The Lion and the Dragon OOC

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Fialova
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The Lion and the Dragon OOC

Post by Fialova »

War is hell. Even when it is fought hundreds of miles away, the effects are felt everywhere. Food - already scarce before the war began - is hard to come by, and too expensive when it does. The roads aren't safe, most towns aren't even safe. The countryside is ravaged by violence and corpses litter roadsides, the soldiers too focused on their next move to bury their victims.

It has taken considerable effort on your part, but you've eventually managed to leave your village and make your way to the nearest city - Shan Da. You've heard rumors that there is coin to be made, food to be bought, if only you can make it there. You arrive to find this is partially true, and that many others have come seeking the same. Lucky for you, not all have your skills and expertise. If anyone can find work in times like these, it is you...

Setting and Lore

It is the 134th year of the 4th Era, Ghia. You've lived here all your life, in one of numerous small villages in the western countryside. Up until a year ago things were normal, or at least as normal as anything can be. Food was scarce, the bulk of it sent to aid the war effort in the east against Akiro. But scarcity was normal, and the people knew how to handle it. They did not know how to handle what came after.

After years of war, food was not all that was scarce. The bulk of Ghia's economy was funneled into conquering Akiro, a task that proved difficult for the Tenjun's armies. While he bled the country dry, its people suffered. This suffering led to resentment and, unsurprisingly, revolt.

Renshu Amkhara, Jun of Gojiin, rallied supporters to take up arms against the Tenjun. While not the only highborn to do so, Renshu was by far the most influential. He lead the other revolutionaries in a series of battles to crush any loyalists in the west before moving north, leaving an army in Gojiin for the inevitable response from the Tenjun's armies.

The west is now firmly in control of the Amkhara faction, or at least that is what they'd have everyone believe. The reality is that their power is mostly consolidated in the population centers, while the countryside teems with hostility. Disorganized militias supporting each ruler clash with one another in the fields, showing their support for one side or the other.

Hook

You are no one important in society, a peasant from one of many similar villages. You've recently arrived in Shan Da, alone or with family/friends, seeking work and food in these harsh times. The city is known for being the largest in the region, situated alongside a large and beautiful lake.

While simply a peasant, you are known to have skills beyond that of an ordinary person. This could be from any number of reasons - ex-soldier, hunter, private study, etc - but whatever it is you're good at, it sets you apart from the unskilled laborers that make up the bulk of the populace.

Character Creation Rules

System: 4e
Level: 3
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.). Half-races are generally infertile, so you can't get down into quarters of a race.

Racial Makeup of Ghia
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Ghia is far off from the mainland of Voreld, and not nearly as racially diverse. As such, I figured it would be important to include a short blurb about the racial makeup of the region.

Humans ~85%
Orcs ~10%
Elves ~4%
Dwarves ~1%

Humans are the largest demographic by far. They are the initial settlers of the island, and have been its primary inhabitants ever since. Virtually all Jun and every Tenjun have been human.

Orcs are a very distant second. Native to Kurnhuelde, most orcs on the island are first- or second-generation immigrants, usually mercenaries or similar. There are some prominent orc families, but they are few and far between.

Elves are mostly slaves or ex-slaves in Ghian society. Elven slaves are seen as a luxury due to their exotic appearances, language, and attire. The few that are free are mostly peasants, with there being no Elven families of any real importance.

Dwarves are virtually non-existent in Ghia. They do not find the mountains as desirable as the ones on Voreld, and wouldn't be allowed to settle within them even if they did. As such, most dwarves encountered on the island are merchants or sailors, with very few exceptions. There are no dwarven families of any importance, and few dwarven families to begin with.

Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed and encouraged.
Background: +2 to a skill or add a language.
Equipment: Take your choice of one mundane armor and one mundane weapon or implement (superior implements count, if proficient) that you are proficient in for free, and then 150 starting gold to spend on other things.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Every character should know Ghian as the default language for this setting (as opposed to common), and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages provided below.
Hybrids: In any game I run, you will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. I feel like this helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.

Languages
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Common - Common is 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.

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

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

Imardanian – The national language of the Imardin Thalassocracy, a naval nation bent on spreading its monotheistic religion to all of Voreld whether people want it or not. It is a very diverse nation, but humans still make up the majority.

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

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

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.

Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences.

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

Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands.

Chathran - A language spoken primarily on Chathra and Cianthum

Kawani - A language spoken by the people of Mai'kawa and the surrounding small islands under its influence.

Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence.

Vishan - An odd language that evolved from from both Ghian and Chathran, spoken on the islands of Visha

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Fialova
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Re: The Lion and the Dragon OOC

Post by Fialova »

Ten-Minute Background

Shamelessly stolen from here.

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

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

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required. Don't feel pressured or at a loss due to unfamliarity with the Ganoltir campaign world! I'm more than happy to provide elements and more to assist in the process.

Example
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1) Birth - Karth was born as the offspring of Queen Gwarta of Bridged City and one of her many guards. During her pregnancy it was assumed she would be giving birth to another of her husband's children, but when the child turned out to be a half-elf this was quickly proven to be false. The king consort, enraged by the discovery, demanded his wife reveal who the father was. Not wishing for controversy, she quickly revealed who the information and Karth and his father were banished and sent away in secret. The royal family told the public that the pregnancy resulted in a miscarriage and held a grand funeral for the supposed deceased prince. Meanwhile, Karth's father travelled with his newborn son to the city of Mithril to start a new life.

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

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

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

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

6) Personality Traits - As a narcissist Karth tends to be very confident in his abilites, and his self-esteem is never low. He goes into every battle without fear, completely assured of his victory from the start. He is always looking to make friends with new people (no one should miss the opportunity to gaze upon his gorgeous face, after all), though this is often made difficult due to the arrogance that often manifests in social situations due to his narcissism. He is extremely loyal to the few people he truly respects, and despite his overconfidence he is still a formidable opponent on the battlefield, so to some it might be worth earning that respect.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Example
[SHOW]

1) Karth ultimately desires to become the king of Bridged City. He feels he was wrongly banished, and that as retribution he deserves to gain the throne in place of his half-sister Hannatha.

2) I'd like Karth to get a chance to return to Bridged City so that I can develop that part of his story. He need not actually ever gain the throne as he wants, but I'd at least like to have him come to terms with royalty who are against him in some way, and perhaps meet his mother for the first time.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.

Example
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1) Karth is actually the son of Queen Gwatra of Bridged City, making him royalty in the city-state. He ultimately plans to use this to become king and rule the city-state as he feels he deserves.

2) Karth was made a divine champion of Enkili without his knowledge, and most of his success and combat skill is a result of this. Enkili chose him for his personality, and as such the divine powers he possesses are triggered by him acting in line with his natural narcissism. Acting against this can sometimes have negative effects.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Example
[SHOW]

1) Karth's father is his only real family, and he cares deeply about his only son. He is the one who filled Karth's head with the idea of becoming king, and thus is directly responsible for Karth's narcissism.

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

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

4) The king consort of Bridged City was furious when he learned that Karth was not his son, and when he found out he immediately had the boy and his father banished from the city. He loved his wife enough to forgive her for her affair, but he hates Karth and his father and would likely go to any means to keep them from returning or gaining any sort of prominince in Bridged City.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Example
[SHOW]

1) Karth is very much a narcissist, and can sometimes be quite arrogant due to his self-absorption. Ironically, these personality traits are the direct cause of his successes in life, as well as his skills in combat, due to them triggering his divinely-granted abilities.

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

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

Background - Family/Class/Profession/Institutions

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

I add this last bit because I like to tie characters into the world around them. Often, people go for very individual or personal stories - long-lost love, bad guy killed my parents, mysterious birth, etc. But I find that this can make characters somewhat disconnected from the world around them, and the world becomes rather too much of a two-dimensional backdrop. Both in reality, you'd expect people to be profoundly shaped by their society and the institutions around them.

Example
[SHOW]

Family - Karth's only real family is his father, and older elven man who was once a guard at the Queen's palace in Bridged City. While he is related by blood to the Bridged City royalty, most of them are unaware of his existence. The ones who do know of him want him kept a secret, so as not to cause a succession dispute.

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

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

Institutions - he is a member of Faust's Crew, the Conspicuous Oils.

Drives - Primary/Secondary/Tertiary

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.

Example
[SHOW]

Primary - Karth's feeling of entitelement towards the throne of Bridged City is his primary motivating factor. He deserves to rule the city as he sees it, and he will do everything in his power to obtain the position he views as rightfully his.

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

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

Goals - Short-Term/Medium-Term/Long-Term

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.

Example
[SHOW]

Short Term - Meet and befriend the new crewmembers. More friends are always nice.

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

Long Term - Win the hearts of the people of Bridged City and take over as monach instead of his half-sister Hannatha.

Wishlist - NPCs and Magic Items

Here you should make two lists in the same block:

1) a list of NPCs you'd like to exist in the world that are not directly related to your character. This could be other important figures, future PCs, or anyone else you just think would be an interesting addition to the world. The purpose of this section is just to flesh the setting out a bit more from the get-go, so don't feel like there is too much pressure here.

2) a list of magic items you'd like to obtain at some point in the future. This game will be low-magic (which is why inherent bonuses is active), so all magic items encountered will be via quests, ie. not purchased. A large part of the decision-making process for what exact magic items will be found will come from these wishlists, so make sure it is something you really want

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

Example
[SHOW]

NPCs
Raoul - a hair stylist of some renown who Karth would like to visit sometime.

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

Items
Ice Dagger +1
Boots of Bounding

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Fialova
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Re: The Lion and the Dragon OOC

Post by Fialova »

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Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
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Re: The Lion and the Dragon OOC

Post by Fialova »

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Scratcherclaw
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Re: The Lion and the Dragon OOC

Post by Scratcherclaw »

Nanako, the Dragon's Daughter

Image

Ten-Minute Background
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Background and Concept Elements
[SHOW]

1) Appearance: Standing at 5'2", Nanako is shorter than average compared to other women around her, and is sometimes utterly dwarfed by tall men. She has deep chocolate eyes, and straight black hair, nearly always kept in the back with lengthy bangs in the front. Only 17 years old, she is also fairly young to be venturing out on her own.

2) Personality: With the spirit of the Dragon within her, Nana was always destined for greatness, and sees this through by taking charge and stepping up in situations. A fierce fighter, she doesn't give up easily. And despite her size, she always makes sure others take her seriously, no matter how she has to prove her true power. She is, however, usually pretty mild-mannered and polite, and even cheerful at times. But she does not take kindly to those who cross her or underestimate her. In homage to Owl, she is incredibly interested in learning more about whatever she can, and is incredibly curious by nature. Nanako is also an incredibly dedicated individual, having lived through much suffering and not about to give up now.

3) Early Life: Nanako was born in a small village named Daitsu on the opposite side of the lake from Shan Da. Her family was made up of peasant rice farmers in the village barely making ends meet. Nevertheless, her parents tried their hardest to raise her and her four older brothers, as well as providing for her grandfather. However tough things were, the family always got by. But much of it changed when Nana's mother came down with a sudden illness and perished shortly after, as the family was unable to pay for any sort of medicine. Though this tragedy wracked the family deeply, it only served to tighten the bond between them.

4) Legacy: As a peasant child with no mother, Nana needs something to brighten her spirits. As such, her grandfather took it upon himself to do just that. One night, he sat her down and told her how their family was once descended from Ghian royalty and that she was meant to be a princess had it not been for a pretender stealing the throne for himself. Unfortunately, little documents remained about it, as the Tenjun at the time changed all the records. As her grandfather was the wisest man in the whole village, Nanako had become convinced that this was in fact the truth and went on to believe that she was meant to be a princess. This was pushed future when her brothers took to calling her "princess" in a humorous way.

5) Seeing the Dragon: Once Nana was old enough to go outside on her own, she took to exploring the village and surrounding area as much as she could. She loved the adventure of exploring new places around town and uncovering secrets or fun within them. One particular evening, she was walking along the lake shore and came across a small alcove which fed into a tunnel. Being the curious child she was, Nanako threw away what little care for caution she had at that point and ventured into the tunnel. Reaching the end of the tunnel, she entered into a small, illuminated cave. As she proceeded forward, she discovered a creature that she thought was only myth: a dragon. A sleeping dragon in this case, but nevertheless a dragon. As she approached, it stirred awake. A glint in its eye, it swirled around her before vanishing without a trace.

6) The Dragon's Gift: Unbeknownst to her at the time, but the dragon had bestowed a great and powerful gift upon her: a gift that Monks of the Dragon would have to spend a lifetime achieving. This gift was the power of the Dragon. Not only had Dragon given her physical power with unimaginable arcane abilities, but it also gave her mental power, manifesting itself in unyielding tenacity and a great ambition. It would take years for her to finally realize and understand this, and it would change her forever.

7) Into the Arcane: Although these gifts were bestowed upon her at a young age, Nana did not notice them until she was in her early teens, and it was only with the help of the village elder, Yasu. With Yasu's help, Nanako was able to hone and control these powers reasonably effectively. With sharp dedication, training, and research, Nana was incredibly determined to master these powers, though home life often got in the way. Her grandfather's passing shortly after meant that she was now the sole caretaker of the home, with her brothers and father often too busy with the farm to assist. Nevertheless, Nana made as much time as she could to practice her draconic abilities. In fact, she often practiced while cooking, and has become competent in using her abilities with a knife.

8) Realities of War: When the war began, the people of Daitsu felt the effects immediately, as it was primarily a farming community. The bulk of the crops, especially rice, found its way to the warfront, leaving the villagers with little to take to market or even have for themselves. As such, most found themselves hungry many nights. Worse, however, was yet to come. As the war dragged out, the village found itself funneling more and more of its harvest into the war, all while every other product became scarce as well. Textiles and ceramics were so hard to come by that many villagers were forced to fashion clothing out of old sacks and ragged blankets, or share bowls and cups more than they already did. With people overworked and on the brink of starvation, the town was in misery and there was nothing anyone could do.

9) Beyond the Village: One afternoon, word came from a traveler that work was to be found in nearby Shan Da. At first, her oldest brother offered to make the journey and send back whatever money he made, but after much debate regarding the rice fields and their now-ailing father, it was decided that Nanako should make the trip. After much deliberation and a tearful goodbye, Nana made her way to Shan Da, in search of work and adventure.

Goals
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1) Nakako wants to learn the truth about her family's history.

2) I'd like for Nanako to develop into a sort of a leader, befitting her association to the Dragon.

Secrets
[SHOW]

1) While she was a little girl, Nakako saw a dragon while out playing. She's never told anyone because she never thought anyone would believe her.

2) A few days after she left the village, Nanako's father passed away. Her brothers chose not to send word, instead letting her see the world finally with no distractions.

People Tied to Nana
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1) Kenji is one of Nanako's older brothers and the closest to her in age. As they're the closest in age, they have the closest bond with one another. Nanako knows that she can rely on Kenji for anything she needs and she loves spending nights having long talks with him about life and the world. Much like her other sibling, Kenji is incredibly protective of Nana, though Kenji still wants his sister to be able to do greater things from beyond the family farm.

Appearance
[SHOW]

Image

2) Yasu is a village elder who has always been sort of a caretaker for Nana. After her mother passed away, Yasu took over as the female role model in her life and pushes her toward greatness. She is also the one who first noticed Nana's innate arcane abilities and taught her how to use them. While in the village, Nana would often stop by Yasu for some tea and conversation to fill the humdrum of peasantry. It was Yasu who originally urged Nana to go beyond the village and travel to Shan Da so she could grow more as a person and achieve greatness.

Appearance
[SHOW]

Image

3) Mei is a prostitute that Nana first ran into when she arrived in Shan Da. A bitter and unfriendly woman, she's earned her place on Nanako's hate-list. When she first arrived in the city, Mei was the first person she saw who wasn't otherwise occupied. With a multitude of questions, Nana thought she'd ask the harlot, but Mei would not have it. In a harsh voice, Mei told Nana to get out of her face unless she planned on buying. Since then, the two have continued to feud whenever they've had the displeasure of running into one another.

Appearance
[SHOW]

Image

Memories, Mannerisms, and Quirks
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1) Nanako fondly remembers the stories her grandfather used to tell her, of how their family was once royalty and how she's practically a lost princess.

2) Of all the Ghian spirits, Nanako reveres the Dragon and the Owl most, with her even keeping a dragon pendant on her at all times.

3) Through brief study and innate ability, Nana possesses a certain draconic magic that further bolsters her connection to the spirit.

Background - Family/Class/Profession/Institutions
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Family: Coming from a big family, Nana has four older brothers. Her mother passed away when she was young and her father has ailing health.

Class: At the bottom of the barrel of society, Nanako is a mere peasant.

Profession: She does not have any sort of defined professor, which is why she's in Shan Da to find work.

Institutions: Nana is too poor to be part of any sort of institution, mmkay? This is inherently classist.

Drives - Primary/Secondary/Tertiary
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Primary: The Dragon: Being that the Dragon is the spirit Nana venerates the most, she is most likely to act in the way of the Dragon.

Secondary: Family: As she grew up impoverished, family is all she's ever had to count on. Because of this, she always tries to put her family at the front of her mind.

Tertiary: Knowledge: Always a curious one, Nanako has a deep thirst for knowledge and will do whatever it takes to make the unknown known.

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

Short-Term: Nana wants to find work in Shan Da so she can make coin for her and her family.

Medium-Term: She wants to discover if the stories about her family being royalty are true.

Long-Term: She was to explore the world and study at the major academic and arcane institutions.

Wishlist
[SHOW]

I'll do this some other time

Character Sheet
[SHOW]

Nanako, level 3
Dragonborn, Sorcerer
Spell Source: Dragon Magic
Dragon Soul: Dragon Soul Fire
Dragonborn Subrace: Bozak Draconian
Select option: Dragonborn Fury
Select option: Bozak Instinctive Flight
Select option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Background: Family Tradition (+2 to Diplomacy)
Theme: Infernal Prince

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

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

AC: 17 Fort: 15 Reflex: 11 Will: 18
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Arcana +6, Athletics +10, Bluff +11, Diplomacy +13

UNTRAINED SKILLS
Acrobatics +1, Dungeoneering, Endurance +1, Heal, History +3, Insight, Intimidate +8, Nature, Perception, Religion +1, Stealth +1, Streetwise +6, Thievery +1

FEATS
Level 1: Superior Implement Training (Accurate dagger)
Level 2: Unarmored Agility
Feat User Choice: War Wizard's Expertise

POWERS
Sorcerer at-will 1: Burning Spray
Sorcerer at-will 1: Dragonfrost
Sorcerer encounter 1: Tempest Breath
Sorcerer daily 1: Lightning Breath
Sorcerer utility 2: Dragonflame Mantle
Sorcerer encounter 3: Flame Spiral

ITEMS

Equipped Items
[SHOW]

Code: Select all

Main Hand: Accurate Dagger
Offhand:   ---
Body:      Cloth Armor (Basic Clothing)

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

Boon:      ---
Backpack
[SHOW]

* Bedroll

  • Writing case
  • Waterskin
  • Tent
  • Of Might and Magic: The Spirit of the Dragon
  • Flint and Steel
Belt Pouch
[SHOW]

* Standard Identification Papers

* Coinpurse of 87 gold, 5 silver, and 5 copper

All Items
[SHOW]

Accurate Dagger, Cloth Armor (Basic Clothing), Bedroll, Backpack (empty), Belt Pouch (empty), Standard Identification Papers, Writing case, Waterskin, Dragon Pendant (Holy Symbol), Tent, Of Might and Magic: The Spirit of the Dragon (Doctrinal Book), Flint and Steel, Coinpurse of 87 gold, 5 silver, and 5 copper

Combat Block
[SHOW]

Nanako

Female Dragonborn Sorcerer 3
Languages: Ghian, Common
Age: 17
Height: 5'2"
Weight: 110 lbs.

Speed: 6 (Flight Speed 6)
Initiative: +1
Passive Perception: 10
Passive Insight: 10
Senses: Normal Vision

AC: 17
Fort: 15
Reflex: 11
Will: 18
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 6/6
Action Points: 1

MBA: +10 vs AC, 1d4+5 damage (+1 to attacks when bloodied)
RBA: +9 vs Fort, 1d8+10 cold damage & target is pushed 1 square (+1 to attacks when bloodied)

Resistances:
Fire 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Dragonfrost
Burning Spray


Second Wind []
Hellfire Heart []
Dragon Breath []
Tempest Breath []
Flame Spiral []
Dragonflame Mantle []


Lightning Breath [_]

Consumables:

None.

Important Features:
[SHOW]

Draconic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus increases to your Strength modifier +2 at 11th level and your Strength modifier +4 at 21st level.

Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.

Dragon Soul Fire: You gain resist 5 to fire damage. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target’s resistance to fire damage up to the value of your resistance.

Scales of the Dragon: The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.

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

Bozak Instinctive Flight: You gain a flight speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying more than a normal load. You must land at the end of your turn.

Infernal Prince: You gain a +1 bonus to fire attack rolls.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

War Wizard's Expertise: You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.

Last edited by Scratcherclaw on Thu Sep 14, 2017 5:16 pm, edited 8 times in total.
User avatar
ratwizard
A Wan Smile
Posts: 5993
Registered for: 11 years 10 months
Location: Hellworld

Re: The Lion and the Dragon OOC

Post by ratwizard »

Introducing Kekeng, the Vagabond Flautist

Image

Character Sheet
[SHOW]

====== Created Using Wizards of the Coast D&D Character Builder ======
Kekeng, level 3
Eladrin, Bard
Bardic Virtue: Virtue of Cunning
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Birth - Cursed (+2 to Bluff)

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

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

AC: 18 Fort: 11 Reflex: 16 Will: 18
HP: 32 Surges: 7 Surge Value: 8

TRAINED SKILLS
Insight +6, Arcana +12, Diplomacy +11, Bluff +13, Streetwise +11, Perception +6

UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +5, Endurance +4, Heal +5, History +11, Intimidate +10, Nature +5, Religion +9, Stealth +4, Thievery +4, Athletics +3

FEATS
Bard: Ritual Caster
Feat User Choice: Battle Song Expertise
Level 1: Bard of All Trades
Level 2: Superior Implement Training (Accurate wand)

POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Staggering Note
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Moment of Escape
Bard encounter 3: Impelling Force

ITEMS
Ritual Book, Accurate wand, Hide Armor, Backpack (empty), Bedroll, Belt Pouch (empty), Bottle of Wine (2), Disguise, Flute, Fire Kit, Gambler's gear, Lantern, Oil (1 pint) (4), Tent, Map case, Writing case, Sack (2), Thieves' Tools, Hempen Rope (50 ft.), Harness, Chalk and slate, Ceramic Hand (Unseen Servant), Alchemical Reagents (Arcana) (25)
RITUALS
Unseen Servant, Glib Limerick

MONEY
3 silver and 24 copper +

Combat Block -- Kekeng
[SHOW]

Kekeng

Male Eladric Cunning Bard 3
Languages: Ghian, Common
Age: 36
Height: 5'9"
Weight: 170 lbs.

Speed: 6
Initiative: +1
Passive Perception: 16
Passive Insight: 16
Senses: Low-light Vision

AC: 18
Fort: 11
Reflex: 16
Will: 18
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA: +1 vs AC, 1d4-1 damage
RBA: +2 vs AC, 1d4 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
+5 versus Charm effects.

Active Effects:
None.

Powers:

Staggering Note
Vicious Mockery


Second Wind[]
Master's Eye[]
Fey Step[]
Majestic Word [] []
Words of Friendship[]
Blunder[]
Moment of Escape[]
Impelling Force[_]


Stirring Shout[_]

Consumables:

25 gp worth of Arcana rituals

Important Features:
[SHOW]

Song of Rest: While singing or playing during short rests, you and each ally in hearing range can gain +5 HP per surge.

Virtue of Cunning: Once per round when an enemy misses an ally within 9 squares, I can slide ally 1 square as a free action.

Trance: Instead of doing a 6-hr rest, Kekeng enters a trance for 4 hrs. While tranced, Kekeng is fully aware.

Fey Origin: Considered a fey creature.

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

1) Kekeng grew up in Seinon, a small village in the heartlands of West Ghia. He was a mischievous boy, always shirking his duties to chase after girls or find insects in the woods or swamp. His father was a drunk who became violent when drinking, and this caused a lot of Kekeng's resentment toward his family. His mother blamed a lot of his father's disfunctionality on Kekeng himself.

2) While growing up, Kekeng's friends always appreciated his ability to tell stories and play the flute. The boy didn't practice much, but he didn't need to. His natural prowess at the art of entertaining drew him some renown in the small village, but his father was unappeased. He wanted Kekeng to learn a trade that would be useful. Once after an argument, Kekeng's father snapped his flute in half, to the boy's dismay. That night when things had settled down some, Kekeng stole some of the money from his family and left in the darkness toward the next village. They never saw him again.

3) Doing oddjobs here and there and becoming friends with some pretty sleazy people, Kekeng grew naturally into a life of homelessness, traveling, and debauchery. He took to drinking rice wine, beer, or anything he could get his hands on. While it aided his abilities in entertaining with his tales or his flute, it absorbed him and he became quite dependent on it.

4) A couple decades passed as Kekeng traveled most of western Ghia, learning many new stories, tunes, and friends along the way. He never settled down anywhere for more than a few months, and when he was bored, he would move onto the next city or town. While passing through Zhougang, Kekeng met a traveling merchant, named Quen Lu Tam. While not a particularly kleptomanic person, his curiosity got the best of him and he ended up thieving a very well-crafted bamboo flute from the merchant and hit the road. Quen Lu never knew who took it.

5) In the recent years, Kekeng traveled to and fro from cities, but the war efforts strained much of the peoples' interests in his tales. With the economy drained and tensions running high, Kekeng found himself in Shan Da -- out of money, out of food, and in need of some work.

Goals
[SHOW]

1) Kekeng seeks a way to continue his lifestyle of debauchery, lack of responsibilities, and exploration. He will make no attempt to sidestep his goals... hard work isn't in his agenda.

2) I want Kekeng to become a renowned storyteller across Amkhara.

Secrets
[SHOW]

1) Kekeng stole his flute from a traveling salesman and claims to anyone who asks that the flute is a family heirloom, passed to him at birth.

2) The traveling salesman who had his flute stolen from him by Kekeng is actually a Jarangi spy with powerful magical abilities.

People Tied to Kekeng
[SHOW]

1) Baoshang -- Another vagabond that frequently travels along the villages in northern Amkhara, Baoshang is known for his strange ability to consistently acquire booze despite all odds. Kekeng came across Baoshang once when the latter was heavily intoxicated, attempting to commit suicide off of a bridge. While Baoshang took Kekeng's intervention as genuine altruism, Kekeng was really just after the booze that the man had on him. Despite that, Kekeng has grown to enjoy the man's presence and has a strong bond with him.

2) Damasu -- The mild-mannered and relaxed bartender and owner of a tavern in the village Kekeng spent much of his time. She doesn't let him drink for free but if there is crowd enough, she will allow him to pay in his storytelling and flute-playing. Damasu likes Kekeng well enough, but is known to scold him if the man gets into too much trouble in or around her tavern.

3) Quen Lu Tam -- An eccentric and exotic traveling salesman of magic or otherwise extraordinary crafts who is secretly a spy for the Jarangi Tenjun. His facade is that of a very knowledgeable, harmless, and shrewd trader who is good around children, but inwardly is plotting, hardened, and severe.

Memories, Mannerisms, and Quirks
[SHOW]

1) Kekeng carries around with him a jug or two of rice wine most times, and is known to take the occasional draw from them to keep him on his feet through the day. The jugs themselves are actually very well made and have inscriptions of poetry and tales from a golden age of Ghia. Once, a thief tried to steal the jugs off of Kekeng's person while he slept, but the man woke up and clubbed the thief with a walking stick. Since then Kekeng has come up with his own signature knot (that he claims he is the first and only user of) to keep them tied down well to his traveling raiment.

2) Kekeng's alcoholism stems from childhood struggles with an abusive family. Since a teenager he has fallen back to rice wine, ale, and other fermented drinks native to Ghia to soothe his spirits and give him confidence and motivation. He can go several hours without drinking but due to the long-lasting addiction built up over decades of drinking, his withdrawals are very dangerous. He has never been able to ween himself off or stop entirely, not that he has any intentions of doing so. In fact, he isn't even sure he would survive such an attempt at this point in his life.

3) Kekeng sometimes loses gaps of his memory, especially when trying to recall specifics. While having a large range of stories, songs, and other musings to share with listeners, a few of the man's favorite ones have been lost to time because of his inability to remember swathes of them. Because of this, the man has become very good at improvising parts of songs or stories as he goes to shore the gaps.

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

Family: Kekeng left his home and village as a teenager and has written off his family. He has no inclinations to finding his parents, despite feeling a slight bit guilty about disowning his relatively innocent brother. Kekeng has had relationships before but has no partner nor children of his own.

Class: Kekeng is the poorest of the poor, doing manual labor only when necessary and slumming off of the rest of the working or middle class. He is aware of his case but cares little.

Profession: Various, though few longer than a few days at most. Consistently, the man is able to share his stories or songs in different village taverns, squares, markets or other areas of meeting.

Institutions: Nothing relevant.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Self-survival -- Kekeng has figured out through various means his way to provide for himself, whether it is food, water, shelter, or simply entertainment. Before anything else comes Kekeng himself.

Secondary: Experience -- Kekeng is all about one's experience in life and how it shapes them. He frequently explores between villages and cities, enjoying the new sights, foods, drink, people, and culture he finds. He strives to roam to lands further and further away.

Tertiary: Fame -- Kekeng's prowess at storytelling and flute-playing is definitely impressive. For this reason, he has a far-off notion that he will be passed down in a story or song of his own to later generations. While he does his craft mostly for self-sustenance, the idea that he is spreading his renown does some to boost his ego.

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

Short-Term: Having recently gotten too drunk and lost or had stolen most of his saved coin-on-hand, Kekeng is down on his luck and looking for some easy money.

Medium-Term: Kekeng is considering the idea of being more of an established entertainer in Shan Da, something that would make him a consistent amount of money and allow him to spread his renown across the city.

Long-Term: Kekeng has interests in traveling, even outside of Amkhara. Despite the tension during the war, he wants to visit other places and see how culture has changed and learn the tales and songs of the people there.

Equipped Items Format
[SHOW]

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

Code: Select all

Main Hand: Accurate wand +1
Offhand:   ---
Body:      Hide Armor

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

Boon:      ---
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: The Lion and the Dragon OOC

Post by Namelessjake »

Satomi, the Sullen Swordsman

Image

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

1) Appearance: Satomi is a Ghian man in his late 30s. He stands 5'11" tall and wears his long black hair in a knot. He has wide shoulders and has quite an imposing physical presence, He bears a handful of scars on his body, mostly on his torso with one across his right cheek, all earned during his time as a soldier.

2) Personality: Duty and Honour bound, Satomi valued family and honour above all else, however now he is more distant and abrasive at times due to feeling immense guilt over not being able to protect his family, however he still tries to do the right thing and follow the code of ethics he did before.

3) Early Life: Satomi grew up in a village near Kurima, the son of a farmer. Satomi and the other boys int he village spent their time fighting with sticks, pretending to be the soldiers that would pass through the area from time to time.

He joined the local militia when he was of age and trained to deal with any bandits that might plague the area and the defence of the region in the advent of war.

He eventually married one of the girls in the village that he had grown up with, the daughter of the village's blacksmith, Takaoka, and after a couple of years they had a daughter together named Aoki, who Satomi was enamoured with from the moment he first held her.

4) War in Akiro: With the outbreak of war, Satomi's militia was folded into the Ghian army and they were sent to fight. The war forged him into a skilled warrior, through better training in the army than he received in the local militia and the experience gained in the battles themselves. After a year or so of war, Satomi had become a distinguished soldier and was given lands nearby the recently conquered Busoka as a reward for his service, deemed to be safely in territory controlled by the Tenjun's armies.

5) Swords Into Plowshares: With his new lands, and having seen enough of war, Satomi petitioned to be discharged from the military, a request which was granted. Me moved his family to Akiro and began building a farm, taking up his Father's profession, laying down his sword and picking up the hoe.

After several months, they had built a good life, along with the other Ghian's that had settled the area after its conquest. However the war still raged on and soldiers regularly passed through demanding food and lodgings, to which Satomi would always oblige, still feeling a duty towards his fellow soldiers.

6) Ronin: One day a group of four soldiers arrived and asked to stay the night. Later that evening Satomi returned after gathering firewood to find the soldiers raping his wife and daughter. Axe in hand, he attacked the soldiers. Fuelled by rage, he cut one of the men down and took his sword. Eventually Satomi was the only one left standing, however his wife and daughter had both been fatally wounded in the fighting.

Knowing that more soldiers would likely come looking for their comrades, Satomi gathered a few things including his old armour and sword, and fled back to the mainland. There he roamed from town to town selling his services as a sellsword, guarding caravans, and other jobs to survive, with the outbreak of civil war after about a year providing a decent amount of work for a man of his skills. Until he found himself in Shan Da.

Goals
[SHOW]

1) Satomi wants to find a purpose in life again.

2) I would like for Satomi to come to terms with his guilt and find a form of penance.

Secrets
[SHOW]

1) He fears that it is known he killed the soldiers so keeps it a secret to avoid persecution.

2)

People Tied to Satomi
[SHOW]

1) Takaoka - His wife. They grew up together in the same village, and married fairly young. She bore him their daughter after a year or two of marriage. She had dark brown eyes and long black hair.

2) Aoki - His Daughter. She was Satomi's world from the moment she was born, she was just 15 when she died. She had dark brown eyes and long black hair, like her mother.

3) Some old commander dude from the army

Memories, Mannerisms, and Quirks
[SHOW]

1) Satomi will always remember the night his family died, and he often relives it vividly.

2) Satomi is always respectful of his opponents and will refuse to fight an unarmed man if he himself is armed.

3) He has a a thousand-yard stare, particularly when deep in thought.

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

Family: Satomi's family is all dead as far as he knows. Although he imagines that he still has some extended family back near the village he grew up in.

Class: Peasant turned Soldier turned Peasant turned Wandering Warrior

Profession: Mercenary/Ronin

Institutions: His local militia, the Army.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Duty - This has always driven Satomi, ever since he was young, however now it tends to manifest itself in the form of guilt of failing his duty to his family.

Secondary: Honour - A close second to Duty, Satomi prides himself on conducting himself honourably, although as with duty this is marred by his experiences.

Tertiary:

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

Short-Term: Earn some coin in Shan Da and keep moving.

Medium-Term: Survive the civil war.

Long-Term: Find someplace to settle down again and live out a life of solitude.

Wishlist
[SHOW]

Items
Badge of the Berserker +1
Iron Armbands of Power (heroic tier)
Boots of Adept Charging (heroic tier)
Gloves of Piercing (heroic tier)
Vanguard Fullblade +1

Character Sheet
[SHOW]

Satomi, level 3
Dragonborn, Slayer
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Background: Geography - Mountains (+2 to Athletics)

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

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

AC: 18 Fort: 18 Reflex: 16 Will: 12
HP: 37 Surges: 9 Surge Value: 9

TRAINED SKILLS
Intimidate +8, Streetwise +6, Endurance +7, Acrobatics +10

UNTRAINED SKILLS
Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +1, Heal +1, History +3, Insight +1, Nature +1, Perception +1, Religion +1, Stealth +5, Thievery +5, Athletics +8

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Improved Defenses
Feat User Choice: Two-Handed Weapon Expertise

POWERS
Slayer utility 1: Berserker's Charge
Slayer utility 1: Battle Wrath
Slayer utility 2: Single Out

ITEMS
Scale Armor, Fullblade, Backpack (empty), Bedroll, Belt Pouch (empty), Candle (5), Flint and Steel, Hempen Rope (50 ft.), Identification Papers with Portrait, Tent, Torch (3), Coinpurse of 129.55 gold pieces.

Combat Block
[SHOW]

Satomi

Male Dragonborn Slayer 3
Languages: Ghian, Common
Age: 38
Height: 5'11"
Weight: 200 lbs.

Speed: 5
Initiative: +5
Passive Perception: 10
Passive Insight: 10
Senses: Normal
AC: 18
Fort: 18
Reflex: 16
Will: 12
HP: 39/39
Bloodied: 19
Surge Value: 10
Surges left: 10/10
Action Points: 1

MBA: +9 vs AC, 1d12+7 damage. (+1 to damage on a charge, +1 to attack rolls when bloodied.)
RBA: +6 vs AC, 1d4+8 damage. (+1 to attack rolls when bloodied)

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Berserker's Charge
Battle Wrath


Second Wind []
Inevitable Strike []
Dragonfear []
Power Strike [][]*
Single Out []


*Can be used twice per encounter but only once per turn

Consumables:

None.

Important Features:
[SHOW]

Racial Traits and Class or Path Features:

Dragonborn Fury: When bloodied I gain a +1 racial bonus to attack rolls.

Elemental Origin: I have the elemental origin.

Ironwrought Starting Feature: I gain a +1 power bonus to Athletics and Endurance checks. Whenever I use Second Wind, this power bonus increases to +4 until the end of my next turn.

Notable Feats:

Heavy Blade Expertise: While wielding a heavy blade, I gain a +2 bonus to all defences
against opportunity attacks.

User avatar
Slashstick
ONE PAWNCH!
Posts: 87
Registered for: 7 years 11 months

Re: The Lion and the Dragon OOC

Post by Slashstick »

Bao Tap Den (Black Tempest), Corrupt Monk

Image

Character Sheet
[SHOW]

Bao Tap Den, level 3
Human, Monk
Build: Stone Fist Monk
Monastic Tradition: Stone Fist
Human Power Selection: Heroic Effort
Background: Slaves (+2 to Endurance)

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

STARTING ABILITY SCORES
Str 13, Con 14, Dex 16, Int 13, Wis 10, Cha 13.

AC: 17 Fort: 16 Reflex: 18 Will: 16
HP: 41 Surges: 9 Surge Value: 10

TRAINED SKILLS
Heal +6, Stealth +10, Endurance +10, Athletics +7, Acrobatics +10

UNTRAINED SKILLS
Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +1, History +2, Insight +1, Intimidate +2, Nature +1, Perception +1, Religion +2, Streetwise +2, Thievery +5

FEATS
Human: Internalize the Basic Kata
Level 1: Improved Defenses
Level 2: Toughness
Feat User Choice: Staff Expertise

POWERS
Monk at-will 1: Dragon's Tail
Monk at-will 1: Crane's Wings
Monk encounter 1: Call up the Savage Wind
Monk daily 1: Spinning Leopard Maneuver
Monk utility 2: Reed in the Wind
Monk encounter 3: Dance of Swords

ITEMS
Monk Unarmed Strike, Quarterstaff, Cloth Armor (Basic Clothing), Bedroll, Flint and Steel, Flask (empty), Rare Herbs (Nature), Sanctified Incense (Religion), Trail Rations (10), Waterskin, Holy Symbol, Backpack (empty), Small Iron Ring (2), Small brass pendant, Set of Large leather and fur clothing (Cold weather clothing), Red hakama set (Cloth Armor), Hoko noble robes (Fine clothing), Small silver ring, Unread scroll, Tanto (Dagger), Pouch of various herbs (Nature)

Remaining Gold: 292.21 gps

Equipped Items
[SHOW]

Code: Select all

Main Hand: Quarterstaff
Offhand:   Monk Unarmed Strike
Body:      Cloth Armor (Basic Clothing)

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    Blood-covered prayer beads (Holy Symbol)
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Ten-Minute Background
[SHOW]
Appearance
[SHOW]

1) Shaven head

2) Muscular, yet sleek physique

3) Covered in various small, faded, linear scars on forearms, torso and legs

Background and Concept Elements
[SHOW]

1) Group of bandits come to the inn

2) Waking to his new life

3) Bandit life

4) Rebirth by storm

Background – in detail:
The beginning:
Mua Den was adopted by an inn keeper family as an infant potentially young child and was given the name Hoa Binh Am; nicknamed Mua. (Inn keeper family race potentially very different from Hoa Binh Am; family consists of a father, mother, and son ~5 human years older than Hoa Binh Am). The inn keeper family found a screaming Mua on the side of the road near their establishment. The weather was a light rain with every sign of becoming a black tempest (bão táp đen). The parents took pity on the infant and brought him home. Once home, the family sought to tend to the wailing baby. The child refused to stop struggling and thrashing making him very difficult to hold. Only by keeping him near the lite hearth did he calm down enough for the family to clean him up and address his minor wounds. The parents beheld the resting child in their arms by the fire and named him Hoa Binh Am (Warm Peace) in hopes of a good future. The inn keeper’s elder son nicknamed him Mua (Rain); the elder son Dit (đít: ass) had a great dislike for rain b/c he was nearly killed by a lightning strike *Potentially becoming a future conflict named Set Dough (sét đỏ: red lightning) *.

As the years went by, Hoa Binh Am was raised as a second son. Hoa Binh Am had shown to possess a sharp and quick mind. Proving to be an asset at solving problems that required quick reflexes. The inn keeper’s eldest son Dit was raised to take over the inn and saw Hoa Binh Am as a threat. Dit saw Hoa Binh Am as a rival for parental affection and thus never liked Hoa Binh Am. Over time, this dislike grew to animosity; always calling Hoa Binh Am by his nickname Mua with scorn and contempt. Dit became a bully. Hoa Binh Am grew to love and fear his older brother. Hoa Binh Am had grown comfortable in the eight years that have passed since his adoption. He was a productive member of the lively inn. The inn created their own wine causing Hoa Binh Am to learn about how different forms of alcohol was made. He also learned what customers expected from a servant. Hoa Binh Am developed skills to blend into the background that allowed him to traverse the crowded inn unhindered by serving trays nor expectant patrons. Inebriated customers would swear that Hoa Binh Am could pick up a flagon at the bar one second and placing the flagon in front of them the next. The young boy loved his lively home that smelled of sweet wine.

Group of bandits come to inn:
Once stormy evening, a tough looking group entered the inn. They wore rough clothes drenched from the storm. They strutted towards the center of the room in their muddy boots causing the customers to retreat to the perimeter. The group occupied the hastily vacated seat relishing in the terrified looks of the other customers. A heavy hand rose followed by a booming voice from the center of the group demanding the bartender. Seeing his father’s only motion to be that of trembling, Hoa Binh Am moved forward to answer the summons. Even with his prided skill in agility Hoa Binh Am struggled through the dense group to get to potential customer that had made the call. Once past the small ring of tables, Hoa Binh Am set his eyes on the man with the booming voice.

Hoa Binh Am had seen many troublesome travelers come and go but nothing like the man sitting in front of him. This man was obviously the leader of the group based on his relaxed posture and how the others all faced him in one form or another. Hoa Binh Am first noticed the middle-aged man’s bald head, large beard and heavily muscled arms, but it was his cruel eyes that demanded his attention. The boy knew this man would happily hurt him as easily as breath. Another strange feature about the man were his clothes. While his fellows were adorned in sparse worn leather, the bald man wore simple grey and white cloth that covered his torso and legs with a simple rope as a belt leaving his arms bare. For the next few hours as the remaining customers left into the torrential rain, the bald man and his rowdy group makes a mess of the inn. The inn keeper’s family obviously wanted to the group to leave but were just as obviously too scared to eject them. During that time, Hoa Binh Am took notice of a peculiar necklace around the bald man’s neck. Hoa Binh Am had missed it before because it was hidden under the man’s beard. They were perfectly shaped balls covering the entire string that held them together. The pitch-black spheres were half the size of the boy’s small hands. Hoa Binh Am wanted to ask the bald man about the strange adornment but knew better than to bother a customer as dangerous looking as him.

Over the course of the night, the group break furniture and litter the floor with food and drink. Dit grew more and more agitated with customers that he would have to clean up after. It was well into the night when the inn keeper’s wife made a trip to gather soiled plates and empty flagons. She wandered too close to the rowdy bunch when she was grabbed around the waist by one of them. She pushed in vain to escape the man’s lecherous grasp. The woman used the small tray she held to hit the man over the head. In a drunken rage, the man struck her hard across the face causing her to collapse to the floor where she remained unmoving. The inn keeper with eyes spread in terror rushes to her side. Dit climbes out of the cellar at the sound of his mother’s aguish cry to see her lying on the ground, a rough man standing over her. Dit become agitated beyond reason and strikes out at the man with a knife killing him by surprise. The group leader leapt forward and lifted Dit with one massive hand around his throat. The bald man hurls Dit across the room flying over the bar and down through the open trap door into the stone-lined cellar, the trap door closing behind him. The bald man places his hands on either side of the inn keeper’s head and breaks his neck with a savage snap. The murderer lets the body of the inn keeper fall next to his doomed wife. The wife regains consciousness only to see her slain husband’s dead eyes before her skull is crushed under the boot of her husband’s killer. Overcome with rage Hoa Binh Am leaps at the bald man’s face. Distracted by the pleasure of killing his latest victims the bald man is taken by surprise. Hoa Binh Am’s attack rips out one of the bald man’s eye partially blinding him. With an injured howl, the bald man strikes at Hoa Binh Am sending him sailing across the room. The youth lands on the wood pile next to the hearth where his life at the inn started and presumably ends. Hoa Binh Am lies unconscious as the bald man approaches him. The man glares down at the prone child angrier than he has been in years. Turning to face his group he orders them to burn the inn down and take the boy with them.

Waking to his new life:
Hoa Binh Am wakes tied to a tree with his wrists bound together. Through the trees he could see the group of men that wrecked his home sitting around a campfire. A man cloaked in shadow approached the incapacitated youth. Hoa Binh Am saw the domed scalp and knew that it was this man that had killed his adopted family. The bald man squatted in front of the boy had grown deaf to the sounds of the world except for the quiet and began to speak. Hoa Binh Am and menacing voice of the murder glaring at him. From his first words Hoa Binh Am knew the man had been drinking. The scent of his family’s wine nearly overpowered his senses. The bald man named himself as Hai Cho Zung (hai chó rừng: two jackals). He leads his small group of bandits across the country side making a living by stealing from others. Hai Cho Zung goes on to explain how they burned the inn days ago and have since fled to another province. Hoa Binh Am was terrified when he learned that he was to take the place of the man that was killed by Dit. The bald man claimed it was Hoa Binh Am’s debt to pay. As he glared up at the man he could see the fire reflecting in his one remaining eye. Remembering what had happened at the inn, Hoa Binh Am knew he lacked the strength to get his revenge. Hoa Binh Am lowered his head as tears began to fill his eyes. He refused to show this man any sign of weakness. Hai Cho Zung rose, accepting the boys motion as compliance to his terms. Hoa Binh Am lifted his head to watch his new master walk past the camp fire into the consuming darkness. Hoa Binh Am sat there letting his dull anger eat at his heart. His last thought before passing out was his repeated vow of vengeance on the bald man.

Bandit life:
To force him to adopt his new life as a bandit, Hai Cho Zung gave Hoa Binh Am a new name. He would be known as Con Chuot (con chuột: rat). As the years passed in his forced captivity, Con Chuot was taught many things. When he was younger, he filled the role of distraction. There were many times when he was left in the middle of the road tied-up and gagged to stop traveling kind-hearted merchants. It killed Con Chuot a little each he looked into the eyes of his would-be-saviors knowing the fate that would befall them. Eventually, Con Chuot lost his sympathy and saw the merchants as weaklings. If they were stronger, then they would have brought more guards or seen the traps for what they were. When he wasn’t in the middle of heist, Con Chuot tended to the needs of the bandits in a similar manner as back at his family’s inn; preparing food and drink. As he grew older, Con Chuot was entrusted with further duties of scout, look-out and scavenger. The youth had given up any hope of escape and focused on learning his captor’s way in order to turn them against him.

During his new life, Con Chuot learned about Hai Cho Zung’s past. He was once a promising monk at a distant monastery. Hai Cho Zung’s martial prowess alone lead other monks to think he would be in line to become abbot (head monk). His dreams were destroyed when the current abbot refused to promote him. The abbot saw the anger and sadistic nature in his heart. Hai Cho Zung killed the abbot in his fury and fled the monastery taking up his new name to avoid pursuers. After his flight, Hai Cho Zung adopted as many vices as life would give him choosing to steal rather than beg. Upon learning this, Con Chuot began following Hai Cho Zung at night to watch him practice the martial arts forms from his previous life in the monastery. Con Chuot studied him for years before attacking him one night. Hai Cho Zung recognized the imperfect techniques and quickly subdued Con Chuot. After defeating Con Chuot, the disgraced monk decided to train the boy thinking that he would become a better asset to the group. Hai Cho Zung made sure only to teach the boy fundamentals in an attempt to prevent his new student from becoming stronger than him. Con Chuot’s hatred for his tormentor deepened after losing to him for the second time in his life.

The training was very hard and often left Con Chuot in too much pain to move. However, he was still expected to perform his bandit duties for the other bandits lest he be subject to their wraths. At the start of his apprenticeship, Hai Cho Zung had forbidden the use weapons. Con Chuot was limited to the use of a simple staff or better still his bare hands. He was also exposed to more life and death situations as his exhaustion made him clumsy during raids and robberies. Over time, Con Chuot’s endurance and proficiency rose. The young man favored quick and powerful strikes that made use of his bandit experience and deep pool of rage. Hai Cho Zung approved of his student’s viciousness during battles and sought to develop his anger by delivering crueler and more arduous training sessions. It was at this time that Con Chuot was forbidden to wear any armor except that of cloth. Con Chuot would need to develop his agility to new heights or face horrifying injury and then death.

It was during such a mission that Con Chuot received a wound to his hip. He endurance was low from the previous training session and was still getting used to the lack of armor. However, it was his current level of strength and agility that prevented the wound from becoming life-threatening. During the aftermath of the battle, Con Chuot was doing his best to hide his injury. He knew any potential weakness would be taken advantage of by this group of jackals. While the group he was assigned to was making a pile of valuables from their victims, Con Chuot stayed as far away as he could without raising suspicion. It was on the outskirts of the battle that he discovered a body clutching a tome as tightly as death’s embrace. The dead man stabbed in the back and left to die on his own. Con Chuot’s read on the cover “Herbs and Poisons.” While Con Chuot would not die immediately from the injury, he knew that the wound may become infected. He had seen a few of the unlucky bandits go through similar experiences and died as a result of the infection or from a resulting disability in later battles. Since the rest of the group was distracted, Con Chuot hid the tome under a nearby tree and discretely marked it so he could find it later. The bandits would normally ride several leagues away from the scene of an attack, but this successful raid was on a merchant carrying goods for a wealthy patron. Hai Cho Zung’s group would not be able to carry all of their plunder and decided to reduce the load by consuming much of the ill-gotten rich food and drink. It was late into the night when Con Chuot went in search of the tome, confident that the bandits would not notice his absence for wine and song. He recovered the tome and began to studying it whenever he could sneak away unnoticed. His hip injury was easy enough to treat as it required the most common of herbs in the area. While learning about healing herbs, he kept his eyes out for sections concerning poisonous plants. Con Chuot never forgot his failed attacks on Hai Cho Zung. These poisonous plants may provide an opportunity for his revenge.

Through the course of his martial education, Con Chuot realized his master’s plans to limit his growth. The student had to find another way to slay the teacher. During this time, Con Chuot asked Hai Cho Zung about his necklace. The man rose a hand to finger the black orbs and gave a cruel smile. The elder man told his student the nature of his prayer beads, his voice oozing with twisted relish. The disgraced monk had stolen it from the abbot after using them to choke the life from him.

Years passed in torment while he developed his skills as a bandit and fighter. Eventually, Con Chuot realized that the old monk had nothing left to teach him. One rainy night after a successful hold-up, Con Chuot poisoned the bandit leader’s drink. The young man had raised Hai Cho Zung’s tolerance for strong wines in order to mask any lethal additives. Earlier in his forced apprenticeship, Hai Cho Zung would never accept food or drink prepared by his reluctant student. However, the man had grown old and complacent over the years which was reflected in his unkempt salt-and-pepper beard. After drinking half a gourd of the poisoned wine, Hai Cho Zung fell to his knees spitting up blood. The dark liquid spilled from his mouth darkening the ground with the splatter. Con Chuot seized the opportunity by grabbing the prayer beads around the dying man’s throat with one hand and thrusting his fingers into his unfortunate master’s remaining eye and brain. The young assassin twisted his fingers trying to inflict as much agony as possible to the man that had caused him so much pain. His former master convulsed once before collapsing to the ground leaving the blood-covered prayer beads in Con Chuot’s hands.

Rebirth by storm:
The bandits laxed from their conquest didn’t react in their surprise as their leader’s blood flowed into the campfire extinguishing it. When the light went out the bandits jumped to their feet drawing their weapons. However, by that time Con Chuot was already gone using the skills he had developed in their twisted care. He could hear his former captor’s voices yelling his name as he fled. Con Chuot decided it was time for a new name. He thought on the moments of his life. What stood out the clearest was the image of blood falling from his master’s lips like rain drops and his brother scornfully calling him Mua. He stopped in the center of a clearing far from the murder scene. Realizing he still held the blood-splattered beads in his hand, the newly-liberated man raised his trophy before letting it drop around his head to rest at his shoulders. The beads bounced on his chest in a similar manner as had his dead master at the moment of his death. He tilted his head towards the sky to meet the storm dancing above and inside himself. He raised his arms feeling sting of the frigid rain as it washed away his former life and screamed “I am Bao Tap Den, a tempest to all that are surround me.” Lightning flashed across the sky as if in approval of his new name. Bao Tap Den smiled relishing the potential of his new life and continued running into the ebony heart of the storm.

Goals
[SHOW]

1) To attain power, to become so strong that nothing will be taken from him again (slain family), feed slight sadistic nature (subconscious: hurts others to make the world fairer/reduce the pain or estrangement of his experiences to understand the world)

2) (Controller) To play a significant part in history (ex. Assassinate a popular regent/replace a rebel leader)

Secrets
[SHOW]

1) He fears his history as a bandit will be found out by authorities or relatives of the victims

2) (Controller) Maybe his master trained him with a subtle fatal flaw that is obvious to a monk master. He would need to visit a martial arts master (ex. Kaijun), Monastery Abbott, or unlikely discover and fix himself after a near death experience. (ex. Trained to think in a way that prevents him from attaining higher level in magic/mental thinking/spirituality)

People Tied to Character
[SHOW]

1) Enemy: Dit/Set Dough, estranged brother, possibly future enemy/replacement character if Bao Tap Den dies

2) Enemy: Former bandit members

3) Enemy: relative of person carrying the healing tome (ex. Tome carried trade secrets that no one would know unless they were part of the family. Bao Tap Den demonstrates stolen skills in front of relative that reveals he was a bandit that killed the tome wielder)

4) Friendly: Ga Tay Trai and Ga Tay Gai (Turkey boy and girl), relatives of the slain inn keeper family that offer kindness only to be betrayed by Bao Tap Den in a future adventure. Brother and Sister-in-law of the inn keeper. The brother has heard of Hao Binh Am but never seen him in person. Should he realize Bao Tap Den is his adopted nephew assumed dead, then he would embrace the young man with open arms. His wife is very suspicious of the gruff youth that is covered in scars. Profession: open

5) Friendly: De Tin (dể tin: Gullible), a traveling merchant that regularly visited the inn of Bao Tap Den’s childhood. An average, middle-aged man who had white hair since a young age from experiencing a traumatic event. This will make him sympathize with Bao Tap Den should he come across the orphan. Little does he know that Bao Tap Den has changed from that little boy that served him his favorite drink.

6) Friendly: Nong Phu (Nông phu: Farmer), a farmer with property adjacent the inn that Bao Tap Den grew up in. He grew the ingredients for the famous wine sold at the inn. Nong Phu often made trips to the establishment to deliver his product and taste the fruits of their combined labor.

Memories, Mannerisms, and Quirks
[SHOW]

1) Acts prideful, if he wants something bad enough then he will just take it, confident in his abilities

2) Bold, but cautious if thinks opponent/victim could be dangerous

3) Uses flattery in order to get close to people with power

4) Will lie/deceive to gain the upper-hand

5) Doesn’t see others as friends; only enemies or tools

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

Family: Subject to Dungeon Master's will. Antagonistic brother assumed dead (Dit/Set Dough), kind Uncle and suspicious Aunt (Ga Tay Trai and Ga Tay Gai).

Class: Poor, has only what he takes.

Profession: Former bandit currently deciding what to do with the rest of his life.

Institutions: N/A

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: To attain power, to become so strong that nothing will be taken from him again (slain family), feed slight sadistic nature (subconscious: hurts others to make the world fairer/reduce the pain or estrangement of his experiences to understand the world).

Secondary: To enjoy life to the fullest through select vices.

Tertiary: (Subconscious) To never get to emotionally close to another lest they be taken/driven away by the whims of fate.

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

Short-Term: become stronger in martial prowess and more knowledgeable of assassination techniques

Medium-Term: N/A

Long-Term: become a powerful man with title and position

Combat Block Format
[SHOW]

Fill in the blanks and stuff where appropriate. I've already included the text color from the top, though you are free to change it if you want a better one. Just remember what you choose and be consistent. For powers, just copy the appropriate tier format from below as many times as needed to get all the powers in that tier. Let me know if you need help with the important features section, or anything else. And, as always, delete this paragraph when finished.

Character Name: Bao Tap Den

Gender Race Class Level
Languages: Common, Ghian
Age: 24
Height: 6' 0"
Weight: 160 lbs.

Speed: 6
Initiative: +5
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 17
Fort: 16
Reflex: 18
Will: 16
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 9/9
Action Points: __

MBA: +6 vs AC, 1d8+2 damage
RBA: +6 vs AC, 1d8+2 damage

Resistances:
None

Vulnerabilities:
None

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

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

Powers:


At-Will:
Bull Rush Attack
Grab Attack
Opportunity Attack
Stone Fist Flurry of Blows
Crane's Wings
Dragon's Tail

Item At-Will


Encounter:
Second Wind []
Call up the Savage Wind []
Dance of Swords [_]

Item Encounter


Daily:
Spinning Leopard Maneuver [_]

Item Daily [_]

Consumables:
Sanctified Incense (Religion) [_]
Trail Rations (10)

Important Features:
[SHOW]

Feature: Explanation of feature.
Internalize the Basic Kata: Use Dexterity Modifier (+4) instead of your Strength modifier (+1) for attack rolls and damage rolls when making a melee basic attack with your monk unarmed strike. In addition, your flurry of blows power can be triggered when you hit with an opportunity attack made with unarmed strike.

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

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

Last edited by Slashstick on Mon Oct 08, 2018 5:03 pm, edited 1 time in total.
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The Lion and the Dragon OOC

Post by Fialova »

Suzume, the Jun's daughter

Image

Character Sheet
[SHOW]

Suzume, level 1
Elf, Striker
Elf Subrace: Wood Elf
Select option: Elven Accuracy
Select option: Wood Elf Reactive Stealth

FINAL ABILITY SCORES
Str 8, Con 11, Dex 19, Int 16, Wis 10, Cha 15.

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

AC: 16 Fort: 14 Reflex: 14 Will: 14
HP: 23 Surges: 6 Surge Value: 5

TRAINED SKILLS
Insight +5, Stealth +9

UNTRAINED SKILLS
Acrobatics +4, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering, Endurance, Heal, History +3, Intimidate +2, Nature +2, Perception +2, Religion +3, Streetwise +2, Thievery +4, Athletics -1

POWERS
Level 01 Striker At-Will Power: Gloaming Cut
Level 01 Striker Encounter Power: Unbalancing Shot

ITEMS
Pink Dress (Cloth Armor [Basic Clothing]),
Leather Armor,
Longbow,
Leather Helmet (Disguise)

Combat Block
[SHOW]

Suzume

Female Elf Striker 1
Languages: Ghian, Akiran
Age: ~17?
Height: 5' 2"
Weight: 113 lbs.

Speed: 7
Initiative: +4
Passive Perception: 12
Passive Insight: 15
Senses: Low-light Vision

AC: 16
Fort: 14
Reflex: 14
Will: 14
HP: 23/23
Bloodied: 11
Surge Value: 5
Surges left: 6/6
Action Points: 1

MBA (unarmed): +5 vs AC, 1d4-1 damage
RBA (longbow): +7 vs AC, 1d10+4 damage

Resistances: None.
Vulnerabilities: None.
Saves: None.

Active Effects:

  • can make stealth check to hide if I have any cover or concealment on initiative roll
  • ignore difficult terrain when shifting
  • +2 to bluff to hide identity with helmet on

Powers:

Gloaming Cut
Striker's Damage


Second Wind []
Elven Accuracy []
Unbalancing Shot [_]

Consumables: None.

Important Features:
[SHOW]

Class Features
Striker Features: See DMG2 for full list of 'features' that make this and other companion classes less powerful than 'real' classes.

Racial Features
Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered fey for purposes of effects that relate to creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have any cover and concealment when I roll initiative, I can make a stealth check to hide at the same time

Notes
[SHOW]

Suzume is a companion character, which are mechanically weaker than normal characters. By default I will control her minimal action in combat, though anyone is welcome to do so in my place if they'd rather. All of her stats are listed here so anyone can build her in their own cb if they'd like to play her in my stead.

User avatar
Zaranius
Posts: 41
Registered for: 6 years 6 months

Re: The Lion and the Dragon OOC

Post by Zaranius »

Zaranius, the Red Haired Wanderer

Image
[sblock=Character Sheet]Zaranius, level 3
Hengeyokai, Hexblade
Select Animal Form: Fox (Stealth)
Background: Blademaster (Learn Elven)
Theme: Purple Dragon

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

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

AC: 18 Fort: 14 Reflex: 15 Will: 16
HP: 36 Surges: 8 Surge Value: 9

TRAINED SKILLS
Insight +7, Perception +7, Acrobatics +9, Intimidate +10

UNTRAINED SKILLS
Arcana +1, Bluff +7, Diplomacy +5, Dungeoneering +2, Endurance +2, Heal +2, History +1, Nature +2, Religion +1, Stealth +6, Streetwise +5, Thievery +4, Athletics -1

FEATS
Feat User Choice: Wand Expertise
Level 1: White Lotus Evasion
Level 2: Silvery Glow

POWERS
Level 1 Hexblade Daily Power: Star Shackles
Level 2 Hexblade Utility Power: Agile Recovery

Eqipped Items
[SHOW]

Code: Select all

Main Hand: Sword of the White Well
Offhand:   Wand Implement
Body:      Hide Armor

Head:      ---
Neck:      Grey Rain Cloak
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      Footpads
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
All Items
[SHOW]

Sword of the White Well, Hide Armor, Wand Implement, Adventurer's Kit, Blessed Soil, Camouflaged Clothing, Cold-weather clothing, Desert Clothing, Footpads, Ghoul Candle, Gray Rain Cloak, Lyre, Ten-foot pole, Writing case, Dagger (5), 3 unknown Great Library texts, Khopesh

[/sblock]

[sblock=Personality]Zaranius, who goes by Zara, is a wanderer with a calm, collected personality, who exhibits both extroverted and introverted qualities. She is soft spoken, however she is not passive, spending her days traveling around and meeting new people to develop relations with and learn from. Zara is protective of those in her company, but relatively neutral towards those she has not yet affiliated with. She has a strong sense of moral compass, but will not go extraordinarily out of her way to aid those with whom she is not acquainted.

Her conflicting personality types clash with one another, creating internal stress for Zara, as she craves connection with others, but sometimes lacks the ability to sympathize.[/sblock]

[sblock=Appearance]Zara has keeps a composed expression in most situations. When she finds something to be sufficiently humorous, however, she tends to lose all of her composure, breaking into laughter. Zara typically where leather clothing with some armor reinforcement (as seen in picture). She has 5 daggers hidden in places around her body and carries a Khopesh on her side. She has a tendency to walk with her hands clasped behind her back and often looks toward the sky in contemplation. She wears one dangling earring, on her left ear, that she obtained in the Serran Desert.[/sblock]

[sblock=Combat Block]Zaranius

Female Hengeyokai Hexblade 3
Languages: Ghian, Serran, Old Serran
Age: 48 looks roughly 36
Height: 5' 3
Weight: 113 lbs.

Speed: 7 (9)
Initiative: +5
Passive Perception: 17
Passive Insight: 17
Senses: Low-light Vision

AC: 18
Fort: 14
Reflex: 15
Will: 16
HP: 36/36
Bloodied: 18
Surge Value: 9
Surges left: 8/8
Action Points: 1

MBA (Moonfire Blade): +9 vs reflex, 1d12+11 radiant damage. If the target ends it's turn next to me it takes 4 additional radiant damage.
RBA (Eldritch Bolt): Ranged 10 +7 vs reflex, 1d10+9 Force damage.

Resistances: None

Vulnerabilities: None

Saves: +2 against immobilize, restrain, slow

Active Effects: None

Powers:

Focused Discipline
Nature's Mask
Eldritch Bolt
Soul Step
Moonfire Blade
Agile Recovery


Second Wind []
Well of Light [][_]


Star Shackles [_]

Consumables:

None

Important Features:
[SHOW]

Class Features
Fey Pact of the White Well Reward:
You gain a bonus to all damage equal to dexterity modifier, this increases at certain increments. Currently the bonus is +4

Fey Pact of the White Well Weapon:
Sword of the White Well one-handed military heavy blade +2 proficiency bonus 1d12 damage

Racial Features
Beast Nature:
You are considered both a magical beast and a humanoid for the purposes of effects that are related to creature type.

Elusive:
You have a +2 racial bonus to checks made to escape a grab and to saving throws agaisnt effects that immobilize, restrain, or slow you.

Fey Origin:
You are considered a fey creatures for the purposes of effects that relate to creature origin

Language of Beasts:
While in animal or hybrid form, you can communicate with any natural or fey foxes, or animals of form that closely relate. In human form you can understand these beasts but cannot directly communicate with them. You can communicate simple concepts and commands to such creatures, but they are under no compulsion to obey you and their knowledge is restricted by the experience and mobility. Beasts you talk to are not necessarily friendly to you. There may be still checks required to influence their attitude.

Shape Changer:
You have the shape changer sub type; you can alter your appearance. As such, you are subject to effects and conditions that affect shape changers

Animal Form (fox):
Your animal form is fox. You gain a +2 bonus to stealth checks. While in animal form, your speed increases by 2

Theme Features
Level 1 Purple Dragon Feature:
You gain the Focused Discipline stance. (see power for details)

Feat Features
Wand Expertise:
You ignore partial cover and superior cover on implement attacks you make with a wand.

White Lotus Evasion:
During a turn in which you hit an enemy, with an arcane at-will attack power, you can shift one square as a minor action.

[/sblock]

[sblock=Ten-Minute Background Response Format]

Background and Concept Elements
[SHOW]

1) Zara knows little of her birth, and only recalls her childhood as an orphan in Meidan. In Meidan Zara grew up with a group of other orphans. She noticed that they seemed to grow faster than she did, but she had understanding of why.

2) Early in life, Zara had to fend for herself along with the other orphans, as no one cared about their situation, nor offered to help. Zara often had to steal to survive and defend herself from the consequences of her choices as well as from those who looked down on her for her status. In one of her hauls, (age 20) Zara found a book with unreadable characters that interested her. She bravely approached the man she had stolen the text from and learned of its origins in the Serran Desert. Fascinated, Zara pleaded with the man to teach her the language, and he agreed, though he told her little of himself.

3) A year later, Zara ventured to the Great Library with her friend (age 21), learning that the man she had approached was a 'Scholar' of Serra. Upon arrival, the other scholars did not approve of her presence, and Zara was no allowed to access the library. Though her friend offered lessons when he had the time. Zara learned some of the modern language of the Serran Desert and decided that she would travel to continue studying their culture and language (age 22).

4) Zara traversed the desert for 13 years, building relations and obtaining knowledge, occasionally sending letters to her friend from the library. Eventually Zara decided to return, convinced that her experience and knowledge would gain her the respect of the Scholars, however she was only half right. Zara learned of various groups that threatened the Great Library and that a mercenary organization called the Desert Foxes had offered their aid in transporting texts, protecting the library, and protecting the scholars (among various other tasks.) Zara tried her luck with the scholars, and while they respected her knowledge and commitment, they denied her the acknowledgement she desired out of fear of the unknown (having not had any contact with her in years, the scholars had no way to be certain she did not also pose a threat to Library.) Zara decided she would attempt to prove herself by joining the Desert Foxes. The leader of the Foxes was unsure of her capabilities before she challenged him and proved herself as a capable fighter, despite losing. Over the next 5 years, Zara gained merit through the organization and earned the trust of the Scholars. Once she was convinced that the threats to the Great Library were decreased exponentially, she once again requested to join the scholars. They accepted her request and allowed her to study with them. Zara learned of the old Serran language, and vast amounts of knowledge about the world, through the resources of the Great Library, and became very close with the Leader of the scholars who had become her close friend and mentor.

5) Zara and the scholars had heard of plans to stir trouble in the Serran Desert, however they had little concern based on their connections. Unfortunately, one day a man arrived at the Great Library with a group of soldiers, all of great skill, demanding certain pieces of knowledge from the library. After suffering great loses, including the leader of the Desert Foxes, Zara and the other mercenaries were able to fend off the group. They failed to eliminate the group's leader, however they took one captive for interrogation. Zara was elected to lead the Desert Foxes, upon the leaders death. Zara declined their election, however, having overheard the intentions of the unknown organization. Instead, Zara identified 3 texts that the group intended to steal, and took them, heading back to Ghia to ensure their safety.

6) Zara arrived back on the shores of Ghia (Age 47, almost 48). She travels west and continues to make connections and learn of her homeland's situation. As a result of encounters from the organization that seeks her texts, Zaranius has learned of their presence on Ghia and that they are still in pursuit of her.

Goals
[SHOW]

1) To improve the living conditions and overall quality of life of exclusively those she has formed strong relations with, through her, traveling, connections, and knowledge.

2) For Zara to rid herself of the burden of her pursuers.

Secrets
[SHOW]

1) The contents of the texts she is traveling with and why she possess them.

2) The specifics of her missions during her time with the Desert Foxes.

3) How she is able to transform into a fox (a ritual learned from the Desert Foxes.)

People Tied to Character
[SHOW]

1) The Leader of the Library. (friend and mentor)

2) The leader of the Desert Foxes (mercenary organization: friend, deceased)

3) The leader of an organization, whose name Zara is not familiar with, that seeks to steal the texts she was trusted with by the scholars. (enemy)

4) Scholar who took her to the Great Library.

Memories, Mannerisms, and Quirks
[SHOW]

1) Zara has a seemingly endless amount number tales to tell, of her travels. The stories she is most fond of, and most often shares, are those of her times in the desert. Zara spent a large portion of her life traveling throughout the Serran Desert, learning their languages and culture, studying with scholars, and defending the Great Library.

2) Zara is extremely confident in her abilities and will rarely take combat seriously when she knows that her odds of winning heavily outweigh those of losing. She exhibits no signs of cockiness, however, outside of these types of combat encounters.

3) Zara tends to walk with her hands clasped behind her back, looking towards the sky, pensively.

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

Family: Unknown

Class: Peasant

Profession: Zara worked with the Desert Foxes, a mercenary organization dedicated to the protection of the scholars and the library.
Studied with the scholars of the Great Library and gained their acknowledgement.

Institutions: She worked for a mercenary organization from the Serran Desert.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: To observe the world through others and aid those she has become close with.

Secondary: To obtain rare knowledge from her experiences and encounters

Tertiary: To learn about the origins of her family.

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

Short-Term: Gain more knowledge the organization who is pursuing her.

Medium-Term: Avoid the organization who is after the texts she is in possession of.

Long-Term: To study the texts she obtained from the Library in Serra and master the knowledge they contain. And to eventually return these texts to the scholars safely.

[/sblock]

Last edited by Zaranius on Fri Apr 05, 2019 11:51 am, edited 1 time in total.
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1925
Registered for: 6 years 8 months

Re: The Lion and the Dragon OOC

Post by FinalTemplar »

Jin, Farmer (#40FF00)
[sblock=Appearance]Image[/sblock]
[sblock=10 Minute Background][sblock2=Background and Concept Elements]1)Personality: Stoic, not really against-fun but he's a man with a mission, and his mind is focused on that. Now that he thinks he's assured of his place in the war, he will use acts of intimidation liberally if he thinks it will get him what he wants. When caught alone or in a moment of peace, will speak lovingly of his wife and children, and you might even catch a smile.

2)Appearance: Tall, thick, and pale, Jin spends his days working the fields, which has led to him building up muscle over the many years he's been alive. He sports short black hair that is fairly messy, and dark brown eyes that rarely betray his true emotions. As typical for men in his family, he will never grow facial hair and will be clean shaven from the day he is born until the day he dies.

3)Early Life: Raised by both of his parents, Jin had a happy childhood. His father taught him the ways of the land and also the basics of how to wield a sword. This was meant to be a double lesson, as it could help him to not only protect his fields from wild animals, but also to protect himself if it came down to it. Around the age of twelve, his parents introduced him to a young woman by the name of Zhihao, with the hopes that he would marry her.

4)Teens: Jin spent the next few years spending a lot of time with her, at least, as much as possible. He continued to work the fields primarily, more and more having to take over for his parents as they got older in years. Finally, shortly after Jin's 16th birthday, his parents finally passed away leaving the farm to him. A year later, Jin and Zhihao make their relationship official, and get to making kids he's going to need help keeping the farm going.

5)Recent Years: Jin's wife gives birth to their first two children in the 5 years after his parent's death. His life on the farm continues to go well, until a group of Loyalist soldiers appeared on his doorstep early one morning, intimidating them to join their side in the war against the Rebels. He refused, not wanting to take a side. In response, the Loyalists burned his fields to force him off of the land. After getting his wife and kids to safety, he donned his ancestor's armor, picked up his sword and shield, and walked on down the road towards the nearest Rebel camp, planning to pledge allegiance to their side against the Loyalists, to get the fields back for him and his family.[/sblock2]
[sblock3=Goals]1) Come to terms with the loss of his family.
2) Realize that War isn't always black and white.[/sblock3]
[sblock4=Secrets]1) Jin's wife and children were murdered when the loyalists attacked his farm, and being unable to cope with it, convinced himself that they were still alive, waiting for him to return home.
2) Jin has used his ancestor's blade for murder prior to joining the caravan, which has slightly dulled him to the idea of killing.[/sblock4]
[sblock2=People Tied to Character]1) Zhihao - Wife - Very bright and bubbly, was incredibly enthusiastic about helping around the farm.
2) Mei - Daughter (Younger) - Even though she was still a young baby when the rebels attacked, she had a definite fondness for her father and enjoyed being taken outside to watch Jin practice sword fighting. It is likely she would grow up to be like him.
3) Jian - Son (Older) - Just barely was old enough to begin learning about helping on the farm before the rebels attacked. He seemed to take after his mother, being very enthusiastic and almost impossibly happy.
4) Syaoran - A rival farmer, Jin and Syaoran have come into conflict multiple times over plots of land as the end of Jin's farm and the start of Syaoran's have very loose borders, so it can be hard to tell the exact area. They never quite broke out into violence, but they got very heated arguments over land.[/sblock2]
[sblock3=Memories, Mannerisms, and Quirks]1) Sparring with his father as a young child. (Mem1)
2) Uses his hands as well as his speech to convey ideas. (Mannerisms)
3) Reacts strangely to death. Sometimes it will hit him like a truck, othertimes he shoves it off.(Quirks)[/sblock3]
[sblock4=Family/Class/Profession/Institutions]Family: Wife, Son, and Daughter
Class: Peasant
Profession: Farmer
Institution: None[/sblock4]
[sblock2=Drives]1) Win their farm back by taking the fight to the "enemy".
2) Stay alive to return to his wife and daughter.
3) Become stronger so he won't lose them again.[/sblock2]
[sblock3=Goals]1) Get farm, live happily (long)
2) Help the Rebels beat the Loyalists. (Medium)
3) Join the Rebels. (Short)[/sblock3][/sblock]
[sblock=Character Sheet]Jin
Warforged, Knight 3 (Reflavor to HUMAN)
Knight Feature: Shield Finesse
Background: Occupation - Farmer (+2 to Endurance)
Theme: Guardian

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

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

AC: 21 Fort: 18 Reflex: 13 Will: 14
HP: 44 Surges: 12 Surge Value: 11

TRAINED SKILLS
Endurance +11, Athletics +9, Intimidate +8, Perception +7,

UNTRAINED SKILLS
Acrobatics -1, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History 0, Insight +2, Nature +2, Religion 0, Stealth -1, Streetwise +1, Thievery -1

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

POWERS
Knight at-will 1: Battle Guardian
Knight utility 1: Defend the Line
Knight utility 1: Battle Wrath
Knight utility 2: Glowering Threat

ITEMS
Plate Armor, Heavy Shield, Belt Pouch (empty) (2), Shovel, Backpack (empty), Waterskin, Trail Rations (10), Torch (20), Flint and Steel, Hempen Rope (50 ft.), Ten-foot pole, Crowbar, Cloth Armor (Basic Clothing), Lantern, Bull's-Eye, Bell and whistle, Listening Cone, Oil (1 pint) (7), Hammer, Bastard sword

Code: Select all

Main Hand: Bastard Sword
Offhand:   Heavy Shield
Body:      Plate Armor

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

Boon:      ---

[/sblock]
[sblock=Combat Block]Jin

Male Human Knight 3
Languages: Ghian, Common
Age: 21
Height: 6'4"
Weight: 235 lbs.

Speed: 6 (5 when wearing armor)
Initiative: +1
Passive Perception: 12
Passive Insight: 12
Senses: Normal Vision

AC: 21 (+2 VS Opportunity Attacks)
Fort: 18
Reflex: 13
Will: 15
HP: 44/44
Bloodied: 22
Surge Value: 11
Surges left: 12
Action Points: 1

MBA: Bastard Sword +12 vs AC, 1d10+6 Slashing
RBA: N/a

Resistances: None

Vulnerabilities: None

Saves: +2 Racial bonus against ongoing damage.

Active Effects: None

Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Battle Guardian
Defender Aura
Battle Wrath
Defend the Line


Second Wind []
Guardian's Counter []
Power Strike [_]
Warforged Resolve
Glowering Threat


[_]

Consumables:

None.

[sblock2=Important Features:][sblock3=Power Details]At-Will Powers:
Defender Aura - Aura - Minor Action - Personal - Effect: I activate an aura 1 that lasts until I end it as a minor action or fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include either myself or an ally who also has this aura active. Marked enemies are not subject to this aura.
Battle Guardian - Opportunity Action - Personal - Trigger: An enemy subject to my defender aura makes an attack that either targets an ally but not myself or one who has a defender aura of their own active. - Effect: I make a melee basic attack against the triggering enemy. If the attack misses, the target still takes damage equal to my strength modifier (+5).
Battle Wrath - Minor Action - Personal - Effect: I assume the battle wrath stance. Until the stance ends, I gain a +2 power bonus to the damage rolls of basic attacks using a weapon.
Defend the Line - Minor Action - Personal - Effect: I assume the defend the line stance. Until the stance ends, whenever I hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of my next turn.
Encounter Powers:
Second Wind - Standard Action - Personal - Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of my next turn.
Power Strike - No Action - Target: The enemy I hit - Trigger: I hit an enemy with a melee basic attack using a weapon. - Effect: The target takes 1[w] extra damage from the triggering attack. Special: I may use this ability twice per encounter but only once per turn.
Glowering Threat - Minor Action - Close burst 2 - Target: Each enemy in the burst - Effect: Until the ent of my next turn, each target takes a -5 penalty to attack rolls against any creature other than me.
Guardian's Counter - Immediate Interrupt - Close burst 2 - Trigger: An ally within 2 squares of me is hit with an attack and I am not included in the attack - Effect: The ally and I shift 2 squares as a free action, swapping places. I become the target of the triggering attack, in place of the ally. After the attack is resolved, I can make a basic attack against the attacker.
Warforged Resolve - Minor Action - Effect: I gain a number of temporary hit points equal to (3+1/2 of my level) and can make a saving throw against one effect on me that deals ongoing damage. If I am bloodied, I also regain hit points equal to (3+1/2 of my level).[/sblock3]
Race: Warforged
Living Construct: As I am a living construct, I no longer need to eat, drink, breathe, or sleep. Never make Endurance checks to resist starvation, thirst, or suffocation. All other conditions I will suffer normally.
Unsleeping Watcher: I do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, I am fully aware of my surroundings and notice approaching enemies and other events as normal.
Warforged Mind: Gain a +1 racial bonus to Will.
Warforged Resilience: I gain a +2 racial bonus to saving throws against ongoing damage. Also, when I make a death saving throw, I can take the better result of my die roll or 10.
Warforged Resolve: Gain the Warforged Resolve power.
Theme: Guardian
Level 1: Gain the Guardian's Counter power.[/sblock2][/sblock]

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