The Hollowguard OOC

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Namelessjake
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The Hollowguard OOC

Post by Namelessjake »

Character Creation Rules
System: 4e
Level 3
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc or dwarf.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: 1000 gold to spend on anything, including all weapons, armour, food, rituals, etc.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn't have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).
Ten Minute Background: Follow the layout in the stickied guide and add a magical items wishlist at the end.
Languages
[SHOW]
Common - Common is a lingua franca in this world. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation. People who only know Common are typically sailors, or other people who have spent most of their life traveling rather than in one place.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom. For this game Tulrissian will be the default language instead of Common.

Serran – The primary language spoken by the many small kingdoms of an expansive arid region known as the Serran Desert, which consist mostly of humans and orcs.

Imardanian – The national language of the Imardin Thalassocracy. It is a very diverse nation, but humans still make up the majority.

Forellian – The native language of the people who inhabit the Forellian Archipelago, a cluster of islands consisting of many city-states located in the Forelle Sea. Primarily human.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east.
Map
[SHOW]
Image
Each bar of the scale is equal to 100 miles. In this setting Bantham, Torrinford and Newport have yet to be founded, and Kingsport is still known as Castle Halstos and the town of Twinriver.
Setting

3E Y67 - You are a mercenary, a member of The Hollowguard, an old company based out of The Hollowhall in the small town of Stonebrook, about 40 miles north of Darden's Hold.

The Hollowguard was once a prestigious company of knights and heroes, however 15 years ago, 3E Y52, the company set out to combat the legendary dragon Larokoth who was said to have come down from the mountains to terrorise the Volberg region of Tulrisse. Their quest was an ill-fated one and only one of The Hollowguard survived, a young knight from Darden's Hold, Ser Jorran Redwald.

Ser Jorran spent the next 13 years drowning his sorrows in Stonebrook, until one day two years ago something changed. He began recruiting again, determined to rebuild The Hollowguard's reputation.

You are not a knight or a warrior famed throughout the Kingdoms of Tulrisse. You joined the ranks of The Hollowguard at some point in the last two years, seeking fame, fortune, prestige and titles. Whatever your reasons, you now live by the sword, taking jobs as they come, helping Ser Jorran rebuild The Hollowguard to earn you and your comrades an eternal life in legend.
Quests
[SHOW]
Investigate the mound in Fallkirk
Important Figures
[SHOW]
Lord Tarbor - The Lord of The Hollow, he rules from Darden's Hold. All the other minor lords in the region are sworn to him.
Party Inventory
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Shared
[SHOW]
None
Tess
[SHOW]
Ornate Gilded Shortsword (Rapier)
Embroidered Leather Corset (Leather Armor)
Serpent Anklet (Abduction Ki Focus +1)
Acrobat Shoes (Footpads)
Bell and whistle
Belt Pouch
Intricate Hand Mirror (Mirror)
Waterskin
Backpack
Certificate of Freedom (Standard Identification Papers)
Harlequin Costume (Disguise)
Enchanted Children's Doll (Faerie Puppet)
Throwing Knives (Dagger [10])
Gambling cheats
Bedroll
Hempen Rope (50 ft.)
Tent
Torch
Trail Rations (10)

Coin Purse of 29.8gp
Bronnis
[SHOW]
Magic Hide Armor +1
Vicious Greatbow +1
Bedroll
Bestiary
Bottle of Wine
Torch (3)
Thieves' Tools
Tent
Waterskin
Backpack (empty)
Harness
Oil (1 pint) (2)
Lantern
Trail Rations (10)
Hempen Rope (50 ft.)
Flute
Crowbar

Coin Purse of 31.40gp
Tristan
[SHOW]
Backpack
Bedroll
Flint and Steel
Belt Pouch
Trail rations (10)
50 ft hemp rope
Waterskin
Longsword
Scale Armor
Spiked gauntlet
Ansel Family Signet Ring(Arcane Signet Ring)
Tent
Standard Identification Papers
Travel Papers
Amulet of Protection +1
Pitch Cask (5)
Grappling Hook
Small Hammer
10 Pitons

Coin Purse of 345.80 gp
Katerina
[SHOW]
Triple-headed flail
Hide Armor
Backpack (empty)
Bedroll
Cold-weather clothing
Tent
Waterskin
Standard Identification Papers
Jar of glowworms
Trail Rations (10)
Pixie Music Box
Writing case
Bottle of Wine (5)
Gambler's gear
Gambling cheats
Flail of Winds Triple-headed flail +1
Mirror

Coin Purse of 123 gold and 9 silvers
Elmar
[SHOW]
Backpack
Bedroll
Flint and Steel
Belt Pouch
Torch (2)
Trail Rations (10)
Hempen Rope (50 ft.)
Waterskin
Climber's Kit
Longbow of Long Range +1
Magic Hide Armor +1

Coin Purse of 106.70gp
Matthias
[SHOW]
Backpack
Bedroll
Belt Pouch
Flint and Steel
Tent
Torch (2)
Trail Rations (10)
Waterskin
Cold-weather clothing
Doctrinal book
Challenge-Seeking Bastard Sword +1
Heavy Shield
Dwarven Plate Armor +1
Holy Symbol

Coin Purse of
Locke
[SHOW]
Vicious Bastard sword +1
Scale Armor
Heavy Shield
Backpack
Bedroll
Flint and Steel
Hempen Rope (50 ft.)
Tent
Trail Rations (20)
Waterskin

Coin Purse of 399.90gp
Karvik
[SHOW]
Cloth Armor (Basic Clothing)
Backpack
Bedroll
Belt Pouch
Bottle of Wine
Flint and Steel
Gambler's gear
Hempen Rope (50 ft.)
Oil (1 pint) (2)
Tent
Torch (2)
Trail Rations (20)
Battlecrazed Greatsword +1
Handaxe (3)

Coin Purse of 112.5gp
Alessa
[SHOW]
Hide Armor
Frost Rapier +1
Backpack
Belt Pouch
Bedroll
Bottle of Wine
Candle (2)
Flint and Steel
Hempen Rope (50 ft.)
Map case
Oil (1 pint) (2)
Tent
Torch (4)
Trail Rations (30)
Waterskin (2)
Writing case

Coin Purse of 227.28gp
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4459
Registered for: 11 years 10 months
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Re: The Hollowguard OOC

Post by Namelessjake »

Introducing Ser Jorran Redwald, Sentinel of The Hollowguard

Image
Background
[SHOW]
Ser Jorran was the third son born to Lord Redwald, a vassal of Lord Tarbor of Darden's Hold. The Redwalds ruled over lands to the South of Darden's Hold, from their seat known as Redwald Keep. As the third in line, Jorran stood to inherit very little, however he showed great martial promise. He began his career to knighthood as a squire to one of Lord Tarbor's sons. At the age of sixteen he fought valiantly in a battle against the army of Virem, slaying a knight, Ser Harrin Slait. For his efforts Lord Tarbor knighted him upon the battle's conclusion.

As a knight, Ser Jorran set out to join the ranks of The Hollowguard, having heard tales of their deeds throughout his life. He proved himself time and time again, becoming a respected and esteemed member. After several years he accompanied the rest of The Hollowguard on their fateful journey to the Volberg region where all but Ser Jorran met their end at the hand of the dragon Larokoth.

He then then spend thirteen years drowning his sorrows in Stonebrook, before something made him decide to reform The Hollowguard. However he still doesn't talk about the company's battle with Larokoth.

Ser Jorran is a stern and serious man who rarely betrays much emotion. He is an honourable man and tries his best to abide by the chivalric code which comes with Knighthood.
Character Sheet
[SHOW]
Ser Jorran Redwald, level 3
Dragonborn, Cavalier
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
Theme: The Sentinel Marshal

FINAL ABILITY SCORES
Str 18, Con 14, Dex 12, Int 8, Wis 10, Cha 16.

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


AC: 22 Fort: 16 Reflex: 15 Will: 15
HP: 41 Surges: 12 Surge Value: 14

TRAINED SKILLS
Athletics +6, Perception +6, History +7, Diplomacy +9

UNTRAINED SKILLS
Acrobatics -2, Arcana, Bluff +4, Dungeoneering +1, Endurance -1, Heal +1, Insight +1, Intimidate +6, Nature +1, Religion, Stealth -2, Streetwise +4, Thievery -2

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Draconic Challenge
Feat User Choice: Heavy Blade Expertise

POWERS

ITEMS
Heavy Shield, Inescapable Bastard sword +1, Veteran's Plate Armor +1, Backpack (empty), Bedroll, Bottle of Wine (2), Flint and Steel, Flask (empty), Fine Clothing, Hempen Rope (50 ft.), Tent, Torch (2), Trail Rations (20), Waterskin, Brooch of No Regrets +1, Coin purse of 244.67gp
Combat Block
[SHOW]
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ratwizard
A Wan Smile
Posts: 5989
Registered for: 11 years 10 months
Location: Hellworld

Re: The Hollowguard OOC

Post by ratwizard »

Introducing Bronnis, Homeless Vagrant Survivalist

Image

Co-Starring Seff, the Loyal Wolf-Hound

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Ten-Minute Background Response Format
[SHOW]
Background and Concept Elements
[SHOW]
1) Bronnis is from a small town named Dascia, located in the south-western region of the Oakengrove. A younger son in a huge family, a young Bronnis would spend a lot of his time out playing in the forest, exploring and learning many things for himself. He was bullied by some of his older siblings, since the culture of Dascia was to be hard on the young so that they grow tough.

2) When he was a young man, Bronnis left his family behind after plenty of heated disputes and traveled down the river south of Dascia toward the Tulrissian Sea. He stopped at many ports and villages along the way, fascinated by the different sights and people he met along the way, with nothing but his rucksack and a bit of coin. His coin quickly ran out, and he stole a raft from a dock in Red Bridge and kept on his journey.

3) Bronnis made it all the way to the Sea, where he sold the raft in Twinriver, traveling along the coast south to Virem. He stayed here for several months, having trouble getting enough money and supplies to continue his journeys. Moving on after almost a year, he pushed onward. He stayed in Greywood for another stretch of time, before passing Red Bridge and making his way to Menora. Despite being so close geographically to his hometown, he kept a low profile and did odd-jobs around the city.

4) Bronnis eventually made his way through the dwarven mountains, seeing the great architecture and even traveling on a section of their underground highway. Moving east, he trekked through Serran where he spent almost a full decade observing the many sights including water gardens, ruins, and beautiful women. During this time, he made a few intermittent trips into Kurnhuelde, staying on the coastal regions and only once traveling inland. Along the way, he stumbled into a pup in the snowy forests of the region, lost from its kind. Despite his best intentions to find its mother, he gave up and took the pup with him. He named the small husky Seff, meaning "alone" in Kurnish.

5) Bronnis' many travels brought him through much of continental Voreld, and given him experience in many different areas. He learned how to hunt and feed himself and Seff, as well as how to hunt for a profit. Survivalism is second nature to the man who feels more comfortable on a bed of leaves and dried grass than otherwise. In addition, he has grown to rely on himself and Seff, and has a hard time sticking around places for too long. His travels have brought him back to the area of Tulrisse, and hearing about the Hollowguard, he is inclined to investigate.
Goals
[SHOW]
1) While holding no interest in concepts of honor or rank, Bronnis is drawn by the potential for money, land, and general fortune that can come with the line of work that the Hollowguard engage themselves in. He is interested in funding more traveling or possibly even settling down in a nice wooded fort of his own.

2) I want Bronnis to probably settle down somewhere that he can share his stories and good fortune with others.
Secrets
[SHOW]
1) Bronnis is actually from Tulrisse but nobody knows that. His clothing, tanned hide, and hard-to-place accent makes it hard to tell.

2) Bronnis' brother is still looking for him to this day.
People Tied to Character
[SHOW]
1) Seff -- Bronnis' hound, a male husky of about six years of age. He is very wary of outsiders, and has unconditional love for his master and companion.

2) Tantis -- Bronnis' brother that is closest in age. Used to bully him when they were younger, being stronger and a couple years older.

3)
Memories, Mannerisms, and Quirks
[SHOW]
1) Bronnis is a master story-teller, and from his many experiences across Voreld, he has a lot of content to draw on. People who listen in have trouble separating his true stories from his created ones, something he likes to trick people with.

2) Bronnis remembers very little of his family, except for his brother Tantis. He has an awful memory of when he sicced the hounds on his older brother after being tormented all afternoon by him.

3) Bronnis and Seff share a special bond, and although the dog understands vocal commands and words, they are rarely needed. The beast can pick up signals easily from its master.
Background - Family/Class/Profession/Institutions
[SHOW]
Family:

Class: Homeless Vagrant -- Scum of the earth, alongside bandits and beggars. Bronnis has no place to live and so he is looked down upon by much of society. He hardly cares, however.

Profession: Oddjobs are what Bronnis takes up to make money when it is necessary, which includes hunting as well as general labor. He sometimes steals what he can, but only in dire need.

Institutions: None. Bronnis is a lone ranger.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Survival. This guides most of the pair's actions.

Secondary: Exploration. All his life he has traveled, in order to experience new things.

Tertiary: Money. The key to almost everything in life.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Join the Hollowguard.

Medium-Term: Prove his mettle in the Hollowguard and establish a decent position among the other members.

Long-Term: Cash out and enjoy a nice life of traveling, or settling down.
Character Sheet
[SHOW]
Bronnis, level 3
Elf, Ranger
Build: Beastmaster Ranger
Fighting Style: Beast Mastery
Elf Subrace: Standard Elf Racial Traits
Beast Companion Type: Wolf
Background: Perception

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

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


AC: 20 Fort: 12 Reflex: 17 Will: 15
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Perception +14, Streetwise +5, Thievery +10, Acrobatics +10, Stealth +10

UNTRAINED SKILLS
Arcana +1, Bluff, Diplomacy, Dungeoneering +5, Endurance, Heal +5, History +1, Insight +5, Intimidate, Nature +7, Religion +1, Athletics

FEATS
Level 1: Weapon Proficiency (Greatbow)
Level 2: Beast Protector
Feat User Choice: Bow Expertise

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Nimble Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Partnered Savaging
Ranger utility 2: Pack Alertness
Ranger encounter 3: Disruptive Strike

ITEMS
Magic Hide Armor +1, Vicious Greatbow +1, Bedroll, Bestiary, Bottle of Wine, Torch (3), Thieves' Tools, Tent, Waterskin, Backpack (empty), Harness, Oil (1 pint) (2), Lantern, Trail Rations (10), Hempen Rope (50 ft.), Flute, Crowbar
RITUALS
Raise Beast Companion
Combat Block
[SHOW]
Bronnis

Male Elf Ranger 3
Languages: Tulrissian, Kurnish
Age: 37
Height: 5'6"
Weight: 170 lbs.

Speed: 7
Initiative: +6
Passive Perception: 24
Passive Insight: 15
Senses: low-light Vision

AC: 20
Fort: 12
Reflex: 17
Will: 15
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 6/6
Action Points: 1

MBA: +1 vs AC, 1d4 damage
RBA: +10 vs AC, 1d12+6 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Twin Strike
Nimble Strike
Beat MBA
Pack Alertness
Hunter's Quarry
__________________________________

Second Wind [_]
Surprise Strike [_]
Elven Accuracy [_]
Two-fanged Strike [_]
Disruptive Strike [_]
__________________________________

Partnered Savaging [_]

Consumables:

None.
Seff
[SHOW]
Seff
+7 to AC, 1d8+2 damage.
STR: 14
CON: 14
DEX: 14
INT: 6
WIS: 14
CHA: 6
Stats: Medium (natural beast), Low-light vision, Speed: 7
Defenses:
AC: 17
Fortitude: 15
Reflex: 15
Will: 16
HP: 38
HS Value: 9 (2 surges)
Special: When the wolf has combat advantage against a target, the wolf gains a +2 damage bonus.
Important Features:
[SHOW]
Vicious Greatbow: Crits do +1d12 damage.

Beast Protector: If an adjacent enemy makes a MBA against Seff, Bronnis takes an OA.

Bow Expertise: +2 dmg to bow attacks against isolated creatures.

Group Awareness: Non-elves get +1 to perception.

Wild Step: Ignore difficult terrain while shifting.
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Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Did you know you can change this?

Post by Fialova »

Tess, the Harlequin Harlot
Image
Character Sheet
[SHOW]
Teharissa "Tess", level 3
Human, Thief
Human Power Selection: Bonus At-Will Power
Background: Parentage - Minstrel Family (+2 to Diplomacy)
Theme: Courtier

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

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


AC: 18 Fort: 12 Reflex: 19 Will: 15
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Perception +6, Stealth +11, Thievery +11, Diplomacy +11, Streetwise +9, Acrobatics +11, Bluff +9, Athletics +6, Insight +6

UNTRAINED SKILLS
Arcana 0, Dungeoneering +1, Endurance +1, Heal +1, History 0, Intimidate +4, Nature +1, Religion 0

FEATS
Human: Weapon Proficiency (Rapier)
Feat User Choice: Light Blade Expertise
Level 1: Practiced Killer
Level 2: Deadly Draw

POWERS
Bonus At-Will Power: Piercing Strike
Thief utility 1: Tactical Trick
Thief utility 1: Escape Artist's Trick
Thief utility 2: Agile Recovery

ITEMS WORN
Ornate Gilded Shortsword (Rapier),
Embroidered Leather Corset (Leather Armor),
Serpent Anklet (Abduction Ki Focus +1),
Acrobat Shoes (Footpads),
Bell and whistle,
Belt Pouch:
- Intricate Hand Mirror (Mirror),
- Waterskin,
- Coinpurse of 29.8gp

BACKPACK
Certificate of Freedom (Standard Identification Papers),
Harlequin Costume (Disguise),
Enchanted Children's Doll (Faerie Puppet),
Throwing Knives (Dagger [10])
Gambling cheats,
Bedroll,
Hempen Rope (50 ft.),
Tent,
Torch,
Trail Rations (10)
Appearance
[SHOW]
In Costume
[SHOW]
Image
Tess is a beautiful young woman, something most (even some of the most anti-elf racists around) can agree upon. She has naturally blond hair, though she is prone to coloring it on occasion and can regularly be seen in costume with a wig as well. She is fairly standard height for the women in Tulrisse, quite well endowed in the places where it matters, and fairly thin.

Tess likes to dress colorfully, a trend that was originally inspired by her harlequin costume, but has made its way into everyday dress as well. She also likes jewelry and other accessories, and will regularly swipe them from the homes of her many (many) lovers. One of her favorites is a serpentine anklet she picked up from a Bishop's wife in Imardin, who was particularly fond of one of her performances.
Personality
[SHOW]
Tess is generally quite polite to talk to, though a bit sarcastic. With new acquaintances she tones it down, but among close friends and colleagues she has a fairly snarky tone.

She is, above all, a hedonist. She enjoys the earthly pleasures the most, particularly sex, though also drinking and gambling as well. Her natural charm and silver tongue goes a long way (both literally and figuratively) towards securing many interested parties, and her flexibility and sheer energy has resulted in many of them falling head over heels despite her pointed ears. Little do they realize that, given her (previous) job as a performer, they will likely never see her again, or the valuables she snagged while in their company.
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
Early Life: Tess, whose full name (which she hates) is Teharissa, was born in the forests bordering the Kurnhuelde peninsula. Like most elves, her parents were recent immigrants to the continent who were trying to hide in the forests from the residents of the areas nearby that would seek to capture and enslave them. They had no money or friends, but they could hunt and forage decently and for the first few years of her life her parents managed to successfully evade capture.

Enslaved: However, with no real contacts and only limited forest area to hide in, the inevitable eventually occurred and Tess and her family were found by Orc slavers from the north. They were slowly led north into the heart of the peninsula, before being put on a ship in Groznid Bay with many other slaves, both human and elven. The ship arrived a month later in Shivan, the notorious slave port in Serran, where her and her parents were sold off to different owners. She was roughly 7 years old at the time, by human standards at least. She has never known her true age.

Tess, the House Girl: Tess' buyer was a moderately well off trader based out of Crescent Bluff, and her first experience as a slave was the long, hot trek by caravan south to the city. She had never experienced anything like it, and many times faced dehydration or heat stroke. Her new master kept her alive, but did nothing to make the trip any more comfortable for the young girl. After all, she was only one of multiple new slaves he had to keep up with, and the rest were just as new to the harsh conditions as she. Not to mention how she was only property to him and nothing more.

Once at the estate she was assigned her duties, with great difficulty. She only knew Elven on arrival, so had to do her best to make sense of what was expected of her by context and questioning the few other elven slaves, who she was only rarely allowed to interact with. Her tasks initially were fairly mundane and in support of the other slaves, like cleaning the kitchen while others cooked or bringing dirty laundry to the washers. Her small size didn't allow for much more than that, so she had it easy.

Tess, the Plaything: Once she had been at the estate for awhile, and had managed to become proficient in the Serran language, the lady of the house began utilizing Tess as a playmate for her daughter. Tess, who was the equivalent of a human 9 year old, was to entertain her master's 8 year old daughter. Initially she had no idea how to accomplish this, and would just make faces or do strange poses. Despite their simplicity the girl enjoyed these antics, and so Tess began to develop more complex poses and routines.

As the years went on Tess had developed fairly elaborate acts and routines made to perform now not only the master's daughter, but her friends as well. When allowed she would use the mistress' makeup to make more permanent odd faces on herself, and had grown quite flexible and able to contort herself into odd shapes for others' amusement. She became a popular attraction for those in her master's neighborhood, the flexible and silly girl with pointed ears.

While her popularity grew with the local children, she also began to draw the attention of some of the men as well, including her master and his sons. When she was likely around 16 (physically about 12 by human standards), the teenage and young adult sons of her master began to force themselves on Tess, sometimes immediately after she had been playing with their sister and while still in makeup. Not long after their father joined in as well, taking advantage of her flexible physique to pleasure themselves. This continued for months until they were discovered by the appalled mistress, who was more disgusted that they were having their way with a slave - and an elf, at that - than that they were doing so forcefully, and to one so young.

Tess, the Harlequin: To appease his wife, Tess' master was forced to sell her off, much to his own displeasure. The girl was relieved to find that her new owner was a man she had met on occasion when she was performing for the children, a local businessman with a talented group of entertainers of his own. He was not nearly as well off as her old master, but he was much kinder and less perverse. She was to be the newest member of his traveling circus troupe, a harlequin to perform both in plays and entertain onlookers on her own. It was a perfect fit for her after the years of performing for noble children.

Right away Tess was measured and fitted for a custom outfit, one of extraordinary color and flamboyance. She was then given makeup and a wig, all to be used together for a silly appearance that would match her character's persona. Her natural flexibility and acrobatic talent was a good start in developing her act, but she was also eventually taught juggling and knife-throwing and many other talents that could please a crowd.

Once outfitted, trained, and tested in Crescent Bluff, the troupe began to travel the desert and perform in the various cities. Tess was a hit among the local populations, and a large hat she wore combined with her wig managed to hide her ears while performing, leaving no room for racist remarks. They later would travel to Imardin and then, finally Tulrisse, before she was ultimately removed from the troupe.

Tess, the Harlot: After years of success, often as one of the primary attractions of her troupe, Tess' owner decided to grant her her freedom, as well as a paid position among the company. The pay was meager, but being free for the first time in memory led the young woman to explore herself. She began to speak her mind for the first time, finally voicing the opinions she had held back for all these years. Her sarcastic remarks were generally taken light-heartedly, and she got along better with her fellow performers than she ever did before, though some still only saw her as a dirty elf.

As she grew more comfortable in her freedom she began to branch out, trying new things to see just what she could get away with. As a young woman, now somewhere in her 20s (though still physically a teenager by human standards), she began to crave the sorts of lewd acts that she had so despised when they forced onto her. She began to casually hook up with others in her troupe, both male and female, and events some of her more persistent fans as well. She was nervous at first, but quickly began to ease up and eventually push aside the memories from her childhood.

As time went on she became more promiscuous, often sleeping with many men and some of the more adventurous women in every town visited. She had also developed a habit of snagging items from homes she visited for such acts, taking, for example, a serpentine bracelet from a lesser noble's shelf before leaving, or pocketing a few coins here and there while her 'friend' is focusing on other things. It started small, but like all of the developments in her personality after being freed it steadily grew.

Eventually her activities grew too adventurous, her crimes too noticeable, her behavior too debaucherous. In Garland she managed to seduce a young admirer after a show, and returned with him to an inn for some fun. Afterwards, while he lay asleep and exhausted, she decided to snag the boy's gorgeous custom shortsword, complete with an ornamental stylized W on the scabbard and engraved into the blade. Only later did she find that this young admirer was none other than the son of the powerful Wilford Wellesly, and the man was not pleased that his son's precious sword - family heirloom - had been stolen from him by some harlot. When word reached her employer that one of his performers was the culprit he refused to aid her, having covered for her too many times in the past and fed up with the behavior.

Tess, the Hollowguard: Having no other recourse, Tess's troupe leader fired her and sent her on her way, to protect his own interests at the expense of her own. She was left with only her things, mostly stolen, and a small bit of coin she managed to take on her way out of his room.

With the Garland Rangers searching for her and no friends in the region, she decided to flee town and make her way east. By the time she made it out of the forest she was tired and hungry, bordering once again on dehydration. She did what she could in each village she passed to make it by, but all illegally and rarely was she able to gain much. No one showed her much sympathy along the way, seeing her simply as a dirty elf, and the memories of her enslaved past came rushing back. She was resigned not to let that life grab hold of her once more.

Tess made it as far as Menora before finally stopping, having found the most diverse and accepting of the major cities in Tulrisse. The eccentric, often-magical townsfolk were a welcome change from the generally more rural ones, and she found that it was relatively easy to find people who did not shun her simply for being an elf. After a few weeks on the street she managed to get a position in a brothel, doubling as a server and whore for those who had more exotic tastes in women. This position, luckily, only lasted a month or so before the arrival of Ser Redwald.

The knight had come to the brothel thinking it a tavern, intent on spreading word of his group of mercenaries that was recruiting. He left in embarrassment upon finding that it was a brothel, but Tess followed and offered her services. She was quickly refused, the man seeing no need for a whore among his ranks, but after a short demonstration of some of the moves she knew from years of faux dueling he changed his mind. That was 11 months ago, and she has been happily part of the Hollowguard ever since.
Goals
[SHOW]
1) Tess would like to return to a fairly stable life. Ever since being kicked out of her carnival troupe she has had to scrape by in whatever means necessary, including selling herself, and she wants that to end. The Hollowguard is a nice start in the right direction, but its low status makes permanent employment seem unlikely. Not to mention the occupational hazards (i.e. death).

2) I would like for Tess to have the opportunity, one day, to confront those who have wronged her. Specifically the master and his sons from when she was a child, those who violated her body when still much too young to even do such things willingly.
Secrets
[SHOW]
1) Though a large part of her life now, Tess is still somewhat nervous about sex after everything that happened as a child. She harbors deep resentment for her old master that occasionally resurfaces during the act, causing great stress during and afterwards. She speaks of this to no one, let alone the events that led to this stress.

2) Wilford Wellesly knows that Tess the one who seduced his son and stole the family sword. He plans to seek justice for the act, but his son has stayed his hand so far, having fallen madly in love with the elf. He resorts to hysterics any time his father mentions sending men after her, but his childish obsession can only prevent action for so long.
People Tied to Tess
[SHOW]
Mutar - Tess' old owner and the leader of the carnival troupe she was once employed by. Personally, he and Tess get along fine, and they have even shared a bed on occasion. However, her antics caused him a great amount of unneeded stress, which lead to her unemployment. Currently there aren't many hard feelings on either side, just a small amount of regret.

Carmen - The mistress of the brothel Tess briefly worked at in Menora, before being recruited into the Hollowguard. The two became fast friends, and casual lovers, while she was in the magic city. Tess sometimes wonders about her friend, and will most certainly want to visit if ever back in Menora.

Kalar Kasheem - Tess' first owner, and rapist. He has a lovely wife, 3 sons and a daughter, and runs a relatively successful trade operation based out of Crescent Bluff, running between the southern and western Serran settlements. Tess harbors no small amount of resentment towards him and his family.

Wilford Wellesly - A powerful noble from Garland, whose son is infatuated with Tess ever since she seduced him and stole his sword. He has plans to find her and bring her to justice, but these have been put on hold to appease his child.
Memories, Mannerisms, and Quirks
[SHOW]
1) Tess is occasionally haunted by the memory of being ravished when she was still a child, a memory that usually manifests during or after sleeping with someone, or in her dreams. While painful, and stressful, the memory does nothing to dampen her promiscuity.

2) Tess stretches a lot when idle, partly as something to do while otherwise not doing anything, and partly as a wait to passively maintain her flexibility. When alone she often also contorts into odd positions, and will occasionally try out new ones for fun.

3) Tess likes to spend her spare time, not spent in the warm embrace of another, testing out new looks with makeup for her harlequin persona. She hasn't had much opportunity to get in character since becoming a mercenary, but she still likes to stay in practice and prepared just in case. She has fun with it, too, and sometimes puts on a small show for her colleagues when work is slow.

4) Tess is somewhat of a kleptomaniac, and her nimble fingers only make this trait easier to appeal to. She doesn't seduce people purely for chance of robbing them, but once in their company she usually does so anyway. It is so second nature to her that sometimes she will end up returning home with an item she doesn't even remember taking.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Tess' only family was sold into slavery at the same time as she, to different owners. She has not seen them since she was a small child, and doesn't really think much of them either. Her old carnival troupe was more like family to her, and she sometimes misses living with them, but she has moved on now. Perhaps the Hollowguard will become her family in their absence.

Class: Tess is a peasant, formerly a slave. Her status as an elf generally places her at the bottom rung of society wherever she goes, though she makes up for it by being talented and attractive.

Profession: Currently she is a mercenary, though in the past she has been a prostitute, a circus performer, and a slave/house servant. Her current line of work is generally preferably to most of her previous positions, though she does miss performing.

Institutions: The Hollowguard is her employer and the only real institution of note that she is a member of. In the past she was one of the stars of the Magnificent Mutar's Traveling Circus, though no longer.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Hedonism. Above all else, Tess does what she wants for pleasure. She enjoys sex, gambling, and performing for others. She likes to be the center of attention, and she likes to be desired. It makes her feel empowered and important, something she never had as a slave.

Secondary: Stability. Being out on the streets, although only briefly, showed Tess what it was like to truly be helpless. Even as a slave she could always count on enough food and shelter, but once she lost her performer job she was left with almost nothing. Now she seeks to make for her self a new stable life, and the Hollowguard is her first step in that direction.

Tertiary: Fear. Though she does well to hide it, Tess is afraid of many things. She is afraid of being hunted down for her crimes, despite not regretting them. She is afraid of larger men, after what she went through as a child, and seducing them is in some sense her way of feeling powerful over them. She is afraid of living on the streets again, and needing to once more work her way to a respectable position. Most of all, she is afraid of being alone.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Earn money, spend money, have fun.

Medium-Term: Either help the Hollowguard become more stable and prosperous, so that her own life is more stable and prosperous, or find a better job that will offer her such a life.

Long-Term: There has been, for as long as she can remember, this desire in the back of her mind to return to Crescent Bluff, find Master Kasheem, and stick a dagger into his throat. She has no specific plans how or when she will attempt this, but it has and always will be one of her ultimate goals in life. If she can catch his son's as well, all the better.
Hollowguard Relations
[SHOW]
Jorran - Tess is grateful to Jorran for letting her join the Hollowguard, and appreciates his tolerance for her antics. Other than that she finds the man to be dull and somewhat of a stick in the mud, and she tries to avoid him anytime he is being especially gloomy about his past. She does find his rugged demeanor attractive, though.

Bronnis - Tess' first impression of Bronnis is not super great. He is not attractive, older, and has a pet wolf (a creature she is not fond of). Time will tell how this develops.

Seff - Tess is currently not a big fan of Seff, as wolves are one of her least favorite animals.

Kat - Tess and Kat were fast friends upon the latter's joining of the Hollowguard. The two get along well and tend to be mischievous together.

Tristan - So far Tristan seems like just Tess' sort of man, wealthy and well-dressed. That view will likely change drastically once more about him is revealed.

Matthias - Tess is not hugely fond of the man, but she tolerates him well.

Karvik - One of the people Tess is closer with in the group, Karvik is seen by her as the closest to her old carnival friends. Like her and her old friends, he enjoys the simple pleasures in life, and she has been known to share his bed after long knights of drinking.

Locke - Tess is somewhat neutral towards Locke. He is young and good-looking, which is a plus, but his naive honor-driven persona is a big turn off. She does enjoy watching him pine after Alessa, though.

Elmar - Tess doesn't really like Elmar, his quiet bookish demeanor coming across as incredibly boring. His personality is a lot closer to those of many other elves that she likes to distance herself from, having no real strong connections to her race as a whole.

Alessa - The sword maiden is one of Tess' favorite friends among the Hollowguard, and the two regularly spar. Alessa has even taught her a few things, which has made combat all the smoother for the elf. It helps that she is gorgeous, too, and she likes to tease Locke by flirting with Alessa in his presence, even if she knows it won't really amount to anything.
Magic Item Wishlist
[SHOW]
Lv3 Body - Skald's Leather Armor +1
Lv8 Body - Skald's Leather Armor +2

Lv 5 Weapon - Lifedrinker Rapier +1
Lv 2 Weapon - Dagger of Long Range +1
Lv 4 Weapon - Shielding Blade Dagger +1

Lv9 Ki Focus - Abduction Ki Focus +2

Lv 6 Arms - Iron Armbands of Power (heroic tier)

Lv 3 Feet - Catstep Boots (heroic tier)
Lv 8 Feet - Cat Tabi (heroic tier)

Lv 6 Hands - Knifethrower's Gloves (heroic tier)

Lv 2 Head - Gem of Colloquy (heroic tier)
Lv 6 Head - Eyes of Charming (heroic tier)

Lv 3 Neck - Necklace of Keys +1
Lv 8 Neck - Necklace of Keys +2

Lv 6 Waist - Belt of Sonnlinor Righteousness (heroic tier)

Lv3 Tattoo - Escape Tattoo (heroic tier)

Lv3 Boon - Moradin's Blessing of Iron (level 3)
Lv7 Boon - Davros Elden's Defensive Step (heroic tier)
Lv8 Boon - Avandra's Boon of Escape (level 8)
Lv8 Boon - Moradin's Blessing of Iron (level 8)
Combat Block
[SHOW]
Tess

Female Human Thief 3
Languages: Tulrissian, Serran
Age: ~30 (exact age unknown, looks early to mid 20s by human standards)
Height: 5' 6"
Weight: 130 lbs.

Speed: 6
Initiative: +6
Passive Perception: 16
Passive Insight: 16
Senses: Normal Vision

AC: 18
Fort: 12
Reflex: 19
Will: 15
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 6/6
Action Points: 1

MBA: +12 vs AC, 1d8+8 damage, and slide the target 1 square, ideally to a square still adjacent to me so I gain CA against it. (if I have CA then +1 damage and once per turn I can add +2d6 from sneak attack [which means if this is a granted attack or an OA, add that to damage too])
RBA: +6 vs AC, 1d4+5 damage.

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

Powers:

Piercing Strike
Escape Artist's Trick
Tactical Trick
Agile Recovery
__________________________________

Second Wind [_]
Backstab [_][_]
*Practiced Killer Extra Damage [_]
__________________________________

Abduction Ki Focus +1 [_]

Consumables:

None.
Important Features:
[SHOW]
Sneak Attack: Once per turn, when I attack while I have CA to the target (while using specific weapons that I should always be using unless unarmed), I can add +2d6 to the attack's damage roll.

Weapon Finesse: I use Dexterity for MBAs instead of Strength. I gain +2 to damage rolls (while using specific weapons that I should always be using unless unarmed).

First Strike: At the start of an encounter, I have CA against any creature that has not acted yet.

Skill Mastery: When I roll a natural 20 on a skill check that would contribute one or more successes towards the completion of a skill challenge, the check automatically succeeds and count as one (or more) additional success.

Courtier Level 1 Feature: Whenever I make a diplomacy check, I can roll twice and use the higher result.

Practiced Killer: Once per encounter, I can deal +1d8 damage with a weapon attack (while using specific weapons that I should always be using unless unarmed).

Light Blade Expertise: +1 damage with light blades when I have CA against the target.

Deadly Draw: I gain CA until the end of my next turn against enemies I pull or slide to squares adjacent to me.

Footpads: +1 to stealth checks to move quietly (I am always wearing these).

Gambling Cheats: When used, +2 to thievery checks to cheat while gambling.

Disguise: When worn, +2 to bluff to appear as someone else (specifically to not appear as myself, most often).

Abduction Ki Focus +1: When I hit with an MBA with this ki focus, I can slide the target 1 square as a free action. +1d6 damage on a crit.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4074
Registered for: 11 years 10 months

Re: The Hollowguard OOC

Post by Scratcherclaw »

Katarina "Kat" Becke, Twinned Murderess
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Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1) Appearance: Katarina is quite the beautiful young lady, as is her identical twin sister. Within Red Bridge, the two managed to attract the attention of many suitors, eyeing the girls' beauty and the family's wealth. Kat has long blonde hair, extending to her lower back. With her bright blue eyes, she takes in the world around her. Whilst in Red Bridge, she often wore an assortment of elegant and luxurious dresses, but merc life has forced her to transition to simple trousers.

2) Personality: Kat is fairly kind, for the most part. With those that she grows close to, she becomes more protective of them, as she is with her sister. With this protective instinct, she's willing to do almost anything for the person's sake. Growing up highborn, Katarina is also well aware of manners and the rules of society. Although she sometimes chooses to ignore them, they're always in the back of her head. With such a noble background, she is used to doing what she wants when she wants, for the most part, and thus is not used to taking orders. Having attended many balls and parties, she is fond of music and dancing. Having spent a lot of time with her younger brother, she is still somewhat of a child at heart, and can be sassy and impish.

3) Early Life: Katarina was born to Gustav and Patricia Becke in the city of Red Bridge, with a twin sister Magdalene as well. Growing up was a bit of a ease for her and her sister, coming from nobles, but it was much more of a hassle for her parents, dealing with no one, but two children. With the help of a nursemaid and a governess. Being taught manners and etiquette never interested the twins, and they'd often hide or feign illness. On some occasions, they were allowed into town, a treat they always enjoyed. At the age of 7 whilst traveling the streets, the pair encountered Edmund Gunther. The two couldn't help but giggle at the boy's reaction to seeing twins as he ran away. Little did they know that he'd hold a grudge for what they apparently did. A year later, their younger brother was born. The twins loved spending time with their new baby brother, and the bond between the three only grew as time passed.

4) The Twinned Beauties: Years later, the twins were in their teens and had matured into beautiful, young women who turned heads as they walked through town. The two began attracting suitors and frequented more social events around the town. At the age of 17, Kat met Conrad Stark. Although Conrad thought she was Magda at first, they still hit it off and began courting. Meanwhile, Magda found a handsome young noble. Occasionally, Conrad would show Kat fighting techniques, and when she showed promise, he continued the training. After all, he didn't want a bride who couldn't at least hold her own. Love blossomed and the two were engaged, the wedding set for later in the year.

5) The Red Bridge Murder: One summer evening, Katarina and Magdalene were attending a ball when, amidst the dancing and chatter, Magda felt slightly lightheaded. Deciding it was best to return home, she left Kat behind. Twenty minutes or so later, Katarina figured she should check up on her sister. On the walk home, she heard the sounds of struggling from an alleyway and, peering in, saw a clearly intoxicated man standing over Magdalene, undoing his pants, clearly intent on raping the girl. Magdalene, bound with coarse rope and gagged, was defenseless. Katarina, spotting a shard of broken glass, acted quickly and instinctively assaulted the man. As he bled out, Katarina grabbed her sister and took her home. It was only after did she realize the drunkard was a fellow noble.

6) Joining the Hollowguard: The next day, the corpse was discovered and the news had spread all around the city. The twins kept quiet about the whole thing, not keen on incriminating themselves. A few days later, Ser Jorran arrived in Red Bridge, looking for potential Hollowguard recruits. Eager to get out of town for a while, Katarina took the man up on his offer, using a desire for adventure as an excuse. It's been about a month and a half since joining.
Goals
[SHOW]
1) Katarina just wants to be able to return home without any suspicion of murder.

2) I'd like for Katarina to be able to at some points be able to see her family, as well as pull twin hijinks during these times.
Secrets
[SHOW]
1) Katarina murdered a fellow member of nobility out of protection of her sister.

2) Few in Red Bridge think that Katarina is responsible for the murder, but Edmund Gunther has prevented this news from reaching her with his wealth, threats, and forgery.
People Tied to Katarina
[SHOW]
1) Magdalene Becke is Kat's identical twin sister. As twins, they were each other's first best friends, and nothing has stood between that friendship. Despite being fairly different, with Katarina being more prone to trouble while Magda preferred being more proper, they get along great. On more than one occasion, Kat has had to come to her sister's rescue, but she doesn't mind. Protecting her twin gives her happiness and peace of mind. Unfortuntely, it's that protective instinct that led Katarina to joining the Hollowguard. Although Madga misses her dearly, she's thankful for what her sister did. She is polite, sweet, and beautiful.
Appearance
[SHOW]
Image
2) Lukas Becke is Katarina's younger brother. When her parents were busy, she and her sister wre often charged with watching him and keeping him out of trouble. In the mean time, Madga taught him to be a proper young lad, whereas Kat taught him how defend himself from any trouble-seeking children. He's a relatively well-behaved kid, but sometimes he winds up in trouble ad relies on his sisters to get him out of it. He's a lovable scamp.
Appearance
[SHOW]
Image
3) Conrad Stark is Katarina's fiancé and a knight in Red Bridge. When the two first met, Conrad thought that she was Magda and seemed intent on wooing her. Despite the confusion from learning her true identity, Conrad stayed with her and began courting her. While other suitors were solely interested in her money, Conrad seemed to genuinely love her, though the wealth was surely always somewhere in his thoughts. After a year or so of courting, the engagement became official. The wedding was intended to be several months later, but then the incident occurred and Katarina fled town. Although Conrad was disappointed, he understood why she needed to leave. Whether he waits for her to return depends. He's chivalrous and charming yet somewhat of a klutz.
Appearance
[SHOW]
Image
4) Edmund Gunther is a member of another noble household in Red Bridge. Although the two houses are not rivals, Edmund likes to treat them so. The only explanation is but a distance memory, on a sunny day where Edmund met the twins. Having never seen two people look so much alike, the young Edmund fled, scared, and ultimately fell into the river, nearly drowning. Ever since, he has held a grudge against the twins, which he eventually placed on the entire family. Although most people who've heard the story think of it as an overreaction, he still attempts to make lives for the Beckes difficult. Despite failing nearly every time, he is persistent. He's rude, condescending, and slightly insane.
Appearance
[SHOW]
Image
Memories, Mannerisms, and Quirks
[SHOW]
1) Katarina vividly remembers the night of the attempted rape and the murder that followed. She tries to block the memory out of her head, but it sometimes resurfaces as a nightmare. Although it forced her to leave home, she feels no remorse for the man's death. It was in defense of her sister, and the man deserved it.

2) Kat often spends time brushing her hair to make sure it's neat and looks good. Once she considers it perfect, she's protective of it.

3) Katarina fondly remembers all the days in her youth when she and Magda would cause mischief with their twin nature, whether switching places or being in two places at once.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Katarina was born to Gustav and Patricia Becke in Red Bridge. She has a twin sister, Madgalene, and a younger brother, Lukas. Her grandmother Silvia also lives with the family.

Class: Kat is among the highborn within Red Bridge, and had lived a life of leisure up until recently. Despite leaving town, she is always welcome back and still keeps in touch via letters.

Profession: At home, she had no job other than being a socialite and charming the other members of the upper class. Now, though, she's a simple mercenary, making her way with her martial prowess.

Institutions: She is a member of The Hollowguard.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Adventure: Although she was content at home, Katarina always had a desire to travel around and see and do great things. Now that she has that chance, she will make use of it. If something seems exciting and not too dangerous, she'll likely want to do it.

Secondary: Entitlement: Having noble blood, Katarina will sometimes do things just because she can. Her parentage gave me power and prestige of sorts, and she intends to use it if she can.

Tertiary: Friends: Kat has lived in the same town with the same people for her entire life. Now that she's left, she wants to meet interesting people and possibly make friends.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: She just wants to survive life as a merc, though any coin or prestige along the way won't hurt.

Medium-Term: Return home and marry Conrad. She wants to have things like they were supposed to turn out, but a drunkard just had to go and ruin her future.

Long-Term: She wants to live in a large estate outside of town and away from the petty quarreling of other nobles. Here, she wants to raise a family. She also wants to eventually attempt Edmund Guther's funeral, as he's been a thorn in her side for most of her life.
Hollowguard Relations
[SHOW]
Jorran:

Bronnis:

Seff:

Tess:

Tristan:

benis
:DDDDDDDDDDDDDDDD:

Karvik:

Locke:

Elmar:

Alessa:
Magical Item Wishlist
[SHOW]
4 Battle Harness +1 - Armor
2 Acrobat Boots (Heroic Tier) - Feet
5 Quickhit Bracers (Heroic Tier) - Arms
4 Twice-Clawed Gauntlets (Heroic Tier) - Hands
5 Helm of Seven Deaths - Head
Character Sheet
[SHOW]
Katarina Becke, level 3
Human, Barbarian
Build: Whirling Barbarian
Feral Might: Whirling Slayer
Human Power Selection: Bonus At-Will Power
Background: Pivotal Event - You Kill (+2 to Bluff)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 18, Con 14, Dex 16, Int 8, Wis 12, Cha 10.

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


AC: 19 Fort: 18 Reflex: 17 Will: 13
HP: 41 Surges: 10 Surge Value: 10

TRAINED SKILLS
Bluff +8, Acrobatics +8, Perception +7, Athletics +10, Insight +7

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

FEATS
Human: Weapon Proficiency (Triple-headed flail)
Level 1: Two-Weapon Fighting
Level 2: Two-Weapon Defense
Feat User Choice: Flail Expertise

POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Whirling Rend
Bonus At-Will Power: Pressing Strike
Barbarian encounter 1: Whirling Frenzy
Barbarian daily 1: Swift Panther Rage
Barbarian utility 2: Agile Recovery
Barbarian encounter 3: Whirling Step

ITEMS
Triple-headed flail, Hide Armor, Backpack (empty), Bedroll, Cold-weather clothing, Tent, Waterskin, Standard Identification Papers, Jar of glowworms, Trail Rations (10), Pixie Music Box, Writing case, Bottle of Wine (5), Gambler's gear, Gambling cheats, Flail of Winds Triple-headed flail +1, Mirror, Coin Purse of 123 gold and 9 silvers
Combat Block
[SHOW]
Katarina Becke

Female Human Barbarian 3
Languages: Common, Tulrissian, Imardanian
Age: 19
Height: 5'8"
Weight: 130 lbs.

Speed: 6
Initiative: +4
Passive Perception: 17
Passive Insight: 12
Senses: Normal

AC: 19
Fort: 18
Ref: 17
Will: 13
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 10/10
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Pressing Strike
Whirling Rend
Howling Strike
Agile Recovery

__________________________________

Second Wind [_]
Inevitable Strike [_]
Whirling Lunge [_]

Whirling Frenzy [_]
Whirling Step [_]

__________________________________

Swift Panther Rage [_]

Consumables:

None
Important Features
[SHOW]
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon Proficiency (Triple-headed Flail): You gain proficiency with Triple-headed flail.

Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to damage rolls of weapon attacks that you make with a melee weapon.

Two-Weapon Defense: While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.

Ironwrought: Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a + 1 power bonus to Athletics checks and Endurance checks. Whenever you use your second wind, this power bonus increases to +4 until the end of your next turn.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.

Barbarian Agility: While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex. The bonus increases to +2 at 11th level and +3 at 21st level.

Whirling Slayer: You can wield a one-handed weapon in your off hand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 1 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.

Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.

Flail of Winds +1: If an attack made with this flail causes a forced movement effect, increase the distance of that effect by 1 square.
Last edited by Scratcherclaw on Mon Apr 20, 2015 3:31 pm, edited 13 times in total.
Zeroth
Posts: 19
Registered for: 9 years 7 months

Re: The Hollowguard OOC

Post by Zeroth »

Rough draft, first time making a character like this so please let me know if anything's wrong or needs to be changed.

Introducing Tristan Ansel, outcast of House Ansel

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Role
[SHOW]
Tristan is a Brawling Fighter, and thus serves the Defender Role, using toughness, physical fighting ability, and special abilities to keep enemies at bay.
Character Sheet
[SHOW]
Tristan Ansel, level 3
Human, Fighter
Build: Brawling Fighter
Fighter: Combat Agility
Fighter Talents: Brawler Style
Human Power Selection: Bonus At-Will Power
Theme: Noble
Background: Society - Noble, +2 to Diplomacy
Languages: Common, Tulrissian

FINAL ABILITY SCORES
Str 17, Con 14, Dex 16, Int 10, Wis 10, Cha 12.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 16, Int 10, Wis 10, Cha 12.

AC: 20 Fort: 20 Reflex: 17 Will: 14
HP: 41 Surges: 11 Surge Value: 10

TRAINED SKILLS
Streetwise +7, Intimidate +7, Endurance +8, Athletics +9

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

FEATS
Feat User Choice: Heavy Blade Expertise
Human: Inescapable Hold
Level 1: Brawler Guard
Level 2: Blade Opportunist

POWERS
Bonus At-Will Power: Sure Strike
Fighter at-will 1: Slash and Pummel
Fighter at-will 1: Knockdown Assault
Fighter encounter 1: Serpent's Coil
Fighter daily 1: Seize and Stab
Fighter utility 2: Nose for Trouble
Fighter encounter 3: Dance of Steel

CURRENCY
345.80 gp

ITEMS
Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, 5 days of trail rations, 50 ft hemp rope, waterskin), Longsword, Scale Armor, Spiked gauntlet, Arcane Signet Ring (fluffed as Ansel Family Signet Ring), Tent, Standard Identification Papers, Travel Papers, Amulet of Protection +1, Pitch Cask (5), Climber's Kit (Grappling Hook, Small Hammer, 10 Pitons)
Combat Block
[SHOW]
Tristan Ansel

Male Human Fighter 3
Height: 5' 11"
Age: 23
Initiative: +4
Passive Perception: 11
Passive Insight: 11
Senses: Normal
Languages: Common, Tulrissian
AC: 20
Fort: 20
Reflex: 17
Will: 14
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 11/11
Action Points: 1

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Sure Strike
Combat Challenge
Combat Agility
Knockdown Assault
Slash and Pummel

Noble Presence [ ]
Serpent's Coil [ ]
Dance of Steel [ ]
Seize and Stab [ ]
Nose for Trouble [ ]

Other Abilities:

Second Wind [ ]

Conditions:

None.
Important Features:
[SHOW]
Combat Challenge: Whenever an enemy marked by Tristan and adjacent to him shifts or makes an attack that does not include Tristan, Tristan can make a basic melee attack against that enemy.

Combat Agility: When an enemy adjacent to Tristan takes an action that provokes an opportunity attack, Tristan may shift a number of squares equal to his Dexterity modifier, then make the following attack: 1[W] + Strength Modifier, and knock the target prone if successful.
Background
[SHOW]
Once simple farming serfs under a rural lord, the Ansel family's first patriarch and Tristan's grandfather earned knighthood after being drafted into battle. Despite his peasant upbringing the man had strength and courage, and with deeds of honor and heroism he gained status and wealth. Tristan's father would continue to raise the family's name through a military career of his own and, in his later years, successful investment and acquisition practices. Tristan himself, however, was not born with the qualities of his forefathers. He is lazy and self-centered, and has been spoiled by good fortune. His father hired a master at arms to instruct the boy in combat when Tristan was young, but despite possessing a talent for the blade even from boyhood, the lazy little snot preferred to run and hide from his teacher and spend his days eating sweets. As he matured he traded sweets for drink, parties, and women, and ignored his father's attempts to teach him anything about business or the proper handling of money.

Lord Ansel hoped that once Tristan became a grown man, he would realize what a mistake he had made. But Tristan saw no need to change, or even to grow up. Well past his eighteenth year he continued to live on his family's estate, never marrying, never seeking employment, never attempting to better himself in any way. So on Tristan's twenty third birthday, Lord Ansel threw him out--literally, so the rumors go. Stripping him of all but the most basic of possessions, and throwing him a single purse of coin, Lord Ansel banished his only son from the family home. If Tristan ever wanted to return, and to receive his inheiritance, he would have to earn it.

For the first two days Tristan moped about the estate, spending his nights in the taverns. But time after time his father's men refused to let him back onto the grounds. On the third day, when he awoke in a drunken stupor on the floor of a brothel, he suddenly realized his father had been serious. Tristan Ansel now had nothing. He went to those he had spent his youthful days drinking and raising hell with, but now that his money was gone and his clothes were dirty they turned him away as if he were a beggar. Even when he went to the city's local guard, they refused to hire him; his father had sent notice to almost everyone who would have otherwise taken the boy in and ensured that Tristan would have no choice but to take his destiny into his own hands.

Wandering the streets as if under a spell, Tristan stumbled into yet another bar. But before he could drink himself into oblivion, he overheard two travelers' conversation. One was heading past Darden's Hold to some little town called Stonebrook, and wanted to know what had changed in the area in the past few years. Upon hearing of the reformation of the Hollowguard, Tristan suddenly stood up...and then promptly vomited on the floor, having moved too fast after drinking too much.

But now he knew what he could do. Spending the last of his meager savings to buy the necessary adventurer's equipment, he set out to join the Hollowguard, and hopefully earn his way back into his family's good graces...
Appearance
[SHOW]
Tristan has purchased a new set of clothes on the way through Darden's Hold, so as not to give the wrong impression after bumming around his hometown for three days in his previous attire. His current attire is as seen in the picture above, but when heading out on a real adventure he will replace the purple vest beneath his coat with his Scale Armor. His long blonde hair is neatly kept and tied into a tail at the back, running nearly to his waist. His eyes are a dark blue, and currently bear some noticeable bags from the stress of his predicament. He normally carries himself with a pompous and overly confident gait, and whenever he speaks or laughs he tries to make sure everyone can hear it. He is in his element when all eyes are on him and his body language shows it.
Personality
[SHOW]
Tristan is, quite simply, a lazy, selfish, arrogant noble scion who knows nothing about the world or his place in it. If there is a chance to get something for nothing, he will pounce on it, and charity towards him only exacerbates this habit. He is overly privileged and feels entitled to do and have whatever he pleases, and looks down on those who spent honest effort making a living. Yet he does have positive qualities; he's friendly and free with whatever he has for the sake of parties, drinks, or fine dining, and has a great deal of experience as a socialite. However, good looks and a clever tongue can't disguise the fact that his education can be somewhat lacking and his abilities as a fighter are far from polished; though blessed with natural talent, he has never applied himself to the sword or to any form of study, and doesn't see the need to do so.

The only way this young fool shall ever change, is if he is left with no other choice...
Ten-Minute Background Response
[SHOW]
[/sblock2]
Goals
[SHOW]
1) To get his father to let him back in the house so he can go back to his old lifestyle.

2) I'd like Tristan to be forced to change his behavior and to realize what his father really wanted him to do: to become a man of good character who will make good decisions and uphold the family not just for the sake of remaining nobility, but for the sake of improving the quality of life for Tristan himself and his descendants.
Secrets
[SHOW]
1) Tristan doesn't intend to take his father's threats to heart at all, but is going to act as if he's seen the light just for the sake of being allowed home again. He will do the same with the Hollowguard, but in reality doesn't yet care for their members or goal at all.

2)I honestly can't think of any other secret, especially not one Tristan himself wouldn't know, that seems like it would fit at the moment. Any suggestions are welcome.
People Tied to Character
[SHOW]
1) Lord Corwin Ansel, Tristan's father, is the second generation patriarch of House Ansel. His own father was awarded land and knighthood for deeds of valor in war, and Lord Ansel was thus born into a military upbringing. As the first Lord Ansel was from a hard working farmer's life, he passed on those values to his son. Corwin is not only disappointed in Tristan's lack of work ethic, but genuinely worried how the boy's life will turn out if he doesn't learn to be a person of real character.

2) Lady Isabelle Ansel, Tristan's mother and the lady of House Ansel. A charming woman, but from a wealthy merchant family with a longer history than House Ansel's own. She is partially to blame for Tristan's behavior, as she comes from money and never had any experience with the kind of upbringing Corwin and his father had. While doting and caring, she is too enabling and lenient with the boy. Even now she's likely fretting away in her solar while her baby is "left out in the cold."

3) Again I currently have nothing in mind for an Enemy; perhaps some other noble family that is displeased with House Ansel's rise to power? Suggestions welcome.
Memories, Mannerisms, and Quirks
[SHOW]
1) One of Tristan's early memories is of a time when he saw two peasant children in the street while on a carriage ride with his mother. He saw how miserable they looked, and concluded to himself that he was glad he was born rich and never intended to let himself end up like them. This childish, naive thought is one that has returned to him lately as a bad dream.

2) Tristan has a habit of laughing, rather loudly and obnoxiously, whenever he's nervous in an attempt to not show any kind of fear or doubt.

3) Despite never applying himself or really paying much attention to his swordsmanship tutor, Tristan's father and mentor have both noted that he seems to have a natural talent for the blade. If only he'd actually practice, he might make something impressive of himself.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: House Ansel, minor nobility with influence in circles of knighthood and mercantilism.

Class: Though born and raised in nobility, until his father takes back disowning him, he currently has nothing to his name.

Profession: None, as Tristan has never applied himself to receive education or apprenticeship in any field. Given his current circumstances, he's taken to calling himself an "adventurer," though anyone with eyes can probably tell he's just a bum.

Institutions:
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Tristan's primary drive is, oddly enough, a lack of drive. He wants to live a lazy, carefree life doing whatever he pleases, and is willing to undergo a bit of hardship to ensure that he can have that life. However, he'll always take an easy way out.

Secondary: Though he won't often admit it to himself, Tristan wants to feel that he is loved by his family and by friends. Having his father cut ties with him so roughly has left him, quite literally, all alone, and he is only just beginning to realize how terribly this feels. He is more than willing to do whatever he can to gain back his father's grace.

Tertiary: Tristan desires money, as coin is necessary for most things in life. He'll jump on the opportunity to make a quick buck.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Be accepted by the Hollowguard and get some work.

Medium-Term: Earn enough coin so as not to live like a peasant anymore.

Long-Term: Establish enough of a reputation as an adventuring Hero that his father will let him back in the door.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 4 months
Location: *Calculating...*

Re: The Hollowguard OOC

Post by PureZaros »

Matthias Renner
Image
UNDER THE HELM
[SHOW]
Image
BACKGROUND
[SHOW]
BACKGROUND AND CONCEPT ELEMENTS
[SHOW]
Appearance: As pictured.

Personality: Raised in a militaristic religious setting, he carries himself with trained stiffness. He is constantly slightly on edge, and doesn't speak often.

Early Life: Born to a wealthy merchant family in Virem, Matthias spent the first few years of his life raised in better-than-normal fare. His family had lands, servants and money, and wanted for nothing. His father, Arthur Renner, owned a few merchant ships which did trade all along the coast, as well as occasional trips north to Imardin and south to the Serran peninsula. Matthias became somewhat spoiled during this time, and would get inconsolably upset when things didn't go his way, and often resorted to breaking things.

Uprooting: After an incident in which Matthias' father almost died, the man made a sudden decision to sell most of their belongings and move north to Holdfast. Arthur had decided to devote his life as a priest of Fulsirri. Upset by the transition, Matthias at first rebelled and made the journey to Holdfast quite uncomfortable.

Stability is Best: After ten years in Holdfast, and close to six years of his family being adopted into the family of Fulsirrian believers, Matthias is conscripted into the Fulsirrian Guard, and order of warriors that promote peace and stability throughout the church, as well as keep the peace for other gods followers when commissioned to do so. Their methods of teaching were harsher than other disciplines, and Matthias found himself exhausted and bruised at the end of the day more often than not. Persevering through the difficulty, he managed to keep his temper in check for long enough to join the Guard as a practicing member, conditioned to promote stability and order wherever he may be.

Control Over Order: After several years of serving the Fulsirrian Guard, Matthias found himself disenchanted with the way they did things. Too gentle, too modest he thought. Time and again he saw the people that they were meant to be keeping in line step out of it just after the Guards passed. He began to behave in a more erratic manner, threatening violence if the peace was not kept. The other Guards began to take notice of his behavior, and berated him for it. He in turn, argued with them about how their work wasn't helping keep order, and things escalated from there.

Expulsion: One day, Matthias was caught in a heated argument with one of the highest ranking Guards and another, lower ranked guard, about the merits of his approach. Caught up in his anger, he drew his sword and struck out at the two men, badly wounding the higher up and outright killing the other. Within a week, he found himself excommunicated from the church and he was forced to flee Holdfast, fearing for his life.

Hollowguard: Wandering south, Matthias eventually finds himself in Darden's Hold, where he hears about the attempts to rebuild an order called The Hollowguard. Curious, and regretful of his actions in Holdfast, he makes his way back up north to Stonebrook, where he meets Ser Jorran.
GOALS
[SHOW]
1) Redeem himself to his family.

2) Learn to control himself.
SECRETS
[SHOW]
1) Matthias revels in bloodshed, though the act of killing doesn't sit well with him.

2) His father, brainwashed as he is in the Fulsirrian order, has put a monetary reward out for anyone that can bring his son back, that justice may be served.
PEOPLE TIED TO MATTHIAS
[SHOW]
1) Arthur Renner - Matthias' father. Also a high ranking priest in the Fulrissian church.

2) Sarah Renner - Matthias' mother. High ranking in the Fulsirrian church as well.

3) Captain Polkk - The Guard that Matthias badly wounded before fleeing. Holds a grudge for the stunted, mangled arm that he now has. He is the vanguard of the force looking for Matthias, and will show him no mercy if he ever finds him.
MEMORIES, MANNERISMS, AND QUIRKS
[SHOW]
1) Matthias has a reoccurring dream in which he is back in that room, arguing with the two guards. Each time he struggles to keep himself from drawing his sword, but each time he fails and strikes out again. The faces of the men change, and once he even slew his own father. He often wakes with a cold sweat from this dream.

2) Matthias prefers silence instead of speech, and is fairly reserved. He's taken up smoking as a way to help him calm down.

3)He gets angry quickly, and is prone to doing irrational or regrettable things while in an angered state.
BACKGROUND - FAMILY/CLASS/PROFESSION/INSTITUTIONS
[SHOW]
Family: Born to Arthur and Sarah Renner, who are now both officials in the Fulsirrian Order. He is an only child.

Class: Originally wealthy and from a mercantile family, Matthias is now part of the lower classes. Having to leave everything you've ever known tends to do that.

Profession: Trained to be a guardian of order, Matthias bears himself more like a knight than a mercenary. That doesn't change the fact that he's a mercenary, though.

Institutions: Member of the Hollowguard. He was previously a member of the Fulsirrian Guard
DRIVES - PRIMARY/SECONDARY/TERTIARY
[SHOW]
Primary: Stability - He wants desperately to master his emotions, fearful of another incident like in the Fulsirrian Order.

Secondary: Guilt - Having killed in anger, without reason, Matthias feels terribly about what he's done.

Tertiary: Faith - Indoctrinated by the Fulsirri faith as he is, he's struggling to come to terms with the realistic and not always "correct" world around him.
GOALS - SHORT-TERM/MEDIUM-TERM/LONG-TERM
[SHOW]
Short-Term: Help Ser Joran rebuild.

Medium-Term: Figure out his beliefs. Indoctrinated or not, killing will make you question yourself.

Long-Term: Redeem himself to his family.
Hollowguard Relations
[SHOW]
Jorran: Matthias respects Jorran, kind of looking up to him as an example of how he should remake himself.

Bronnis:

Seff:

Tess:

Tristan:

Katarina:

Karvik:

Locke:

Elmar:

Alessa:
Magical Item Wishlist
[SHOW]
CHARACTER SHEET
[SHOW]
MAtthias Renner, level 3
Vryloka, Blackguard|Paladin
Hybrid Blackguard: Hybrid Blackguard Reflex
Hybrid Paladin: Hybrid Paladin Reflex
Background: Deviant (+2 to Intimidate)
Theme: Templar

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

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


AC: 22 Fort: 17 Reflex: 16 Will: 15
HP: 40 Surges: 11 Surge Value: 10

TRAINED SKILLS
Religion +5, Athletics +7, Intimidate +11, Perception +8

UNTRAINED SKILLS
Acrobatics -3, Arcana, Bluff +4, Diplomacy +4, Dungeoneering +1, Endurance -1, Heal +1, History, Insight +1, Nature +1, Stealth -1, Streetwise +4, Thievery -3

FEATS
Feat User Choice: Devout Protector Expertise
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Improved Defenses

POWERS
Hybrid at-will 1: Strike of Hope
Hybrid encounter 1: Dread Smite
Hybrid daily 1: Driving Blades
Hybrid utility 2: Vice's Reward
Hybrid encounter 3: Fearsome Command
ITEMS
[SHOW]
EQUIPPED ITEMS
[SHOW]

Code: Select all

Main Hand: Challenge-Seeking Bastard Sword +1
Offhand:   Heavy Shield
Body:      Dwarven Plate Armor +1

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    Holy Symbol
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---
Backpack (empty), Bedroll, Belt Pouch (empty), Flint and Steel, Tent, Torch (2), Trail Rations (10), Waterskin, Cold-weather clothing, Doctrinal book
COMBAT BLOCK
[SHOW]
Matthias Renner

Male Vryloka Paladin|Blackguard 3
Languages: Tulrissian
Age: 31
Height: 6'0"
Weight: 200 lbs

Speed: 6
Initiative: +1
Passive Perception: 18
Passive Insight: 11
Senses: Low-light

AC: 22
Fort: 17
Reflex: 16
Will: 15
HP: 40/40
Bloodied: 20
Surge Value: 10
Surges left: 11/11
Action Points: 1

Resistances:
necrotic 6

Vulnerabilities:
None

Active Effects:

Powers:

MBA: +11, 1d10+6
RBA: +1, 1d4

Bull Rush Attack
Grab Attack
Opportunity Attack
Divine Challenge
Strike of Hope
Ferocious Strike
__________________________________

[_] Second Wind
[_] Lifeblood
[_] Vice's Reward
[_] Fearsome Command
[_] Dread Smite
[_] Templar's Fist
__________________________________

[_] Driving Blades

Dwarven Plate Armor
Important Features:
[SHOW]
Racial Traits and Class/Path/Race/Theme Features:
Blood Dependency: When bloodied, your healing surge value drops by 2.

Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.

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

Necrotic Resistance: You have necrotic resistance equal to 5+1/2 your level.

Vice of Fury: While you have combat advantage against an enemy, you gain a +2 bonus to damage rolls. The bonus increases to +4 while you are bloodied or adjacent to a bloodied creature. You gain the Ferocious Strike power.

Hybrid Paladin Reflex: +1 bonus to Reflex.
Hybrid Blackguard Reflex: +1 bonus to Reflex.

Notable Feats:
Devout Protector Expertise: You gain a +1/2/3 feat bonus to attack rolls made with any one-handed melee weapon and a +1/2/3 feat bonus to implement attack rolls made with a holy symbol. In addition, while you use a shield, your allies gain a +1 shield bonus to AC.

Weapon Proficiency (Bastard Sword): You can into the Bastard Sword.

Improved Defenses: +1/2/3 feat bonus to Fortitude, Reflex and Will.

Item Features:
Challenge-Seeking Bastard Sword: You deal 1d6 extra damage when you hit enemies that are at maximum hit points with this weapon.

Dwarven Plate Armor: Gain a +1 item bonus to Endurance checks.
Last edited by PureZaros on Wed Apr 22, 2015 8:30 pm, edited 10 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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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4459
Registered for: 11 years 10 months
Location: Blockbuster

Re: The Hollowguard OOC

Post by Namelessjake »

Introducing Karvik, Avaricious Sellsword

Image
Background
[SHOW]
Karvik was a sellsword by trade long before he joined The Hollowguard. He had a rough childhood, growing up in Redbridge, which he rarely talks of. He has stories of adventures from all over Tulrisse and a few from beyond. He claims to have killed a man when he was just twelve years old. He is one of the relative veterans in The Hollowguard, having joined just over a year ago, although he is an experienced warrior.

He is very avaricious in his nature, and like most common sellswords his loyalty does not reach far past a steady supply of coin. He drinks, gambles and whores his way across the country on his travels.
Character Sheet
[SHOW]
Karvik, level 3
Half-Elf, Avenger
Build: Isolating Avenger
Avenger's Censure: Censure of Unity
Half-Elf Power Selection: Dilettante
Background: Society - Poor (+2 to Streetwise)
Theme: Sohei

FINAL ABILITY SCORES
Str 10, Con 17, Dex 16, Int 10, Wis 18, Cha 8.

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


AC: 20 Fort: 15 Reflex: 15 Will: 16
HP: 43 Surges: 10 Surge Value: 10

TRAINED SKILLS
Religion +6, Acrobatics +9, Streetwise +7, Bluff +5

UNTRAINED SKILLS
Arcana +1, Diplomacy +2, Dungeoneering +5, Endurance +4, Heal +5, History +1, Insight +7, Intimidate, Nature +5, Perception +5, Stealth +4, Thievery +4, Athletics +1

FEATS
Level 1: Improved Armor of Faith
Level 2: Unarmored Agility
Feat User Choice: Heavy Blade Expertise

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Retribution
Dilettante: Twin Strike
Avenger encounter 1: Avenging Echo
Avenger daily 1: Temple of Light
Avenger utility 2: Avenger's Resolve
Avenger encounter 3: Sequestering Strike

ITEMS
Cloth Armor (Basic Clothing), Backpack (empty), Bedroll, Belt Pouch (empty), Bottle of Wine, Flint and Steel, Gambler's gear, Hempen Rope (50 ft.), Oil (1 pint) (2), Tent, Torch (2), Trail Rations (20), Battlecrazed Greatsword +1, Handaxe (3), Coin Purse of 112.5gp
Combat Block
[SHOW]
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4459
Registered for: 11 years 10 months
Location: Blockbuster

Re: The Hollowguard OOC

Post by Namelessjake »

Introducing Locke, Aspirant Knight

Image
Background
[SHOW]
Locke is a young local boy from Stonebrook itself, his Mother still lives in the town working as a tailor. At the age of 18 he is the youngest member of The Hollowguard, but one of the longest serving members, joining almost two years ago when Ser Jorran decided to reform the company. Locke grew up hearing tales of The Hollowguard and dreams of becoming a knight. He is a firm believer in honour and tries to live like a knight would. He has a great respect for Ser Jorran and often acts towards the grizzled knight like a squire would. He has been infatuated with Alessa ever since she joined the company.
Character Sheet
[SHOW]
Locke, level 3
Human, Warlord
Build: Inspiring Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Battlefront Leader
Commanding Presence: Inspiring Presence
Human Power Selection: Heroic Effort
Background: Geography - Mountains

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

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


AC: 20 Fort: 18 Reflex: 14 Will: 15
HP: 34 Surges: 9 Surge Value: 8

TRAINED SKILLS
Acrobatics +4, Perception +5, Diplomacy +8, Athletics +10, Endurance +6

UNTRAINED SKILLS
Arcana +1, Bluff +3, Dungeoneering, Heal, History +1, Insight, Intimidate +3, Nature, Religion +1, Stealth -1, Streetwise +3, Thievery -1

FEATS
Human: Improved Inspiring Word
Level 1: Armored Warlord
Level 2: Weapon Proficiency (Bastard sword)
Feat User Choice: Heavy Blade Expertise

POWERS
Warlord at-will 1: Inevitable Wave
Warlord at-will 1: Intuitive Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lamb to the Slaughter
Warlord utility 2: Inspired Belligerence
Warlord encounter 3: Warlord's Strike

ITEMS
Vicious Bastard sword +1, Scale Armor, Heavy Shield, Backpack (empty), Bedroll, Flint and Steel, Hempen Rope (50 ft.), Tent, Trail Rations (20), Waterskin, Coin Purse of 399.90gp.
Combat Block
[SHOW]
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: The Hollowguard OOC

Post by kalis5 »

Elmar

Image

Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1) Childhood - Elmar was born into slavery in Serran. Even early on it was a harsh life, dealing with being dragged along with his parents to whatever enforced labor was required by his owner. He still bears some of the scars on his wrists when he tugged back against the ropes or chains, whatever was holding him in place while he worked.

2) Separation - When he was 15, he was deemed old enough to be sold as an individual slave and was brought out to Tulrisse, advertised as having intimate knowledge of the lands as he was born there. He caught the attention of a tomb raider, someone that goes into Serran in search of the various ancient relics hid underneath the sands. The day before he left was the last day he saw his parents, when he said his goodbyes.

3) Searching - Compared to his work as a slave before, dealing with some mining jobs, maybe carrying equipment, being this tomb raiders assistant was harder. The man expected him to know more than he did about the land, how to distinguish holes they can shelter in from hyena or scorpion lairs, trails through the desert, which would shift and change on an almost daily occurrence. The man was ill prepared for such a journey, having only brought enough water for a day or two, expecting to restock at a settlement, not understanding the rarity of drinking water in the sands.

4) Ruin - After days of walking for what felt like miles, eventually they found something. An ancient doorway poking out of the sands. Elmar felt worried the sand might cover such a small opening too quickly, and suggested they gather water and food before coming back and waiting for the sands to uncover more naturally, or perhaps bring a team, but his owner did not listen and scolded him for being so brazen. He was punished by having no food or water for a day, and all of his equipment was taken from him and given to another slave.

5) Left for Dead - AS they ventured into the ruin, it quickly became clearer and clearer that the ruin was not as ancient as his master would have wished. It was an old Tenant academy, likely lost in the wars, most of the objects inside either too damaged to be worth much or simple religious objects that are still being used. The deeper and deeper they went, the angrier and angrier his master became. Eventually his anger got the best of him, and he started shouting and letting out a tirade over the situation. The loud shouting and his stomping collapsed the floor, sending Elmar far down into the ruin, into the darkness. He could hear his master shouting for the rest of them to leave as he did not have any of his equipment worth salvaging. He was left there alone, without help, to die.

6) Discovery - Deep in the darkness, fumbling about, Elmar stumbled across what could only be described as a wealth of knowledge. One of the torches on the wall had remained, and with some effort, he managed to light it using some stones from the building's original masonry and some metal from a wall sconce. Inside was a vault of information. Nothing as big as the Grand Library, but upon reading most of the books, contained information on the period 75 years before, and other bits of information lost to time, as well as history on the surrounding areas. The more he delved, the more he knew. He spent a few hours gathering what books he could before leaving, using one of the shelves to reach the hole in his ceiling and climbing out, sand covering the door he came in from.

7) Journey - Elmar traveled for some time, alone, selling off a few of the books here and there for the money they gave him, letting him survive on water and bread for the most part. Eventually he ended up in Tulrisse, where he felt he might be better looked upon by the people there for being an Elf, and when he heard of the Hollowguard, he jumped on the chance to join them. His owner was still out there after all, and he knew he would not be safe if he was ever found. He needed protection, and the Hollowguard was offering. He knew his way around a bow on his own, learning from the books he had found and managed to take. He could not bring many, but he did bring a few, and their knowledge of medicine, in particular, he felt, would aid him in finding his place amongst the Hollowguard.
Goals
[SHOW]
1) Elmar would like to remain out of captivity now that he has tasted his freedom. Life is hard, but comparatively less hard than it was when he was a slave.

2) I've mostly played human characters up until this point, so playing an actual elf will be interesting. I will also try to make him a bit more solemn, and a bit less optimistic, so maybe he will be closer to Redros than any of my other characters, but I do want him to have his own feeling.
Secrets
[SHOW]
1) When he was younger, one of the slaves was trying to escape. Knowing that, if that slave escaped, they would be punished for it, Elmar took the chains he wore and, before the man escaped, strangled him with them. The guards just blamed it on the man simply being overworked and spoke nothing more of it, but the man's face still haunts Elmar sometimes.

2) He claims the books he carries were purchased normally from a normal library, to hide their actual value. At face value, they do appear to be normal, regular books, and not books with knowledge from a time ago.
People tied to Elmar
[SHOW]
1. His Father and Mother - Although he cannot see them, Elmar would like to free his parents. Perhaps he uses them as a reason to justify his work, but all the same, he does want to see them again.

2. The Tomb Raider - His "current" owner, if this man learned Elmar was still alive, and that he came out of the ruins with more than he thought he would, he would be furious.

3. The slave master - Cruel, hard-working, greedy, this man would take any opportunity to bring Elmar back into slavery. And Elmar would be unable to stop him short of murder. His first owner, and current owner of his family.
Memories, Mannerisms, and Quirks
[SHOW]
1.) Upon seeing chains, Elmar would feel panicked at the prospect of being locked up again, and if he was forced to wear them, he would shut down, becoming near useless.

2.) Elmar is a bit nervous when it comes to other people of different races. Elves aren't viewed the best, and he knows that from his time as a slave, and because of this he worries he makes the best of impressions.

3.) Elmar often spends time reading one of the books he has, trying to learn more and understand more of the world around him, beyond what he saw as a slave. He wants to be more than just a slave, and views books as a way towards that.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Unknown. May be dead or alive at this point.

Class: Slave/Poor

Profession: Mercenary

Institutions: Self-Taught
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Retain his freedom at any price without causing others to lose theirs.

Secondary: From the harm he has seen in his past, he wants to heal the pain others feel when caused by someone with more power.

Tertiary: His need to be in a group with someone.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Use his knowledge to aid his comrades.

Medium-Term: Stay out of slavery.

Long-Term: Earn enough money to free his family.
Item wishlist
[SHOW]
Character Sheet
[SHOW]
Elmar, level 3
Elf, Warlord
Archer Warlord Optional Choice: Archer Warlord
Warlord: Combat Leader
Commanding Presence: Resourceful Presence
Elf Subrace: Standard Elf Racial Traits
Background: Parentage - Monk Business (+2 to Heal)

FINAL ABILITY SCORES
Str 16, Con 10, Dex 10, Int 17, Wis 10, Cha 16.

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


AC: 18 Fort: 15 Reflex: 14 Will: 15
HP: 32 Surges: 7 Surge Value: 8

TRAINED SKILLS
History +9, Diplomacy +9, Athletics +8, Intimidate +9, Heal +8

UNTRAINED SKILLS
Acrobatics, Arcana +4, Bluff +4, Dungeoneering +1, Endurance, Insight +1, Nature +3, Perception +3, Religion +4, Stealth, Streetwise +4, Thievery

FEATS
Level 1: Improved Inspiring Word
Level 2: Inspirational Attacker
Feat User Choice: Bow Expertise

POWERS
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Paint the Bulls-Eye
Warlord encounter 1: Powerful Warning
Warlord daily 1: Inspiring Shot
Warlord utility 2: Shake It Off
Warlord encounter 3: Martial Doom

ITEMS
Backpack (empty), Bedroll, Flint and Steel, Belt Pouch (empty), Torch (2), Trail Rations (10), Hempen Rope (50 ft.), Waterskin, Climber's Kit, Longbow of Long Range +1, Magic Hide Armor +1
Stat Block
[SHOW]
Elmar

Elven Warlord Lever 3
Languages: Common, Serran, Tulrisse

Speed: 7
Initiative: 3
Passive Perception: 13
Passive Insight: 11
Senses: Low-light

AC: 18
Fort: 15
Reflex: 14
Will: 15
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

MBA: 1d20+4 Attack. 1d4+3 Damage.
RBA: 1d20+8 Attack. 1d10+4 Damage. +1 against solitary creatures.

Bull Rush Attack
Grab Attack
Opportunity Attack
Commander's Strike
Paint the Bulls-eye
_____________________________

Class Feature Inspiring Word [ ] [ ]
Race Feature Elven Accuracy [ ]
Theme Feature Guidance of the Past [ ]
Second Wind [ ]
L1 Powerful Warning [ ]
L2 Shake it off [ ]
L3 Martial Doom [ ]


_____________________________


L1 Inspiring Shot [ ]


Important Features
[SHOW]
Class Feats:
Archer Warlord - Lose proficiency in chainmail and light shield. Gain proficiency in Military Ranged. While using a ranged weapon, use strength in place of dex for attack.

Combat Leader - Allies in 10 squares gain +2 initiative.

Resourceful Presence - When an ally spends an action point to make an attack and hits, they gain half-level + Intelligence Damage (1+3) to the attack. If they miss, they gain half-level + Charisma Temp HP (1+3).

Theme Feats:
Ghosts of the Past 1 - Gain access to the Guidance of the past encounter. Gain Training in History. Add a language.


Racial Traits:
Elven Accuracy - Gain access to Elven Accuracy encounter power.

Group Awareness - Non-elf allies within 5 squares gain +1 to perception checks.


Notable Feats:
Improved Inspiring Word - Add Charisma modifier (+3) to inspiring word healing.

Inspirational Attacker - If target of healing is adjacent to an enemy you hit the same turn, add Strength Modifier (+3) to inspiring word healing.

Bow Expertise - Gain +1 to attack rolls. Gain +1 to Damage if creature is alone.

Item Feats:

Longbow of Long Range: Weapon's Long Range increases by 10. No penalties for firing at long range.
Last edited by kalis5 on Thu Apr 30, 2015 4:43 pm, edited 6 times in total.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4459
Registered for: 11 years 10 months
Location: Blockbuster

Re: The Hollowguard OOC

Post by Namelessjake »

Introducing Alessa, Sword Wielding Sorceress

Image
Background
[SHOW]
Alessa was born in Spearpoint. Her Father was a guardsman and began to teach her how to use a sword from an early age. However she soon started to discover her ability with the arcane arts.

As an adult she journed to Menora seeking to learn more in the ways of magic. She spent all of her gold studying under a mage for a few years. After she ran out of gold she decided to return home with her new found talents. In Greywood she ran into Ser Jorran and was convinced to join The Hollowguard. She returned home to see her family before travelling to Stonebrook where she has been for the last eight months.
Character Sheet
[SHOW]
Alessa, level 3
Eladrin, Bladesinger
Blade Magic: Rapier [Blade Magic]
Eladrin Subrace: Standard Eladrin Racial Traits

FINAL ABILITY SCORES
Str 13, Con 13, Dex 17, Int 19, Wis 10, Cha 8.

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


AC: 20 Fort: 12 Reflex: 15 Will: 14
HP: 35 Surges: 7 Surge Value: 8

TRAINED SKILLS
Athletics +6, Arcana +12, Acrobatics +8, History +12, Perception +6

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

FEATS
Feat User Choice: Light Blade Expertise
Level 1: Armor Proficiency: Hide
Level 2: Nimble Blade

POWERS
Bladesinger at-will 1: Shadow Sever
Bladesinger at-will 1: Frost Bite
Bladesinger at-will 1: Unseen Hand
Bladesinger Cantrips: Suggestion
Bladesinger Cantrips: Light
Bladesinger Cantrips: Mage Hand
Bladesinger encounter 1: Burning Hands
Bladesinger encounter 1: Charm of Misplaced Wrath
Bladesinger utility 2: Guardian Blades
Bladesinger utility 2: Shield

ITEMS
Hide Armor, Frost Rapier +1, Backpack (empty), Belt Pouch (empty), Bedroll, Bottle of Wine, Candle (2), Flint and Steel, Hempen Rope (50 ft.), Map case, Oil (1 pint) (2), Tent, Torch (4), Trail Rations (30), Waterskin (2), Writing case, Coin Purse of 227.28gp
Combat Block
[SHOW]
Locked