved, as expected of a noblewoman, but when around her husband she acts giddy like a teen in love. Hellenbert was taught the basics of magic by his mother.
3) Cuthard Althaus: Cuthard is Agathe's father and Hellenbert maternal grandfather. Cuthard is a wealthy man. Cuthard likes to joke that he couldn't even see the end of his holdings from the tower of Althaus castle when he was young, and his eyes were still good.
4) Adelbert Brandt
Image
The eldest of the Brandt boys has made a name for himself as a calm and gifted diplomat and steward for his maternal grandfather. Adelbert is rarely seen wearing his fathers colours, preferring those of his mothers. This has caused a rift between him and the rest of his family. Hellenbert does not blame his older brother at all. He'd proudly wear his grandfather's colours, if he only had his favour. Although Hellenbert does feel jealous about this, he tries not to let it affect the relationship with his brother.
5) Cuthbert Brandt
Image
Cuthbert was always more skilled with a club, sword or hammer than with magic. As such, he spend more time practising those skills than the arcane arts. He is however not incapable of casting spells, and has surprised many sparring partner with magical flaming weapons and such. Cuthbert has become a priest of Groddo. Hellenbert thinks that if Groddo is as great as Cuthbert claims he is, Groddo is either the kindest of the gods to give an oaf like Cuthbert a place of honour or Groddo is as dumb as Cuthbert himself and must like him for that reason.
6) Engelbert Brandt
Image
While Adelbert was always the one getting the most praise for his sharp wit, even as kids, Engelbert could always easily match him if he had wanted to. Engelbert is quiet and gentle, and does not like to be put in the spotlight. He is currently working as an assistant to one of the most esteemed mages in the city. It is whispered that Engelbert has long passed his master in skill and knowledge and chooses to humbly work from the shadows as he does not seek fame.
7) Isambert Brandt
Image
Hellenbert's only younger brother. Isambert is currently squiring for a cousin. Isambert takes after Hellenbert, and when they can find time Hellenbert trains him in his personal fighting style.
8) Ser Hansel Aldwell: As a young boy, Hellenbert would sneak out of classes to watch Ser Hansel training. When Hellenbert got older, and started to train swordsmanship himself, he'd regularly spar with Hansel. Hellenbert has a high opinion of Hansel, and considers him a rival he will eventually need to surpass in skill in order to truly make a name for himself.
9) Ember is a strange familiar that appears as a burning tomcat. Ember does not produce light nor heat, and will look like a normal cat in the dark. Ember is usually mean to Hellenbert, and demands high praise of the man when he decides to help him out.


Memories, Mannerisms, and Quirks
-Hellenbert is quick to anger, and when angry his face turns bright red. This has earned him the name "Firehazard" as a kid.
-Hellenbert likes to impress people by doing tricks with his sword, like teleporting it into his hand.
-In his early teens, Hellenbert devised an infallible plan to impress the princess and some other important figures. His plan failed, as he was found out by one of the guards, and he ended up being scolded in front of the princess to her amusement.


Background - Family/Class/Profession/Institutions
Family and Class: Hellenbert is of the Brandt house. The Brandt's are an old but minor knightly family based in Menora. Many current and historical members of the family have shown strong arcane talents. They lack enough land to sustain themselves, and make up for it working for various institutions in Menora.

Profession: Hellenbert is currently employed as a guard and fencing instructor in Menora. As a knight of Menora he is sworn to protect the city and take up arms against any who pose a threat to the city of mages.


Drives - Primary/Secondary/Tertiary
-Primary: Hellenbert is driven by his ambition. He wants fame and fortune, and he'd rather have it sooner than later
-Secondary: Hellenbert also wants to improve his families standings


Goals - Short-Term/Medium-Term/Long-Term
-Short: Do well in the upcoming tournament
-Medium: Raise rank and personal and family standings


Character Sheet
====== Created Using Wizards of the Coast D&D Character Builder ======
Hellenbert Brandt, level 4
Eladrin, Bladesinger
Blade Magic: Longsword [Blade Magic]
White Lotus Dueling Expertise: Choose Implement Proficiency: White Lotus Dueling Expertise (Rod)
Eladrin Subrace: Standard Eladrin Racial Traits

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

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


AC: 20 Fort: 15 Reflex: 18 Will: 16
HP: 41 Surges: 8 Surge Value: 12

TRAINED SKILLS
Thievery +11, Arcana +14, History +14, Stealth +11, Acrobatics +13, Endurance +11

UNTRAINED SKILLS
Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +7, Streetwise +1, Athletics +2

FEATS
Level 1: Heart of the Blade
Level 2: Eladrin Swordmage Advance
Feat User Choice: White Lotus Dueling Expertise
Level 4: Arcane Familiar

POWERS
Bladesinger at-will 1: Dancing Fire
Bladesinger at-will 1: Unseen Hand
Bladesinger at-will 1: Dazzling Sunray
Bladesinger Cantrips: Light
Bladesinger Cantrips: Prestidigitation
Bladesinger Cantrips: Mage Hand
Bladesinger encounter 1: Charm of Misplaced Wrath
Bladesinger encounter 1: Skewering Spikes
Bladesinger utility 2: Shield
Bladesinger utility 2: Guardian Blades

ITEMS
Leather Armor, Adventurer's Kit, Bracers of Mighty Striking (heroic tier), Ball bearings, Chalk and slate, Camouflaged Clothing, Fine Clothing, Grappling Hook, Lute, Spellbook, Writing case, Longsword
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Combat Block
Male Eladrin Bladesinger 4
Languages: Tulrissan, Dwarven, Imardanian
Background: Extra language
Theme: Purple Dragon
Age: 19
Height: 6"1
Weight: 155 lbs.

Speed: 6
Initiative: +6
Passive Perception: 11
Passive Insight: 11

AC: 20
Fort: 15
Reflex: 18
Will: 16

HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 8/8
Action Points: 1

MBA: +12 vs AC, 1d8+8 damage
RBA: Magic missile (no roll) 8 damage

Resistances: None

Vulnerabilities: None

Saves:
+5 Saving throws against charm

Active Effects: None

Powers:

Focused Discipline
Mage Hand
Prestidigitation
Light
Dazzling Sunray
Unseen Hand
Dancing Fire
Magic Missile


__________________________________
Second Wind [_]
Fey Step [_]
Bladesong [_]


__________________________________
Guardian Blades [_]
Charm of Misplaced Wrath [_]


Unprepared powers:
Skewering Spikes
Shield

Consumables:

None.

Important Features:
Class Features:
Guarded Flourish Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon. In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other.

Instinctive Attack When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll.

Arcane Strike When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action.

Racial Features:
Trance Meditate four hours instead of sleeping

Feats:
Heart of The Blade Gain Swordsbond
Swordbond By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.

Eladrin Swordmage Advance:
Make a MBA as a free action after you use the fey step ability.


Arcane Familiar:
Gain an arcane familiar: Cat Familiar

Items:
Bracer's of Mighty Striking +2 damage on MBA's

Ember, stats
Cat Familiar
Senses low-light vision
Speed 6
Constant Benefits
You gain a +2 bonus to Acrobatics checks.
You can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill.
Active Benefits
Independent Spirit: A cat familiar has no range limit on the distance it can exist away from you.
Silent Predator: A cat familiar gains a +5 bonus to its Stealth checks.


Ember Stats

TRAINED SKILLS
Thievery +11, Arcana +14, History +14, Stealth +16, Acrobatics +13, Endurance +11

UNTRAINED SKILLS
Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +7, Streetwise +1, Athletics +2

Size: Tiny

Speed: 6
Initiative: Moves on Hellenbert's turn
Passive Perception: 11
Passive Insight: 11

Defences: 
AC: 20
Fort: 15
Reflex: 18
Will: 16

HP 1, a missed attack never damages a familiar

Senses: Low-light vision
Active Benefit: A cat familiar has no range limit
User avatar
KupoTheMagus
Posts: 106
Registered for: 2 years 9 months

Post by KupoTheMagus »

Meet Calisto, Concordia Diabolus
calisto.jpg

Character Sheet
====== Created Using Wizards of the Coast D&D Character Builder ======
Calisto, level 4
Tiefling, Bard
Bardic Virtue: Virtue of Cunning
Background: Occupation - Merchant (+2 to Diplomacy)

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

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


AC: 19 Fort: 15 Reflex: 18 Will: 18
HP: 41 Surges: 9 Surge Value: 10

TRAINED SKILLS
Arcana +13, History +13, Streetwise +13, Bluff +13, Diplomacy +13

UNTRAINED SKILLS
Acrobatics +3, Dungeoneering +5, Endurance +5, Heal +3, Insight +3, Intimidate +7, Nature +5, Perception +3, Religion +9, Stealth +5, Thievery +3, Athletics +3

FEATS
Bard: Ritual Caster
Feat User Choice: Imperious Majesty
Level 1: Battle Song Expertise
Level 2: Ferocious Rebuke
Level 4: Bardic Knowledge

POWERS
Bard at-will 1: Staggering Note
Bard at-will 1: Vicious Mockery
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Bardic Lore
Bard encounter 3: Unicorn's Charge

ITEMS
Ritual Book, Lyre, Leather Armor, Adventurer's Kit, Fine Clothing, Dagger (3)
RITUALS
Amanuensis, Glib Limerick
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Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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