The Quest For The Rose OOC

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Namelessjake
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The Quest For The Rose OOC

Post by Namelessjake »

The Quest For The Rose

You scan the bookshelves looking for something to read, not knowing how long you'll have to stay in Kingsport. A book jumps out at you from the shelf, The Quest For The Rose. Perhaps you remember it from your childhood or maybe the cover intrigued you. Whatever the reason, you study the cover for a moment before making your way over to the fire. The inn is almost empty, save for yourself, the barmaiden and two merchants clearly working out some deal. You order a drink before taking a seat in an armchair by the fire and turning to the first page.
Setting
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The story takes place in the world of Arganorh consisting of two twin continents, Norrhan and Avanor. The tale begins in The Kingdom of Amaranthia, a small peaceful kingdom, close to the centre of Avanor. Nestled between the Darion Imperium, the Republic of Thalon and the Pendlecaste Mountains.

Thousands of years ago, when the gods created Arganorh, Polgara, the goddess of light, created The Amaranthian Rose. The Rose is a red orb, which contains great power. Created with the intention of keeping the world free of evil, it was entrusted to the royal family of Amaranthia. Any male heir of the royal family would be able to wield it, while it would harm anyone else who touched it. The Amaranthians dared not use it for their own personal gain, fearing the wrath of the gods, and as a result the rose was set into the throne of the Amaranthian King in the capital city Amgard, only to be removed if absolutely necessary.

With the rose in its possession, Amaranthia has been at peace for centuries, other nations not willing to risk war against the rose. However late one night, a group of men sneak into Castle Amgard. You are awoken by shouts and alarm bells. You rush from your chambers, following others who seem to know where they are going. You reach the throne room and push your way to the front. There on the steps up to the throne lies King Torald II, in a pool of blood. Your eyes glance to the throne and you see the top has been smashed and the Rose is missing.
Character Generation Rules
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Character Creation Rules
System: 4e
Level 5
Stats: 25pt buy.
Race: Any published, refluffed as human. (Orcs and Elves come from the Northern continent of Norrhan and I will allow one non human PC.)
Class: Any published.
Feats: Free expertise feat. Free multiclass feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Free level 4, 5, and 6 magic items. Free mundane items within reason. 840gp to spend on other magic items or to have on your person.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Everyone by defaults knows common.

Special Background

You will all be chosen by the King to track down and recover the Rose. Therefore it stands to reason that you must be, a trusted member of his court and skilled in some way. This is a old Tulrissian story book so I am expecting more typical hero types than in our other campaigns. Basically knights and nobles, diplomats etc. Bare in mind that there's a good chance your character will already at least know of the others, even already being friendly with some of them. So talk about that stuff.
Maps
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World Map of Arganorh
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If you save this you can zoom in and actually kinda see the names. If not Amaranthia is the light green in the South, left of the circle of mountains.
The Kingdom of Amaranthia
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Other Regions
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The Imperium
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The Republic of Thalon
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The Empire of Samarauch
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The Kingdom of Varanos
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The Empire of Valais
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The Kingdom of Redwain
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The Kingdom of Ostmere
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Languages
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Common - What is generally considered the common language of Avanor. It originates from the nations surrounding the Three Kings Sea; Amaranthia, Varanos and Thalon. It is also spoken in Western Valais and in Avarra, a province of the Empire of Samarauch.

Thaliem - Mostly spoken in Ostmere, Rewain and Valais. Thaliem is the language of the North Eastern part of the continent.

Darion - The language spoken in the Darion Imperium , West of Amaranthi . It is also spoken in the Kingdom of Gildas on Norrhan.

Samarauch- Spoken in the South Eastern portion of Avanor in most of The Empire of Samarauch.

Norrhan - Spoken by the humans of the Eastern Kingdoms on the Northern continent of Norrhan.

Elvish - Spoken by the Elves of Norrhan.

Orcish - Spoken by the Orcs of Norrhan.

Fey- Spoken by the fairies of the world, most notably in the town of Feywald in Amaranthia.
Quests
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Locations and Lore
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Arganorh
The world of the campaign. The known World is made up of two continents; Norrhan and Avanor.

Avanor
Avanor
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Avanor is the Southern continent in Arganorh. It is very diverse with terrain ranging from moutains to plains, and swamp to desert. It is also the homeland of the human race meaning Orcs and Elves are a rare sight to behold.

The Kingdom of Amaranthia
The Kingdom of Amaranthia
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Amaranthia has seen its fair share of wealth and greatness glorify its people and cities, and it is considered to be one of the oldest nations in Arganorh. It is a fertile land with great forests. Most of the population works either in the fields or the lumber camps, producing the country's two main exports, grain and wood.

The nation was entrusted with, what became to be known as, The Amaranthian Rose by the Goddess Polgara. Only able to be wielded by a male member of the royal family, House Adelgard. Possession of the Rose has left Amaranthia untouched by war for much of history, despite being surround by the 4 most powerful nations in the known world. It still maintains a small, but skilled and well armed, military for dealing with raiders and bandits, and for the occasional instance when it will intervene in foreign conflicts.

Amgard
The capital of Amaranthia is the City of Amgard. Situated on the northern coast in the province of Amgardia. It is the country's main port and home to its largest castle, Castle Amgard, the seat of King Torald II.

Feywald
Feywald located deep in the Southern Great Granwood is rather uniquely, the only known large fairy population in the known world. Fairies are often associated with Polgara, so many people assume that the town's origins have something to do with the Rose.

The Knights of The Flower
Amaranthia is home to an order of knights known as The Knights of The Flower. Taking the Amaranthian Rose as their symbol, they were originally founded to protect the Rose. However as time passed and the Rose appeared safe in Castle Amgard, the Knights took to other duties, such as protecting pilgrims, which has led to its decline. The order is currently based out of East-Watch Keep, much of which is in disrepair due to the reduced size of the order compared to its past glory.
The Darion Imperium
The Darion Imperium
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The Imperium is a large nation ruled over by Emperor Magnus, and a council known as The Imperistarium, from the City of Canthris. The Imperium consists of three provinces; Avinter in the north, Darion in the south, and Danthivia in the east. The Imperium is a strong military power; legal, male citizens who come of age are obligated by duty, law and pride to join the Imperial Legions for two years, where they train to become soldiers for the time when war is upon the Imperium, and the Emperor calls his people to arms. Among the current nations that rule in Arganorh, the Imperium is one of the few that still actively deal in slaves and the majority of these slaves are of elven origin. The Imperium has been a true power amongst the nations of Avanor, and is only truly challenged in terms of its might and influence by the Valaisian Empire. The two nations have thus become active rivals in all things worth competing for, and in recent years the two have grown far more hostile as the threat of war has begun to linger in the air.

Darion
Darion, as the homeland to the true Imperials, grants the Imperium the might of the people, with its densely populated lands, and the wealth of its southern mines.

Danthivia
Danthivia, with its many hills and plains, feeds the Imperium thanks to its rich agricultural lands, and its southern coastal cities serve well as trade hubs.

Avinter
Avinter's past as a seafaring nation, in the ages when it was independent, has given the Imperium capable fleets and power on the seas.
The Republic of Thalon
The Republic of Thalon
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Thalon is perhaps the most influential and wealthiest nation in not only the twin continents, but the entire world. As a nation of trade, Thalon has established several trade posts, headquarters and merchant organizations throughout the world. It consists of former city states on Mainland Thalon and the Isles of Kerk. Mainland Thalon is the foremost province of agriculture, forestry and general trade. But the Isles of Kerk, a somewhat harsh and underdeveloped gathering of steep-cliffed islands, are the nation's greatest income of mining and fishing, and to some degree ship-building. Kerkmen are renowned for their stature as skilled sailors and fishermen, yet they are not considered to be as socially civilized as those who live on the mainland. There is a clear divide between the Thalemen and Kerkmen, as the two do not always get along very well. The Nation's captial is considered to be the City of Phim's Gate while the ruling is done by The Green Council.
The Empire of Samarauch
The Empire of Samarauch
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The Empire of Samarauch is made up of Kirnstone, Avarra and Ghorr. It is ruled over from the City of Samar, in Ghorr, by High Queen Talis. In the past, kings would also rule Samarauch, but kings were abolished after the White Lion's War, a civil war which resulted in the deposition of King Kulam II in favour of his wife. Samarauch's territories stretch throughout almost all of Ghorr. Its largest cities are in the south, near the Samarrine Coast, whilst its northern territories are more, as it were, tribal. Samarauch tribesmen roam the northern and western savannah, whilst the more aristocratic and civilized inhabitants take residence in the cities of the south. The wealth and culture in southern Samarauch is rich and alluring; offering a wide variety of trades and goods from slaves to jewellery and silks to exotic dancers. Samar is the largest city in Samarauch and has stood there since the earlier days of the empire's founding.

Kirnstone
Kirnstone is a land of hard rock, dark forests and foreboding mountains. It is home to a few towns which are terrorised regularly by wildmen, bandits, witches, hags and other such creatures.

Avarra
Avarra openly joined with the Samarauch Empire, three decades ago, after the Valaisian led murder of Crowe Lowin; the previous leader of the Avarran Free State. In an effort to gain military strength and defend themselves against any potential Valaisian incursions, Crowe Rhane succeeded Crowe Lowin and joined the Samaraucnh Empire. Avarra, is a fairly small land that has sustained itself mostly through trade with other nations such as Amaranthia, Thalon and Valaìs. It was a neutral freestate that often acted as the place of international negotiations.
The Empire of Valais
The Empire of Valais
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King Adamir IV of House Vorais rules the Valaisian empire from the City of Val Carlais. Valais as a culture and people is famed for its extravagant aristocracy, wealth and fashionable clothing. Valaisian silk and tailored merchandise is widely desired by other nations. As a wealthy nation, much thanks to its many ports and posts of trade throughout the world, and its many colonies, Valais can safely be assumed to be one of the wealthiest and most powerful nations in the world. The nation is also home to great places of learning, particularly in its capital, where some of Avanor's most renowned universities find place. Valais rivals the naval might of the Thalonian trade fleets and the armies of the Imperium. The Empire also includes the vassal Kingdoms of Varanos and Rivaire, which were subjugated around 100 years ago.

The Kingom of Varanos
Ruled by Vassal King Brand II of House Storulv from Denren, Varanos is a vassal of The Valaisian Empire. The Kingdom itself was officially founded by a tribal lord, known only now in history as the First Wolfbane, who united the many tribes in Varanos, and laid the foundations of the kingdom Varanos was to become. The region has a large population of wolves which influence its culture to this day. Varanians are a hardy people who boast little of wealth, a fancy aristocracy or its military strength. However, it is without doubt that the Varanians are a proud people, and that they pride themselves as excellent warriors, despite a fairly under-developed and trained military. The increasing foreign influence has upset many Varanians, who are proud to live by old traditions and lifestyles, and discontent has begun to grow.

The Kingom of Rivaire
Rivaire is an island kingdom North of Thalon. Which was sujugated by The Valaisian Empire about 100 years ago. It is ruled by the Vassal King Jorah III of House Rivia. It allows the Empire to exert greater influence over The Thalon Republic however recently, as in Varanos, rebel causes have been growing, wanting a return to independance.
The Kingdom of Redwain
The Kingdom of Redwain
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The Kindgom of Redwain is a nation mostly consisting of hills and plains, with its capital being the City of Kynthra. It is currently ruled by King Edmund I of House Radavin. It has a rich history of warfare, having fought Ostmere, Valais, Varanos and Samarauch on and off for centuries. Its coast is plagued by pirates so little trade and travel is done by ship. Recently tensions with Ostmere have been rising due to territorial disputes.
The Kingdom of Ostmere
The Kingdom of Ostmere
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Ostmere is a hilly region, the kindgom was founded by a coming together of the mountain clans from The Vardenfels to the North, who came down from the mountains to settle. Ostmere's general economy depends on the mineral yield of the northern territories and most of Ostmere's soil is too hard or too cold to farm properly, and thus, despite some agricultural richness in its southern territories, Ostmere depends on trade to feed its people. It has often fought with Redwain, mostly over territorial disputes, and recently the two sides appear to be preparing for war. It's capital is the City of Ostburgh and it is currently ruled by King Kedwick IV of House Graff.
Luthrern Vosh
Luthrern Vos
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Luthrern Vos is a city state East of Ostmere. They are very insular, mostly preoccupied dealing with raiders from mountain clans. They tend to only trade with Ostmere, mostly being able to support their population on their own, due to the high number of rivers it has for its small size and its mineral deposits.
Thrumnash
Thrumnash
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Thrumnash is a swampy land East of Samarauch. It is home to hardy tribefolk who often raid the Empire at their border, who find it difficult to retaliate due to the terrain.
Norrhan
Norrhan
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Norrhan is Northern continent and, compared to Avanor, it is a much colder and harsher place. The terrain is mostly limited to mountains, marshland, rocky hills and dense coniferous forest.

Human Settlements
Human settlement is found in the East, closest to Avanor, in the Four Kindgoms of Rivana, Kadwir, Romalla and Tamren. The Kindgom of Gildas is the West is also home to humans.

Orcish Lands
The rest of the mainland is home to tribes of Orcs in, the North Dales, The Northlands and The Shiver Dales. More civilised Orcish settlements can be found in the Kingdoms of Higmere and Barador, and in The High Marches.

Ael Aenhdelain
These isles, off the Northwest coast of Norrhan, are the homeland of the Elves. However they are also quite widespread, notably a large population living in The Ashenwood, between Valais and Redwain
Pantheon
Pantheon
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In Arganorh the Gods are very real and all nations acknowledge the existence of all the Gods, although most tend to pick one to worship.

Polgara - Polgara is the Goddess of light and peace, she is strongly associated with the Kingdom of Amaranthia due to her entrusting it with her orb, which has come to be known as the Amaranthian Rose. She is also often linked to Fairies. Her totem is a dove carrying a rose.

Chaldan - Chaldan emphasises pride and militaristic tradition as virtues. For example, sermons at funerals are not concerned with the comforting of the bereaved, but with vengeance. This means he is often worshipped by various clans and tribes, but also larger nations such as The Samaraunch Empire. He is often called the God of War. His totem is a lion. Orcs tend to worship either him or his brother, Belar.

Nedra - Instills the values of thrift and wealth into his people. As such is he often worshipped by merchants, notably The Thalon Republic. He is regarded of the God of commerce. His totem is a whale.

Belar - Belar is the younger brother of Chaldan and is regarded as the god of Honour and Justice. He is worshipped in the Darion Imperium and other fedual kingdoms where the traditions of chivalry are highly honoured. He takes an Eagle as his totem.

Issa - Seen as the Goddess of deceit and darkness, Issa's totem is a snake. She lacks a large body of worshippers, although some swamp tribes do primarily worship her. While an opposing force to Polgara, she is not necessarily regarded as evil.

Eriond - With a horse for a totem, and primarily being worshipped by the Valaisian Empire, Eriond is the God of Freedom. Something the Vassal Kingdoms of the Empire find rather ironic.

Aldur - Seen as the God of Nature and reason. Aldur is primarily worshipped by the Elves and academics. He takes an Owl for his totem.
Important Figures
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King Torald II - The King of Amaranthia and the current guardian of The Amaranthian Rose. His dynasty, House Aelgard, have ruled over Amaranthia since the Kingom's founding.

Queen Ela - The Queen of Amaranthia and wife of King Torald II.

Princess Leliana - Aged 16, Leliana is the youngest daughter of King Torald II.
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Namelessjake
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Re: The Quest For The Rose OOC

Post by Namelessjake »

Submissions are due Saturday, 8th of November, 2014, at 9:00 PM GMT.

Ten-Minute Background

Shamelessly stolen from here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Due to the prevalence of magical items in this campaign, I would like you a draw up a list of magical items you would want to obtain as we progress. This way I can make quest rewards and loot drops things that are actually useful to you. You don't have to do it all the way up to level 30 or anything, just add to it as we advance.
Wishlist
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Namelessjake
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Re: The Quest For The Rose OOC

Post by Namelessjake »

Princess Evaline of Amaranthia

Image
Appearance in Armour
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Image
Without the shield and with a bigger sword
Ten-Minute Background
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Background and Concept Elements
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Birth & Early Years: Evaline was the first born child of King Torald II of Amaranthia. Due to the inheritance laws of the Kingdom, many people were disappointed that the Queen had not borne her husband a son. Still she grew up in luxury fitting for a young Princess. Her Father clearly wanted a son and he on occasion would treat Evaline as such, telling her bed time stories of knights and letting her play fight the other children in the court with broomsticks. This side of Evaline never went away resulting in her pursuit of martial skill as opposed to the more traditional hobbies a princess would be expected to partake in.

Siblinghood: With the birth of Edward and his subsequent survival of his sickness, the Kingdom was put at ease, knowing there was an heir. Evaline fell into the background somewhat as a result, however once Edward was no longer a baby she quickly took to life as an older sister. She would regularly tease Edward and try to trick him. When Leliana was born, Evaline was 8. As a result of this age difference Leliana spent much of Evaline's teens following her around, much to Evaline's annoyance. However she did eventually grow out of this and the two became close, Leliana looking up to her older sister, and occasionally ganging up on Edward.

Marriage: Evaline has spent much of her teens and young adulthood trying to avoid being married off. Having grown up as the oldest child of the King, she is used to being able to do most things she wants. She feels she would lose this freedom if she was shipped off to another castle or even another Kingdom. She is not completely adverse to the concept of marriage itself, however she wants it to be on her own terms.

Training: Due to her early life as the only child of the King, Evaline developed some boyish tendencies, such as play fighting with the other children. Later in life this progressed further to her demanding her Father to let her learn to fight as she would have been had she been born a boy. She learned to fight mostly from the Guard and Castle Amgard's Master at Arms. She became extremely skilled and is very capable of defeating many knights in single combat, although often Knights and other high ranking men will graciously refuse to train or duel with her, much to her frustration.

Personality: Evaline is very strong willed and impulsive. She can be rash and quick to act, however despite this she isn't prone to anger quickly. She likes to have fun and to do want she wants, sometimes coming off as a bit spoiled.
Goals
[SHOW]
1.) Evaline wants to prove herself to those who would doubt her simply for being a Princess.

2.) I'd like Evaline to meet someone who would make her reconsider being so against marriage.
Secrets
[SHOW]
1.) While Evaline has been avoiding marriage for quite a few years, she is not a stranger to the opposite sex. Notably she would often bet kisses as a way to get boys of the castle to fight her and help her train.

2.) The son of the Lord of Morndell, became infatuated with Evaline, after he accompanied his father to the capital. His obsession continues to this day and he is determined to make her his.
People Tied to Evaline
[SHOW]
1.) King Torald II of Amaranthia, father. Evaline looked up to her Father and respected him greatly. She still would get annoyed whenever a potential betrothal was brought up, however eventually her Father did get the message and decided to let Evaline decide for herself when she was ready, which she appreciated greatly. Torald II also sparked her love for fighting and combat.

2.) Queen Ela of Amaranthia, mother. While Evaline loves her Mother and the two are close, Queen Ela often disapproves of Evaline's exploits, wishing she would do something more ladylike. However as Leliana has gotten older, she seems to have satisfied the Queen making this less of an issue.

3.) Princess Leliana of Amaranthia. Evaline's younger sister, is currently 16 years old. The eight year age difference meant, Leliana would always follow her sister around, much to Evaline's annoyance. While Evaline has been actively trying not to get married, marriage is all Leliana dreams of, not even wanting to go near a sword. However now the two are older they get on very well, despite their differences in interests.

4.) Prince Edward of Amaranthia. Evaline's younger brother and heir to the throne. She has always playfully teased him and while to an outsider this may make it seem like the two do not get along, she does still love him.
Memories, Mannerisms, and Quirks
[SHOW]
1.) Evaline fondly remembers her bedtimes as a young child when her father would read to her. The tales of knights and their heroic deeds inspired her to seek out that aspect of life instead of sticking with the more traditional life that a Princess would be expected to lead.

2.) Evaline chooses to carry a sword at almost all times, a privilege which only knights are usually allowed to do. However she tends not to wield her large great sword when in court, opting for a smaller and more ceremonial blade.

3.) Evaline can be very impatient and hates waiting around, she much prefers to be proactively tackling a problem rather than just standing around talking about it. This can however backfire on occasion.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Evaline is a member of the royal family of Amaranthia. She is the eldest daughter of King Torald II and Queen Ela. As a result she has lived a life of relative luxury in her home of Castle Amgard.

Class: Evaline was born into House Adelgard of Amaranthia, making her royalty. The highest class of nobility.

Profession: As a Princess it was mostly expected that she would be married to another Lord or King, however she has chosen to avoid this and instead devotes her spare time to training with her sword.

Institutions: House Aelgard.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: To do what she wants. Evaline is fairly impulsive and strong willed, if she decides she wants to do something it can be very hard for others to stop her.

Secondary: Adventure. Evaline hates the traditional idea of what a Princess should do with her life. After growing up hearing tales of brave knights and their endeavours, she wishes to do the same, seeing the world and experiencing it.

Tertiary: To better herself. Evaline is constantly trying to improve. This mostly relates to her fighting ability, however in does factor into other aspects of her life aswell.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Become a better swordsman.

Medium-Term: Track down The Rose and kill those responsible.

Long-Term: Experience as much as possible. Both places and experiences.
Wishlist
[SHOW]
Vanguard Fullblade +2
Bloodiron Scale Armor +2
Boots of Adept Charging
Boots of the Mighty Charge
Gaunlets of Blood
Strikebacks
Horned Helm
Diamond Cincture
Character Sheet
[SHOW]
Princess Evaline of Amaranthia, of House Adelgard, level 5
Dragonborn, Slayer
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Theme: Ironwrought
Languages: Common, Thaliem

FINAL ABILITY SCORES
Str 16, Con 14, Dex 19, Int 8, Wis 10, Cha 12.

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

AC: 20 Fort: 19 Reflex: 18 Will: 15
HP: 53 Surges: 11 Surge Value: 15

TRAINED SKILLS
Intimidate +10, History +8, Diplomacy +8, Perception +7

UNTRAINED SKILLS
Acrobatics +6, Arcana +1, Athletics +6, Bluff +3, Dungeoneering +2, Endurance +5, Heal +2, Insight +2, Nature +2, Religion +1, Stealth +6, Streetwise +3, Thievery +6

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Fast Runner
Level 4: Improved Defenses
Feat User Choice: Berserker's Fury
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
Battlecrazed Fullblade +1, Supporting Scale Armor +1, Belt Pouch (empty), Bedroll, Flint and Steel, Backpack (empty), Sunrod (4), Trail Rations (20), Hempen Rope (50 ft.), Fine Clothing, Waterskin, Tent, Cold-weather clothing, Bottle of Wine (4), Iron Armbands of Power (heroic tier), Badge of the Berserker +1, Candle (5), Identification Papers with Portrait, Desert Clothing, Journeybreads (10), Writing case, Coin Purse of 255 Gold
Combat Block
[SHOW]
Princess Evaline of Amaranthia, of House Adelgard

Female Dragonborn Slayer 5
Speed: 5
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Normal
Languages: Common, Thaliem
Age: 24
Height: 5' 6"

AC: 20
Fort: 19
Reflex: 18
Will: 15
HP: 53/53
Bloodied: 26
Surge Value: 15
Surges left: 11/11
Action Points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Battle Wrath
Berserker's Charge
______________________________________

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

Supporting Scale Armor +1 [_]
Battlecrazed Fullblade +1 [_]

*can be used twice per encounter, but only once per turn.

Consumables:

None.
Important Features:
[SHOW]
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.

Fast Runner: +2 to speed when you charge or run.

Elemental Origin: You have elemental origin.

Dragonborn Fury: +1 to attacks while bloodied.

Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.

Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.

Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.

Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.

Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.

Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The Quest For The Rose OOC

Post by Fialova »

Ser Clarissa, renowned Commander of the Royal Guard

Image
Appearance
[SHOW]
Personality
[SHOW]
Background
[SHOW]
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
1)

2)

3)

4)

5)
Goals
[SHOW]
1)

2)
Secrets
[SHOW]
1)

2)Unbeknownst to everyone, including herself, Claire is a lycanthrope - a race of were-people. Her mother never told her father of this fact about herself, and never told Claire either, so now the only way she will find out is by accident.
People Tied to Claire
[SHOW]
1)

2)

3)
Memories, Mannerisms, and Quirks
[SHOW]
1)

2)

3)
Background - Family/Class/Profession/Institutions
[SHOW]
Family:

Class:

Profession:

Institutions:
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary:

Secondary:

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

Medium-Term:

Long-Term:
Magic Item Wishlist
[SHOW]
In order of preference:

* lvl 7, feet slot - Rushing Cleats
* lvl 6, arms slot - Iron Armbands of Power
*
Character Sheet
[SHOW]
Clarissa 'Claire' Emmanuelle Lysandra Marcheford, level 5
Human, Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Human Power Selection: Bonus At-Will Power
Background: Berserker (+2 to Intimidate)
Theme: Darkwalker Kin

FINAL ABILITY SCORES
Str 19, Con 11, Dex 15, Int 8, Wis 15, Cha 13.

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


AC: 24 Fort: 20 Reflex: 18 Will: 16
HP: 50 Surges: 9 Surge Value: 12

TRAINED SKILLS
Endurance +5, Intimidate +10, Insight +9, Perception +9, Athletics +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +3, Diplomacy +3, Dungeoneering +4, Heal +4, History +1, Nature +4, Religion +1, Stealth +2, Streetwise +3, Thievery +2

FEATS
Human: Shield Push
Feat User Choice: Spear Expertise
Level 1: Catspaw Style
Level 2: Battering Shield
Level 4: Polearm Momentum

POWERS
Bonus At-Will Power: Tide of Iron
Fighter at-will 1: Footwork Lure
Fighter at-will 1: Cleave
Fighter encounter 1: Hack and Hew
Fighter daily 1: Villain's Menace
Fighter utility 2: Glowering Threat
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel

ITEMS
Heavy Shield, Imposter's Drakescale Armor +2, Trident of Long Range +1, Casque of Tactics (heroic tier), Amulet of Life +1, Bell and whistle, Adventurer's Kit, Cold-weather clothing, Dagger boots, Desert Clothing, Hair of Fairy Hues, Holy Symbol, Identification Papers with Portrait, Inquisitive's Kit, Investigation gear, Journeybreads (10), Pixie Music Box
Combat Block Format
[SHOW]
Clarissa 'Claire' Emmanuelle Lysandra Marcheford

Female Human Fighter 5
Languages: Common, Samarauch
Age: 35
Height: 5'9"
Weight: 170 lbs.

Speed: 5
Initiative: +5
Passive Perception: 19
Passive Insight: 19
Senses: Normal Vision

AC: 24
Fort: 20
Reflex: 18
Will: 16
HP: 50/50
Bloodied: 25
Surge Value: 12
Surges left: 9/9
Action Points: 1

Resistances:
None

Vulnerabilities:
None

Saves:
None.

Active Effects:
None.

Powers:

Body of the Wolf
Tide of Iron
Combat Challenge
Cleave
Footwork Lure
Imposter's Drakescale Armor +2
__________________________________

Second Wind [_]
Hack and Hew [_]
Glowering Threat [_]
Rain of Blows [_]
Amulet of Life +1 [_]
__________________________________

Villain's Menace [_]
Rain of Steel [_]
Casque of Tactics (heroic tier) [_]

Consumables:

None.
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether the attack hits or misses, I can choose to mark the target. The mark last until the end of my next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include me as a target.

Combat Superiority: I gain a bonus to opportunity attacks equal to your wisdom modifier (+2). An enemy struck by my opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, the enemy can use them to continue moving. (Unless I prone it lol.)

One-handed Weapon Talent: When using a one-handed weapon, I gain a +1 bonus to weapon attack rolls.

Darkwalker Kin Level 5 Feature: Enemies adjacent to me grant combat advantage to me and to allies adjacent to those enemies.

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

Spear Expertise: I gain a +1 feat bonus to attack rolls made with a spear. When charging, I gain a +1 bonus to damage weapon attack rolls I make with a spear.

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

Battering Shield: When I am wielding a heavy shield and push or slide a target with a melee attack, I can move that target one additional square.

Polearm Momentum: Whenever I use a polearm or spear to push or slide a target 2 or more squares, I can also knock that target prone at the end of the forced movement.

Trident of Long Range +1: This weapon's long range increases by 10 squares, and I do not take a penalty to attack rolls for attacking at long range with this weapon.

Casque of Tactics (heroic tier): I gain a +1 item bonus to initative checks.

Item Feature:
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: The Quest For The Rose OOC

Post by Scratcherclaw »

Basil Broadleaf, Ambassador of Feywald
Image
Diplomat Appearance/Large Form
[SHOW]
ImageWithout the bow & arrows.
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
Appearance: Basil has two different forms, fairy and diplomat, although the diplomat form is simply a human-sized form with elegant clothing. Basil has light hair and hazel eyes. Being one of the fey, he has the signature, striking pointed ears. In fairy form, his wings flutter with an orange-yellow tone.

Personality: Although he's been alive for a long time in human years, Basil is still in the prime of his life, and he acts like it too, full of vigor and excitement. He's impish and loves to joke around and prank people. Although he acts young, when it comes to diplomacy, he is incredibly eloquent and experienced. He is very bright and ambitious, wanting to achieve more and more.

Early Life: Basil was born in the city of Feywald many years ago. He lived a simple existence, like all the fairies before him. His parents took great care of him, as well as the other fairies of the city. He made friends, especially with Cypress, went to school, and had a fairly (odd parents) normal childhood, like everybody else. He dreamed of something more, though, sometimes.

Life in Feywald: As he grew up, he quickly grew bored of the humdrum of the city. He greatly looked forward to festivals or any other event that created excitement. But unfortunately, these days were few, so he tried to make the best of it by venturing to places with his Cypress. With the forest filled with danger and thrills, he quickly forgot the boredom he had faced before.

Ambassador of Feywald: One pleasant afternoon, news reached the city that the former Feywald ambassador to Amaranthia had been captured by Otto and his life taken. Panic spread throughout the city, people wondering if they were safe from Otto or concerned on how relations with the kingdom would turn. The Council of Fairies, realizing something had to be done, selected a bright, young fairy as the new ambassador: Basil. Through the next several months, he underwent diplomatic training until he was finally ready and took the position. With Basil in the position, relations had never been tighter between the fairies and the Kingdom. Basil quickly became one of the most trusted individuals in the Court, and that continued as he served under multiple kings, strengthening the bonds between Feywald and Amaranthia.
Goals
[SHOW]
1.) Basil would like to see Feywald completely independent from the external kingdom. Although autonomous, it still falls under the ultimate jurisdiction of Amaranthia.

2.) I would like Basil to have the chance to travel back to Feywald on the journey and perhaps defeat Otto and Curare (See tied people).
Secrets
[SHOW]
1.) Basil has often used his small size to spy on others for the purpose of diplomacy.

2.) Otto Vamus (See tied people) is plotting to destroy Feywald and capture all the fairies so he can achieve immortality.
People Tied to Basil
[SHOW]
1.) Cypress Swallowtail is Basil's closest friend. The two have known each other for years, growing up and exploring the forest together. While Basil became a diplomat, Cypress followed his dreams of being a great hunter. Despite the clashing interests in occupation, the two are as close as ever.
Appearance
[SHOW]
Image
2.) Violet Broadleaf is Basil's older sister and one of his closest friends. As an older sister, she often looked out for him, making sure he stayed out of trouble. Although Violet is sometimes frustrated by Basil's antics, she deeply cares for him and loves him.
Appearance
[SHOW]
Image
3.) Otto Vamus is a notorious fairy hunter within the Great Granwood. For years, he has plagued the fairies of Feywald, capturing them and stealing their essence to extend his life. All the fairies fear and hate him, fleeing and hiding within the underbrush when he nears. He is highly skilled in capturing fairies due to his many years of experience. Although Basil has never been captured, he has had a few close encounters with the brutish man.
Appearance
[SHOW]
Image
4.) Curare Nightshade is an exiled fairy of Feywald. Truly evil and blamed for dark magic and multiple deaths, Curare was banished from the city and forced to roam the forest alone for the rest of his life. One foul eve, Curare came across the abode of a vile wizard named Otto Vamus. Wanting revenge on the fairies that wronged him, Curare told Otto of the powerful life force that fairies possess, a force that can be used to extend the life of a mere man. With Curare's help, Otto began capturing fairies and stealing their magic to increase his own. It became quickly known that Curare was behind the kidnappings and his reputation has grown to one of the most feared and evil fairies in the forest. Other outcasts have joined him and his traitorous ways and assisted the wizard in torturing helpless fairy folk.
Appearance
[SHOW]
Image
Memories, Mannerisms, and Quirks
[SHOW]
1.) Basil is a trickster and likes pulling harmless pranks on others, as well as pestering others impishly.

2.) Basil fondly remembers a night in the middle of summer when one of the other fairies wrecked havoc among four lovers in the forest. He got such a kick out of it that it created his love for pranks.

3.) Basil remembers with fear his first encounter with Otto. A pleasant stroll through the wood turned to panic as the fairy hunter leapt from the brush. With the intent of capturing Basil, the man began violently swinging a net around. Thankfully, Otto tripped on a tree root, toppling over and allowing Basil to escape.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Basil was born to Hawthorn and Holly Broadleaf, their second child after Violet. They gave him a healthy, happy childhood and raised him into the man he is today. His parents now enjoy the empty nest back in Feywald while his sister searches for "the one."

Class: Being a diplomat, Basil is able to enjoy an upper class lifestyle. He receives a special treatment and is able to enjoy the finer things in life. Although used to the simpler things from growing up in a forest with other fairies, Basil has taken a liking to the luxuries enjoyed by the wealthiest of human folk.

Profession: Basil is the ambassador of Feywald to the Kingdom of Amaranthia. As such, he knows many of the high-ranking diplomats and officials from the city and the surrounding region.

Institutions: Basil works for the Embassy of Feywald in the city of Amgard. There, he ensures that the needs of the fairies are met by the kingdom that rules over their forest.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Happiness: Basil doesn't do anything any it will lead to happiness for either himself or his people. Having been alive for such a long time, being happy is what makes life fun for such a long time.

Secondary: His people: As a diplomat for the fairies of Feywald, Basil cares deeply for the citizens of the city and would do anything to help them out or protect them from danger.

Tertiary: Wealth: Having been able to enjoy the finer things in life while in Amaranthia, Basil has taken a liking to such things and knows that personal wealth would allow him to have such things even back home.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Basil wants to find out who killed the king and find the Rose.

Medium-Term: Basil wants to put a stop to Otto's fairy-capturing ways.

Long-Term: He wants to achieve independence for Feywald.
Wishlist
[SHOW]
Arms - Lvl 8 Mindiron Vambraces

Feet - Lvl 5 Boots of the Dryad

Head - Lvl 8 Crown of Winter
Character Sheet
[SHOW]
Basil Broadleaf, level 5
Pixie, Thief
Background: Geography - Forest (+2 to Perception)

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

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


AC: 19 Fort: 15 Reflex: 19 Will: 16
HP: 43 Surges: 6 Surge Value: 10

TRAINED SKILLS
History +6, Stealth +13, Thievery +11, Perception +11, Insight +9, Acrobatics +11, Diplomacy +12, Bluff +12, Athletics +9

UNTRAINED SKILLS
Arcana +1, Dungeoneering +4, Endurance +2, Heal +4, Intimidate +5, Nature +6, Religion +1, Streetwise +5

FEATS
Feat User Choice: Light Blade Expertise
Level 1: Weapon Proficiency (Rapier)
Level 2: Backstabber
Level 4: Teeny Target
Feat User Choice: Battle Awareness

POWERS
Thief utility 1: Unbalancing Trick
Thief utility 1: Tactical Trick
Thief utility 2: Sneak in the Attack
Thief utility 4: Escape Artist's Trick

ITEMS
Dynamic Rapier +2, Darkleaf Leather Armor +1, Amulet of Seduction +1, Backpack (empty), Fine Clothing, Bedroll, Gambling cheats, Identification Papers with Portrait, Lantern, Oil (1 pint) (10), Writing case, Tent, Jar of glowworms, Waterskin, Camouflaged Clothing, Flaying Gloves (heroic tier), Bottle of Wine (3), Cold-weather clothing, Feywine Raisin (5), Regalia, Spiderweb Dream Net, Star-Indigo Seeds, 1 pouch (3), Lute, Journeybreads (10)
Combat Block
[SHOW]
Basil Broadleaf

Male Pixie Thief 5
Languages: Common, Fey, Elvish
Age: 122, looks 22
Height: 9", 5'1" in larger size
Weight: 1.5 lbs., 95 lbs. in larger size

Speed: 4 (6 fly)
Initiative: +6
Passive Perception: 21
Passive Insight: 19
Senses: Low-light

AC: 19
Fort: 15
Reflex: 19
Will: 16
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 6/6
Action Points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Tactical Trick
Unbalancing Trick
Escape Artist's Trick

______________________________________

Second Wind [_]
Guidance of the Past [_]
Pixie Dust [_]
Shrink [_]
Backstab [_] [_]
Sneak in the Attack [_]
Cunning Escape [_]

Dynamic Rapier +2 [_]
______________________________________

Amulet of Seduction +1 [_]
Flaying Gloves (heroic tier) [_]

Consumables:

None.
Important Features:
[SHOW]
First Strike: At the start of an encounter, you have a combat advantage against any creatures that have not yet acted in that encounter.

Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting a combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn.

Weapon Finesse: When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to the damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.

Thief Weapon Talent: You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.

Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.

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

Speak with Beasts: You can communicate with natural beasts and fey beasts.

Wee Warrior: You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.

Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of the weapon attacks that you make with a light blade against a creature granting a combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Backstabber: The extra damage from your Sneak Attack class feature increases from d6s to d8s.

Teeny Target: While you are in an ally's space, you have partial cover against melee and ranged attacks.

Ghost of the Past Level 5 Feature: The first time you use your guidance of the past power to make a History check during an encounter, you do not expend the power.

Battle Awareness: Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.

Darkleaf Leather Armor: You gain a +2 bonus to AC against the first attack made against you in each encounter.

Amulet of Seduction: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.
Last edited by Scratcherclaw on Sat Nov 08, 2014 1:22 pm, edited 13 times in total.
User avatar
ratwizard
A Wan Smile
Posts: 5992
Registered for: 11 years 10 months
Location: Hellworld

Re: The Quest For The Rose OOC

Post by ratwizard »

Jirren, High Magister of the King's Court

Image
Character Sheet
[SHOW]
Jirren, level 5
Dragonborn, Elementalist
Elemental Specialty: Fire Elementalist
Fire Elementalist: Ignition
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Constitution
Dragon Breath Damage Type: Dragon Breath Fire
Background: Occupation - Merchant (+2 to Diplomacy)

FINAL ABILITY SCORES
Str 12, Con 16, Dex 14, Int 10, Wis 8, Cha 20.

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


AC: 19 Fort: 16 Reflex: 15 Will: 20
HP: 48 Surges: 9 Surge Value: 15

TRAINED SKILLS
Arcana +7, Streetwise +12, Diplomacy +14, History +9

UNTRAINED SKILLS
Acrobatics +4, Bluff +7, Dungeoneering +1, Endurance +5, Heal +1, Insight +1, Intimidate +9, Nature +1, Perception +1, Religion +2, Stealth +4, Thievery +4, Athletics +3

FEATS
Level 1: Arcane Spellfury
Level 2: Focusing Spellfury
Level 4: Unarmored Agility
Feat User Choice: Staff Expertise

POWERS
Level 2 Elementalist Utility Power: Good Timing

ITEMS
Summoned Cloth Armor (Basic Clothing) +2, Amulet of Life +1, Bracers of the Perfect Shot (heroic tier), Accurate rod of the Dragonborn +1, Backpack (empty), Bedroll, Belt Pouch (empty), Bottle of Wine (2), Cold-weather clothing, Drum, Gray Rain Cloak, Hempen Rope (50 ft.), Identification Papers with Portrait, Journeybread (3), Lantern, Oil (1 pint) (2), Shovel, Silk Rope (50 ft.), Sunrod (2), Tent, Writing case, Map case, Pileus Helm (Level 6)
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: The Quest For The Rose OOC

Post by PureZaros »

Mazera, Magister of the King's Court
Image
TEN-MINUTE BACKGROUND
[SHOW]
BACKGROUND AND CONCEPT ELEMENTS
[SHOW]
Early Life: Born into a minor noble house of the city of Calstone, Mazera was doted upon by his mother and father. A somewhat sickly boy, he was often picked on by other boys for his smaller stature. The ringleader of his tormenters was usually the son of a rival family by the name of Frederik DeGramm.

Raised to expect a certain amount of respect from others, this bullying made him extremely upset and spurred him to spend most of his time locked away at home. His parents, of course, were very happy to have their little boy nearly every day, and gave him books to study on various subjects while locked away in his room.

Denied: Of all the topics that he was given to study, three stood out to him. Swordcraft, Ornithology, and various arcane arts. He began focusing on those three in particular, though never put much thought into the latter two. He had decided that the best course of action would be to become a knight and set the others, especially the self-entitled Frederik, in their places.

After deciding he had done enough studying, Mazera spent months training, hoping to get his wispy body some substance before the next entrance exam to the resident battleschool. On the day of the exam, he showed up, confident in his abilities. As the trials wore on, though, Mazera quickly fell behind, lacking the strength to keep up with the other applicants. He was the second person eliminated, the first being a portly man that had apparently been drinking beforehand. His gloom was only compounded when he realized the identity of one of the top-ranked applicants. Frederik DeGramm.

"Get a Job": Morale crushed, Mazera spend the next few years idling at home. He rarely left the estate, and only ever to get drunk in a lonely corner of a nearby tavern. He would often come stumbling back home in the wee hours of the morning, cheeks flushed and spouting insults at everyone he passed by.

His behavior upset his parents greatly, though they never made a move to stop it until he started kissing the animals. Finally, his father put a foot down and gave Mazera an ultimatum. Either shape up, or get shipped off.

A month later, he was on a ship to the Republic of Thalon.

Mentor: Mazera's first few years in Phim's Gate, the capital of Thalon, were spent languidly. He squandered the small amount of gold his parents sent him off with, and was eventually reduced to living in the streets.

Lacking money but still retaining some of his fancier clothes, Mazera finally convinced himself to do something, at least. Making an effort to tidy himself up, he went to present himself to a well-known local trader. The man, Garren Logan, despite some reservations, took the fallen noble under his wing. Over the next few years, Mazera was shuttled all over Thalon, learning the tricks and trade of trade. He also began his study of ornithology again, as a large variety of birds could be found on his infrequent trips to the Isles of Kerk.

Mentor, The Revengening: Garren finally decides to bring Mazera along with him on a voyage across the Sea of Swords. They arrive in the Empire of Valais, making trade along the coasts of Raynewood and the Aerlan Hills as the ship makes its way to the capital city, Val Carlais.

In Val Carlais, Garren lets Mazera explore. He makes his way to Lorwick, a renowned university, and promptly gets lost in its extensive library. Wandering the shelves of lore, he comes across an older scholarly woman by the name of Lilyane Betton. She turns out to be very knowledgeable in the arcane arts, and notices a great amount of potential in the man before her. Mazera ends up staying in Valais for several years, learning many magical things from the woman.

Home Again: Some 30 years after being sent off by his parents, Mazera returns to Amaranthia and his family. The house had fallen in to an unsteady state of near-bankruptcy, but with the diplomatic skills learned from his time in Thalon, he managed to return it to its former glory. Soon finding himself advanced through the ranks, Mazera ends up in the King's court, working with the High Magister Jirren on matters of estate and mysticism. They spend years together, developing a friendly sort of rivalry as Mazera attempted to replace Jirren as High Magister, forever just behind.

Personality: Mazera usually gives off the vibe of your typical grandpa: calm, collected, and mildly eccentric. However, get him angry and he practically thunders. He enjoys reading, and can often be found wandering the grounds, documenting the types of birds he finds.

Appearance: Old and seemingly frail, Mazera is surprisingly short for being male. He is usually wearing a plain, but high quality tunic. He keeps his hair and beard long, reaching the middle of his back and his belly, respectively. His eyes are a storm gray color, accentuated by an almost unnoticeable ring of teal by the pupils.
GOALS
[SHOW]
1.) Supersede the current High Magister, Jirren, and replace him.

2.) I'd like Mazera to become known as a powerful adversary in his own right. He still feels like he needs to prove that size isn't everything to Frederik.
SECRETS
[SHOW]
1.) During his tutelage under Lilyane, Mazera found out that she was very... promiscuous. He still dislikes being around women older than 50.

2.) Garren is a "procurer of information." He conducts his business so secretly that most of his workers don't know, either.

3.) Frederik is jealous of Mazera's position, being so close to the king.

4.) Lilyana's grave may hold a secret for Mazera. Your choice if this is true or not.
PEOPLE TIED TO MAZERA
[SHOW]
Garren Logan - The man that got Mazera back on his feet. A trader based out of Thalon, he tends to get around to most of the other regions, though most of his business is conducted in Valais, Amaranthia and the Isles of Kerk. He is one of few people on good terms with the Kerkmen.

Lilyane Betton - Mazera's tutor during his time in Valais. She taught him nearly everything he knows about the arcane, and even suggested to him that he combine his skill in the craft with something else he holds dear. She has since passed away.

Ser Frederik DeGramm - Federik mellowed out a lot as he grew older, adopting a much kinder disposition towards people in general. He's still a harsh man, just not outright cruel anymore. He is now Battlemaster of the battleschool he originally attended in Calstone. Regarded as an excellent swordsman, Frederik's presence attracts many youths aspiring to be knights.

High Magister Jirren - The High Magister, Jirren has successfully held the position from Mazera for many years. The two are often heard jokingly prancing around the matter, though Jirren is impressed by Mazera's ability.
MEMORIES, MANNERISMS, AND QUIRKS
[SHOW]
1.) Mazera, after being eliminated from the battleschool, vividly remembers the look on Frederik's face. On a different note, he warmly recalls the looks on his parent's faces when he returned to Amaranthia, as well as when he pulled their house out of debt.

2.) He is usually a gentle person, but when angered or challenged he begins to clamp down. When really upset, you can almost see the anger crackling on the surface of his skin.

3.) Upon seeing a type or species of bird that he has not documented yet, Mazera will almost exclusively pay attention to that until he has gotten an image of it.

4.) When in a hurry, or just impatient to get somewhere, he will float over the heads of others in his way.

5.) He's partially deaf.
BACKGROUND - FAMILY/CLASS/PROFESSION/INSTITUTIONS
[SHOW]
Family: He belongs to a minor house Native to Calstoone. They have limited influence elsewhere, though have gained some reputation due to Mazera being part of the King's Court.

Class: Minor noble turned important person. His time spent as one of the working class has dulled his ego.

Profession: One of the king's magistrates. He is usually in charge of negotiations with Valais due to his history there. As it turns out, Lilyana was a fairly important person.

Institutions: Part of the diplomatic council. Unfortunately he is not quite part of the King's advisory council. That territory is currently Jirren's.
DRIVES - PRIMARY/SECONDARY/TERTIARY
[SHOW]
Primary: Protect the crown, defend Amaranthia, reclaim the Rose.

Secondary: He hopes that this quest will give him the boost he needs to surpass Jirren.

Tertiary: Mazera really likes birds. Like, really likes them. He's trying to make a comprehensive list of birds, with included pictures.
GOALS - SHORT-TERM/MEDIUM-TERM/LONG-TERM
[SHOW]
Short-Term: Recover the Amaranthian Rose.

Medium-Term: Succeed Jirren.

Long-Term: Complete the bird book.
CHARACTER SHEET
[SHOW]
Mazera, level 5
Dragonborn, Elementalist
Elemental Specialty: Air Elementalist
Air Elementalist: Static Charge
Dragonborn Subrace: Bozak Draconian
Select option: Arcane Blood
Select option: Bozak Instinctive Flight
Select option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Constitution
Dragon Breath Damage Type: Dragon Breath Lightning
Background: Geography - Forest (+2 to Perception)

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

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


AC: 18 Fort: 17 Reflex: 13 Will: 20
HP: 50 Surges: 10 Surge Value: 12

TRAINED SKILLS
Arcana +7, Perception +8, Diplomacy +12, Nature +6, Acrobatics +7

UNTRAINED SKILLS
Bluff +7, Dungeoneering +1, Endurance +6, Heal +1, History +4, Insight +1, Intimidate +9, Religion +2, Stealth +2, Streetwise +7, Thievery +2, Athletics +2

FEATS
Feat User Choice: Staff Expertise
Feat User Choice: Bardic Dilettante
Level 1: Mark of Storm
Level 2: Draconian Wings
Level 4: Superior Implement Training (Lancing dagger)

POWERS
Level 2 Elementalist Utility Power: Dragonflame Mantle

ITEMS
Staff of Ruin +1, Cloak of Distortion +1, Lancing dagger of Speed +1, Summoned Cloth Armor (Basic Clothing) +2, Backpack (empty), Bedroll, Flint and Steel, Belt Pouch (empty), Sunrod (2), Gray Rain Cloak, Identification Papers with Portrait, Journeybread (3), Silk Rope (50 ft.), Tent, Ritual Book, Bracers of the Perfect Shot (heroic tier), Residuum (Any) (500), Writing case

RITUALS
Summon Winds

GOLD
35gp
COMBAT BLOCK
[SHOW]
Mazera

Male Dragonborn Elementalist 5
Languages: Common, Thaliem
Age: 72
Height: 5' 2"
Weight: 126 lbs.

Speed: 6
Initiative: +2
Passive Perception: 18
Passive Insight: 11
Senses: Normal Vision

AC: 18
Fort: 17
Reflex: 13
Will: 20
HP: 50/50
Bloodied: 25
Surge Value: 12
Surges left: 10/10
Action Points: 1

Resistances:
10 lightning
Vulnerabilities:
None
Active Effects:
None

Powers:

Elemental Bolt
Static Charge
Summoned Armor
__________________________________

[_]Color Orb
[_]Dragon Breath
[_]Dragonflame Mantle
[_]Elemental Escalation
[_]Second Wind
[_]Fey Strike Lancing Dagger
__________________________________

[_] Majestic Word
[_]Fey Strike Lancing Dagger
Important Features:
[SHOW]
Arcane Blood: You gain a +1/+2/+3 racial bonus to the damage rolls of your arcane attack powers.
Bozak Instinctive Flight: You gain a fly speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying over a normal load. You must land at the end of your turn.
Dragon Breath Lightning: Dragon Breath does lightning damage.
Elemental Bolt: This power can be used as a ranged basic attack.

Staff Expertise: You gain a +1/+2/+3 feat bonus to attack rolls of implement powers and weapon powers you use with a staff. In addition, when you make a ranged or area attack with a staff as an implement, you don't provoke OA's for doing so.
Superior Implement Training (Lancing Dagger): You can use the Lancing Dagger superior implement.
Draconian Wings: You ignore the speed penalty for heavy armor, and your Instinctive Flight's altitude limit is increased to 2.
Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy one square. You gain a +1 bonus to speed while flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Wind, and Walk on Water rituals as if you had the Ritual Caster feat.

Cloak of Distortion +1:You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Summoned Cloth Armor +2: At-will power. Minor Action to banish the armor, and another Minor Action at any time to summon the armor as if you had donned it normally.
Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, add +2 to the damage roll.
Fey Strike Lancing Dagger +1:
Encounter power, Standard Action
Effect: You make a MBA as a ranged 20 attack with this weapon.

Daily Power, Free Action
Trigger: You hit an enemy with an attack using this weapon.
Effect: Teleport the target 10 squares to a space adjacent to you.
Last edited by PureZaros on Wed Apr 15, 2015 7:06 pm, edited 15 times in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: The Quest For The Rose OOC

Post by kalis5 »

Prince Edward Aelgard, Heir Apparent of Amaranthia


Image
Armored
[SHOW]
Image
Ten-Minute Background Response Format
[SHOW]
Background and Concept Elements
[SHOW]
1) Birth - When Edward was born, he wasn't born fully healthy. He was sick the first week of his life, and for a time his family and the kingdom were upset that he may not make it. They prayed to the gods and eventually he did live and started to laugh with joy. They said that his survival was a miracle of the gods, and it did color his parents' treatment of him.

2) Early Life - As a child he was fairly sheltered. Brought tutors and teachers as is usual, checked on by a physician monthly to make sure he was growing well after his sickness. The more that they doted on him, the more sick of it he grew. He eventually asked to be taught warfare rather than history, tactics and statesmanship rather than language and courtroom manners. He would be no idle king, he wanted to be free, and the best way to do that was to prepare. He would ask to go on hunting trips and, although heavily guarded, he enjoyed them greatly, the feeling of being in the woods and the freedom of chasing his prey. He made it a personal challenge to run from the guards before finding his own prey to take down rather than something the guards pushed in front of him.

Eventually his parents realized that they could not protect their son in the castle forever, and that he would find his own way out. They knew he was liked by the guards, who had helped train him in his swordsmanship, but they felt it was better to defend him without being seen. They spoke to the court wizard, who conjured a magic garment. While in the streets he could wear it as if it was a simple royal garment, but should danger arise, he could turn it into a fearsome piece of armor. Not once during a hunt did he find use of it, having stumbled onto a wolf or bears den. However, they made for incredible trophies, proudly displayed in the dining hall.

3) Relationship with Parents - Edward views his parents with some mixed feelings. On the one hand he loves them very much, but he also views them as his cage and his goal. He wants to surpass them someday and make his kingdom safer and stronger. The big question in his mind is why, is it out of spite or out of love?

4) Vengeance - Edward was great friends with the guard, and still is. They're his friends, and he's not one to let his friends get hurt. There was a small incident with a guard when he was 19. One of the men he trained with weekly was injured badly by a thief, losing his hand. There hadn't been much in the way of clues, but the thief was bound to strike again. When he was, Edward was there with the guards sword, waiting for him. He took more than just the thief's hand that day, and the thief was later found in a pool of his own blood. Edward kept the sword, as a reminder that those he considers his friends don't just need someone smart, but someone strong to aid them and right the injustices posed against them and to the kingdom. He needs to be more than just a king, he needs to be a leader.

5) Personality - Edward doesn't view himself as a leader yet. He's strongwilled, bold, at times courageous and others stupid in his actions. He means well though, and views most people as part of his kingdom. The best way to describe him is kindhearted with the head of a bull.
Goals
[SHOW]
1) I want to play less of a fluid character this time. I'd like to play a character that grows as he sees some of the harsh realities of living in his kingdom and works towards fixing those as he moves to find the Rose.

2) I don't want to play a stereotype prince. It's not exactly fun and doesn't make for a good story when everyone knows what the character will do simply because he's a prince.
Secrets
[SHOW]
1) Edward used to sneak out late at night to train with the rest of the guards, wanting to get in some late night practice before going to bed. The guards could tell on him, but they appreciate that a future ruler is taking the time to learn alongside his men rather than simply rule from the shadows.

2) The guard that Edward took revenge for knows what he did. It was fairly obvious, at least to him. After all, his sword is gone, and the thief that wounded him was found bloody, it's not hard to put two and two together. He won't tell though, he appreciates the gesture, and it's not like he could use the sword anymore.
Memories, Mannerisms, and Quirks
[SHOW]
1) Evaline: Although Edward keeps a cool head most of the time, Evaline is the only one that can really get under his skin with her playful teasing.

2) Training: There was one time during training that Edward accidentally injured one of the guards with his sword when he first started using the real thing. He was berated afterwards for it, and knows how dangerous a weapon can be in untrained hands.

3)
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Father Dead, Mother alive, a lot of sisters apparently: Though his father is dead, he still looks up to him as a source of inspiration for finding the Rose. Not only that but he has his sisters and his mother both depending on him and the other way around.

Class: Prince: As Prince of Amaranthia, much is expected of him as he grows older.

Profession: Prince: Future ruler of the kingdom of Amaranthia, provided he gets the rose.

Institutions: Private Tutor/ Guard: Edward was trained and taught by a number of private instructors paid for by his parents for his education as future ruler. However, he did also train with the castle guards in an attempt to learn swordsmanship, one of the few things he loved the most of his time being taught.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: To grow into someone deserving of being called King, rather than just have it given to him.

Secondary: To feel a bit of freedom in this adventure, rather than feel caged up inside the castle every day.

Tertiary: To see more of his kingdom.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Learn what it's like being outside the rules of being a prince.

Medium-Term: To find those that killed his father, and bring them the vengeance they deserve for killing a great man.

Long-Term: To prove that he has what it takes to rule a kingdom, not just to the rest of Amaranthia, but to himself as well.
Magic Item Wishlist
[SHOW]
1) River of Life Gloves: Daily: When succeeding a heal check to stabilize a dying creature, the creature regains 5 HP and can spend a healing surge.

2)Belt of Sacrifice: All allies within 5 squares gain +1 to their healing surge value. Daily: Once per day, spend 2 healing surges to give one ally within 5 squares a healing surge.
Character Sheet
[SHOW]
Edmund Aelgard, level 5
Dragonborn, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Battlefront Leader
Commanding Presence: Resourceful Presence
Dragonborn Subrace: Bozak Draconian
Select option: Dragonborn Fury
Select option: Draconic Heritage
Select option: Concussive Vengeance
Background: Dragonborn - Brush with the Past (+2 to History)

FINAL ABILITY SCORES
Str 17, Con 11, Dex 14, Int 17, Wis 8, Cha 16.

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


AC: 24 Fort: 17 Reflex: 18 Will: 17
HP: 43 Surges: 8 Surge Value: 10

TRAINED SKILLS
Athletics +9, Diplomacy +10, History +14, Intimidate +12, Religion +10

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

FEATS
Level 1: Lend Strength
Level 2: Armored Warlord
Level 4: Improved Resources
Feat User Choice: Heavy Blade Expertise
Feat User Choice: Student of Divine Runes

POWERS
Warlord at-will 1: Intuitive Strike
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Hammer and Anvil
Warlord daily 1: Lead the Attack
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Devastating Offensive
Warlord daily 5: Stand the Fallen

ITEMS
Vengeful Longsword +1, Imposter's Scale Armor +2, Shield of Silver Light Heavy Shield (heroic tier), Brooch of Shielding +1, Adventurer's Kit, Tent, Sunrod (4), Writing case
Stat Block
[SHOW]
Edward Aelgard
Dragonborn Warlord Level 5
Languages: Common, Draconic


Speed: 5
Initiative: 4
Passive Perception: 11
Passive Insight: 11
Senses: Normal

AC: 24
Fort: 17
Reflex: 18
Will: 18
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 8/8
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Intuitive Strike
Commander's Strike


Imposter's Scale Armor +2
Shield of Silver Light

_____________________________

Class Feature Inspiring Word[ ][ ]
Class Feature Battlefront Shift [ ]
Level 1 Hammer and Anvil [ ]
Level 2 Adaptive Strategy [ ]
Level 3 Devastating Offensive [ ]


Vengeful Longsword +1[ ]
_____________________________


Racial Bozak Power Concussive Vengeance [ ]
Runepriest Power Rune of Mending [ ]
Level 2 Lead the Attack [ ]
Level 5 Stand the Fallen [ ]


Brooch of Shielding +1[ ]




Important Features
[SHOW]
Class Feats:
Battlefront Leader - Gain proficiency with Heavy Shield and gain the Battlefront Shift power.

Resourceful Presence - When an ally uses an action point to attack, depending on the result of the attack, one of two effects happen. If the attack hits, the ally gains one-half my level + my intelligence modifier damage (3). If it misses, the ally gains one-half my level + my charisma modifier temp HP (3).


Racial Traits:
Dragonborn Fury - Gain +1 to attack rolls while bloodied.

Dragonic Heritage - Healing Surge equals One-Quarter Maximum hit points + Constitution modifier (0).


Notable Feats:
Lend Strength - On granting an attack, Ally gains a +2 attack bonus to the roll.

Armored Warlord - Gain proficiency with Scale mail, gain one healing surge.

Improved Resources - Add 2 to both damage and temp hit points granted by Resourceful Presence.

Heavy Blade Expertise - +1 to attack rolls with a heavy blade, +2 all defenses against OAs.

Student of Divine Runes - Gain access to the Runes of Mending Runepriest Power, gain training in Religion.
Last edited by kalis5 on Fri Mar 06, 2015 3:25 pm, edited 10 times in total.
User avatar
ratwizard
A Wan Smile
Posts: 5992
Registered for: 11 years 10 months
Location: Hellworld

Re: The Quest For The Rose OOC

Post by ratwizard »

Ser Bresda Hessock, Scout-Commander of the Crown

Image
Character Sheet
[SHOW]
Bresda Hessock, level 5
Mul, Warden
Guardian Might: Earthstrength
Born of Two Races: Born of Two Races (Dwarf)
Background: Geography - Wetlands (+2 to Athletics)
Languages: Common, Dwarven

FINAL ABILITY SCORES
Str 20, Con 18, Dex 13, Int 10, Wis 13, Cha 8.

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


AC: 23 Fort: 19 Reflex: 16 Will: 15
HP: 63 Surges: 14 Surge Value: 15

TRAINED SKILLS
Nature +8, Perception +8, Streetwise +10, Heal +8, Acrobatics +5

UNTRAINED SKILLS
Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +5, History +2, Insight +3, Intimidate +3, Religion +2, Stealth, Thievery, Athletics +6

FEATS
Level 1: Dwarven Weapon Training
Level 2: Crippling Crush
Level 4: Deadly Draw
Feat User Choice: Berserker's Fury
Feat User Choice: Bludgeon Expertise

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature Sense
Warden encounter 3: Rough Strike
Warden daily 5: Earth-Shaking Rend

ITEMS
Maw of the Guardian Craghammer +1, Summoned Hide Armor +2, Amulet of Life +1, Razor Shield Heavy Shield (heroic tier), Artisan's Tools, Backpack (empty), Bedroll, Bottle of Wine (2), Flint and Steel, Flute, Hempen Rope (50 ft.), Journeybread (3), Lantern, Oil (1 pint) (2), Sack (2), Shovel, Tent, Torch (3), 320 gp.
Combat Block Format
[SHOW]
Ser Bresda Hessock

Male Mul Warden 1
Languages: Common
Age: 38
Height: 5'10"
Weight: 170 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision

AC: 23
Fort: 19
Reflex: 16
Will: 15
HP: 63/63
Bloodied: 31
Surge Value: 15
Surges left: 14/14
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Summoned Armor
__________________________________

Second Wind [_]
Incredible Toughness [_]
Takedown Strike [_]
Rough Strike [_]
Roots of Stone [_]
Amulet of Life +1 [_]
__________________________________

Form of Winter's Herald [_]
Earth-Shaking Rend [_]
Nature Sense [_]
Berserker's Fury [_]
Item Daily [_]

Consumables:

List things such as potions and other consumable items here. If none, just write "None."
Important Features:
[SHOW]
Feature: Explanation of feature. 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.
Ten-Minute Background Response Format
[SHOW]
Background and Concept Elements
[SHOW]
1) Duskhaven's Own -- Bresda Hessock was born in Duskhaven, a quaint, little village on the fringes of Amaranthia's borders, the Pendlecast Mountains. Born into an ancient tribe of "gifted" woodsmen, the young boy had a hands-on upbringing, learning to fend for himself and live off the land at a very young age. He was trained how to hunt, track, farm, and many other aspects of self-sustenance that the small village of Duskhaven required for self-sufficiency. In leisure and craft, he learned much about equestrianism, woodcrafting, among other useful and industrious hobbies.

2) House Hessock's Gift -- It was no secret that the men and women of Duskhaven had various magical privileges, both innately and learned from oral and written scripture. The Hessocks of Duskhaven in particular were a long line of foresters that weaved their physical, martial, and reflexive prowess of their professions with the primal powers of the forest spirits that they had come to commune with. Bresda slowly came to terms with his power as a boy. At first, he was frightened at his seemingly uncontrollable primal powers, and he was always nervous of causing more harm to the forest and his family or friends than good. Slowly, however, he became an expert in the art of forestry, and the green terra would bend to his beckoning command.

3) The Call from Nar Azurn -- As a young man, Bresda traveled to Nar Azurn frequently as his older brother Bip had moved there for work. The younger Hessock heard of a call from the crown to serve in the corps, which he took up. He temporarily resided in Naldgarden to undergo a rigorous military training that was supplemented by his strong experience in forestry and his primal magic. In the following years, he lived in the Republic of Thalon, working in various cities within as part of a diplomatic embassy for Nar Azurn. They worked closely with the Republic as part of a bi-nation counter-espionage and protection system. There he met a woman or two, to no avail, until he came into contact with Allia. They fell for each other and conveniently, two years later he was recommended for a position within the scouting force for Amgard.

4) Return to the Homeland -- In his early-twenties, now, he took up a position of leadership in Amgard as a Scout-Captain, controlling the scout, sentry, and spy forces within the county itself. In a short few years, he was praised for his vigilance and dismantlement of a bandit ring plaguing the farmlands of the county. The Scout-Commander above him stepped down abruptly, after being injured in a botched espionage incident in another nation.

5) Scout-Commander of the Crown -- In his mid-twenties, Bresda was given the title of Ser and promoted to become the Scout-Commander of the whole of Amaranthia. He worked in tandem with 8 or so Scout-Captains below him, and due to his renown, his youth was not a problem to them. He continued through his twenties into his thirties cleaning up the lands around the country of crime-rings and keeping watch on her borders for any threats.

6) The Present Day -- Now that the Rose has been stolen, Ser Bresda is ashamed and irritated that he his men had not discovered this plot before it happened. Placing the blame on himself for being the one in charge, he feels responsible personally to seek out the Rose and bring to justice those that have murdered his king and perverted the throne.
Goals
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1) As a trusted advisor to the crown, Ser Bresda feels the duty of seeing the king's vengeance exacted, and the Rose of Amaranthia returned to its proper place,

2) I want Ser Bresda to come close to the heir of the crown, so that he can continue his wisdom for the good of the kingdom.
Secrets
[SHOW]
1) As a boy, Bresda's first kill was a pregnant doe. He had not realized his error until it was too late, and he was harshly scolded by his father for the act. To this day, the forester has a disgust for sport-hunting and is of the mindset to only kill what is needed.

2) While serving in Thalon, Bresda was courting a lass from of one the coastal cities. One night, they were ambushed by a group of thieves who were intending to commit heinous acts to the the woman, and no constables were in sight. The fight that ensued left one of the men dead and the other two fleeing, nursing their wounds. Bresda was left with a broken rib and two maimed fingers. The relationship ended several months down the line on unrelated terms. He doesn't take kindly to those that ask about his missing fingers.

3) Bresda's wife, Allia, is actually unable to have children. She has realized this recently, but has not informed her husband, worried that it will crush him.
People Tied to Character
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1) Allia -- Lady Hessock, or Allia, is married to Bresda. They met in the Republic of Thalon, both being residents of Amaranthia, and hit it off. Currently, they have been trying for a son and a daughter, but to no avail. Allia is fair-skinned, above-average height and slightly stocky. She has a genial and brave demeanor.

2) "Bip" Hessock -- Bip, a pet-name for Bresda's older brother Albus (the younger brother could only say "bip" instead of "al-bis"). He resides in Nar Azurn, working as a bodyguard for a minor trade lord there. Bip used to lightly pick on Bresda as kids, the older being a massive boy. This led to Bresda growing very tough.

3) The King of Amaranthia -- Pledged allegiance to his honor, Bresda has a protective nature and genuine affection toward his ruler. He has served the man for a decade and a half at this point, and feels validated that the King respects his opinion in good trust.
Memories, Mannerisms, and Quirks
[SHOW]
1) Bresda is a very solemn man of few words. In social settings, he tends to only speak what is needed and instead listen to others, while surveying his surroundings. He is very protective of his friends and allies, and he holds his duties as a man of the Crown close to his heart.

2) As a young boy, Bresda can remember his older brother Bip getting very angry one afternoon, jealous of his fascinating abilities with the foliage and thorn. Pushing him around to egg him on, Bip was hurt that of the Hessock brothers, he seemed to lack most of what the lineage had been able to offer. Bruised and angered, Bresda lashed out at his older brother in self-defense, slamming him into a tree and causing a vine-whip to snap around and tie him up. From that point on, Bip respected and almost feared his brother, and their relationship seemed to grow.

3) The Scout-Commander can remember the first time he laid eyes on Allia -- they were in the Republic of Thalon, and he was stationed in a city port as a guard. There was a young woman there, just a few years under him probably, and she was also stationed there but as clerical duty, not combat-duty. She looked up at him and smiled when she noticed his stare, and the young man returned it with a rare and genuine smile as well. She interestedly talked to him, finding out that they were both from Amaranthia, but that she was from Naldgarden. He asked her for a walk on the pier after their shifts were over, and things blossomed from there.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Bresda's father has deceased, but his mother continues to live in Duskhaven with his three younger siblings. Bip lives in Nar Azurn. Bresda's wife, Allia lives with him in Amgard. The man has no children yet, but he dreams of the day he can raise two of his own.

Class: Coming from a more rural area, Bresda has taken time to adjust to his noble class, as the scout-commander of Amgard and by extension Amaranthia. He is offered very fine amenities, but continues to live with a humble mindset, refusing to have the service of servants under him.

Profession: Ser Bresda is the Scout-Commander of the Crown, meaning he commands the entire network of scouts, sentries, and spies under the service of the King. His job is to be the brain behind the eyes and ears of the kingdom. He stands vigilant in times of peace, always alert and on the lookout for threats including banditry and other villainy. In addition, he is also in charge of forming militia committees for the towns of the kingdom, but the actual commanding of the armies and soldiers is left to another role.

Institutions: Part of the Crown's advisory council that is made up of the most trusted individuals to the King himself.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: The duty of his kingdom -- Ser Bresda puts this before all else to protect the kingdom from those that would seek to do it harm.

Secondary: For House Hessock -- Ser Bresda intends to bring his House and his great lineage the honor of serving. With his passed-down talents of his ancestors, he will be a legend among his descendants.

Tertiary: Life, Itself -- Having no heirs as of yet, Bresda is a bit fearful of passing. Not because of the pain or finality of it innately, but for the fact that his line of the Hessocks would die with him and Allia would be barren.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Bury the King -- Ser Bresda's ruler has been dealt a fatal injury, and must be buried, with an heir selected to lead in his stead.

Medium-Term: The Rose and her King's Vengeance -- The Rose of Amaranthia must be returned and her captors slain or imprisoned for life.

Long-Term: House Hessock -- Bresda wants to live to see the day when he can have children.
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Namelessjake
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Re: The Quest For The Rose OOC

Post by Namelessjake »

Submissions are due Saturday, 8th of November, 2014, at 9:00 PM GMT.
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Fialova
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Re: The Quest For The Rose OOC

Post by Fialova »

Ser Lorelai, Knight of the Flower

Image
Ten-Minute Background
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Background and Concept Elements
[SHOW]
A Rescued Orphan: Lorelai was born somewhere to some parents, this is information she doesn't know. She is an orphan, one of a small group taken in by a servant in service to the lord of Narsk. The servant, Stefan, was a kindly soul who could not bear to see a starving child living on the street, so on the rare occasions where he was allowed to leave the castle ground he would look out for them and bring any back to live with him that he found.

The Lord of Narsk was aware of Stefan keeping the children, but as a charitable man himself he allowed it, so long as Stefan never shirked his duties to the estate. As such, there were often little boys and girls running about the grounds, very few of whom were actually highborn. Lorelai was one such child, and she grew up in Narsk Keep along with her closest friends Felix and Mila, as well as her bitter rival Josie, among others.

Servant Life: As the orphans grew older they were often made to do the work of a servant as well, and the Lord of Narsk would pay them small wages as thanks for their help. The tasks were never too intensive, but they were rarely pleasant either - shoveling manure, hauling hay and sacks of food, and other such menial tasks were the standard fare, though the more well-groomed and well-behaved children were sometimes allowed inside the estate to help as well. Lorelai was not one of the well-behaved children, and she, Felix, and Mila often got into trouble as they behaved like normal, rowdy children.

Occasionally there would be visitors to the castle, and Lorelai would marvel at their ornate attire or their shining armor. One common visitor was the merchant lord Alexander Marcheford, who was often accompanied by his daughter Clarissa. Clarissa was older than the orphan children, but she liked to spend time with them every time she visited and took the role of a sort of role model for the group. As she got older and came into her own as a knight, Lorelai and Felix began to admire her even more and aspire to be knights as well.

On Their Own: Though a kind man, the Lord of Narsk was prone to illness and he eventually passed away when Lorelai was only a teenager. His wife took control of the estate after his death, and she did not quite share the late lord's sentiments. Fed up after years of dealing with unruly 'street scum,' she kicked Stefan and all of the orphans out of the estate and hired a new servant in his stead.

Stefan was heartbroken at this turn of events and, unable to support the children on his own, ended up becoming a beggar on the streets. The children were left to their own devices once more, and Lorelai, Felix, and Mila stuck together - the closest thing to a family any of them had. They tried to find work at various taverns and farms in the surrounding area, but it was to no avail and they were left to begging as well.

On their next visit to Narsk, to attend the late lord's funeral (for he was a beloved friend of Lord Marcheford), Clarissa recognized the trio begging and urged her father to do something to help. After speaking with them and learning of their intentions to also become knights, Alexander arranged for Lorelai and Felix to be taken to Eastwatch Keep, where they would be trained to join the slowly-decaying Knights of the Rose. Mila was to come with them back to the capital, where they would find a job for her as best as they could, and support her until that time came.

The Life of a Knight: Lorelai was ecstatic to travel to Eastwatch, and even more so at the prospect of being trained as a knight. When she and Felix arrived, the order was reluctant to accept children of such low birth and who were lacking in any sort of combat experience, but at Lord Marcheford's urging they accepted the two anyway.

Lorelai excelled at combat practice, and won more of her sparring matches than she lost. All the years of hauling satchels around the old castle left her stronger than most girls her age, and the men were surprised at how easily she adapted to wielding heavy weaponry. Felix was good as well, but was usually overshadowed by his friend.

After a few years of training the two were eventually inducted into the order as full knights, and their lives of chivalry began. Since then they have rarely been together, the trio finally split up for good, as their different skillsets made each more useful at different tasks.

Personality: Lorelai is easy-going and usually cheerful, though she can be hot-headed in situations where innocents are being harmed or if picked on about her height. She is a lover of exploration and doing new things, usually willing to try something at least once no matter how ridiculous or potentially-dangerous.

Appearance: Lorelai is fairly short, standing only 5' 3". She has brownish-redish hair and turquoise eyes, though depending on the lighting they can appear either more blue or more green. In combat her go-to weapon is a large, two-handed sword, and she typically prefers heavier armor. Despite the large amount of metal involved, she is still incredibly agile and can run quite swiftly in her full battle gear as well.
Goals
[SHOW]
1) Rise through the ranks of the Knights of the Rose and, hopefully, one day become the Golden Rose.

2) I'd like for Lorelai to one day discover who her biological parents are, and perhaps one day meet them.
Secrets
[SHOW]
1) Lorelai has a bit of an obsession with Ser Clarissa of the Royal Guard. It was seeing her in action that actually inspired her to join the Knights of the Rose, and she strives to gain the woman's acceptance as an equal. Her obsession borders on infatuation, though she would never admit to it and has no intentions of pursuing anything more than friendship.

2) Lorelai is actually the bastard daughter of a nobleman, which is why she was abandoned as a small child. You can make of that what you will, I don't want to create anymore details myself as it would be interesting if it were a surprise in character as well as out.
People Tied to Lorelai
[SHOW]
The Most Illustrious Ser Hector, Golden Rose of the Knights of the Rose - Hector is a serious man, and does not tolerate insubordination. He believes in justice above all else, and will not hesitate to punish those who disobey his orders or the chivalric code of the order. His greatest weakness is his love for his dog, Daisy, who he keeps with him at all times.

Abigail the Hedge Knight - Abigail is good friend of Lorelai who she met early on in her knighthood. A hedge knight, Abigail wanders the area around Weedmire looking for work. The two met when she saved Lorelai from a group of bandits once, who had her and her fellow knights outnumbered. Abigail is highly skilled with a blade, but very picky about who she works for, which leaves her very often unemployed.

Ser Clarissa, Royal Guard Captain - Clarissa is a good friend, and pseudo-mentor, of Lorelai many of the orphans she grew up with. She is currently the commander of the Amaranthine Royal Guard, tasked with protecting the king and his family. She is highly skilled in combat, and has won many tourneys prior to taking up her current position.

Felix, Knight of the Rose - Felix is one of Lorelai's two closest friends, who together make up a trio that grew up under Stefan. He is secretly in love with Lorelai, though her obsession with earning Clarissa's respect and her naivete towards romance has made it so she has never picked up on said feelings.

Mila the Dancer - Mila is the of Lorelai's two closest friends, who now works as a dancer in the capital city of Amgard. She is aware of Felix's feelings towards Lorelai, but that hasn't stopped her from being in love with him since she was a small child.

Stefan - The kindly old servant who took in orphans at Castle Narsk, whose current status in life is unknown. Last Lorelai knew he was reduced to begging, though she would not be surprised if he had died of old age by now. She misses him, but knows there is little she can do to aid him now.

Josie the Poacher - Josie was one of the other orphans who grew up in Castle Narsk, and she has been mean to the trio ever since they can remember. She liked to lie to them, getting them to do things that would get them in trouble. She would often tease Lorelai about her height, or shove them into manure that they were meant to sweep up. She was always an overall unpleasant person, and it came to no one's surprise to learn that she resorted to poaching and occasional banditry once the orphans were kicked out of the estate.
Memories, Mannerisms, and Quirks
[SHOW]
1) Her earliest memory is being brought to live with Stefan and Felix when she was very young, perhaps 3 or 4. Her second earliest memory is when Mila arrived. All of her fondest memories involve the four of them as they were growing up.

2) She tends to get sidetracked a lot as she notices interesting things happening around her, which often causes her to lose track of conversations.

3) She can be quick to anger, though usually only in certain circumstances (like when someone is being treated poorly for no reason). Jabs at her size tend to set her off as well, since she was often teased in training to become a knight for being the shortest one of the bunch.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: None that she knows of, though Felix and Mila are like family to her.

Class: Knight. The Knights of the Rose are well respected among the citizens of Amaranthine, and hold a special place in its hierarchy as defenders of both the Amaranthine Rose and the nation's people as a whole. As such, they are treated with respect even if they do not individually have much wealth.

Profession: Knight. Lorelai's day-to-day duties involve guarding the roads and hunting bandits and other outlaws who live outside the jurisdiction of any of the cities and towns in Amaranthine.

Institutions: Knights of the Rose. For the past decade or so, Lorelai has been a Knight of the Rose, and a good one at that. She serves alongside her close friend Felix, though the two rarely work together in the field.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Exploration. Lorelai loves to see and experience new things, meet new people, and discover long lost places and items. While not her only reason for doing so, this was the driving factor in her decision to join the Knights of the Rose.

Secondary: Helping people. Lorelai is at her happiest when she is making others happy, or helping them solve a problem. She will jump at the chance to aid someone in need, even if she is not skilled in whatever it is they need help with.

Tertiary: Learning about her past. While it is rarely something she actively seeks out, Lorelai is interested in learning more about where she came from and hopes to one day find out who her parents were and why they abandoned her.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: See a fairy. Lorelai grew up on tales of faeries and the mystical town of Feywald, and has always wanted to visit. Unfortunately her duties have thus far never taken to that part of the realm.

Medium-Term: Travel outside of Amaranthine. As a lover of travel and new experiences, Lorelai hopes to one day get the chance to see some of the other places and cultures the world has to offer, not just Amaranthine.

Long-Term: Become the Golden Rose. Though she wants to visit elsewhere, Amaranthine is her home and Lorelai is devoted to it. She ultimately hopes to one day rise through the ranks and become the leader of the Knights of the Rose, the Most Illustrious Golden Rose.
Magic Item Wishlist
[SHOW]
In no particular order:

* Lv9 Feet - Boots of Furious Speed
* Lv10 Two-hands - Sentinel Marshal Honor Blade Fullblade +2
* Lv9 Armor - Reinforcing Plate Armor +2
* Lv8 Holy Symbol - Symbol of the Champion's Code +2
* Lv6 Arms - Iron Armbands of Power
* Lv10 Hands - Strikebacks
* Lv4 Head - Casque of Tactics
* Lv9 Head - Helm of Battle
* Lv9 Neck - Healer's Brooch +2
* Lv8 Waist - Belt of Vim
* Lv10 Waist - Diamond Cincture
* Lv10 Tattoo - Eager Hero's Tattoo
* Lv7 Boon - Nimble Hunter Pounce
Character Sheet
[SHOW]
Lorelai, level 5
Vryloka, Cleric|Cavalier
Hybrid Cleric: Battle Cleric's Lore
Hybrid Cavalier: Hybrid Cavalier Reflex
Hybrid Talent: Paladin Armor Proficiency
Background: Occupation - Military (+2 to Athletics)
Theme: The Transcendent Order

FINAL ABILITY SCORES
Str 20, Con 15, Dex 13, Int 8, Wis 10, Cha 16.

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


AC: 25 Fort: 18 Reflex: 15 Will: 17
HP: 48 Surges: 10 Surge Value: 14

TRAINED SKILLS
Athletics +14, Diplomacy +10, Intimidate +10, Perception +9, Endurance +7

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

FEATS
Feat User Choice: Monastic Disciple
Feat User Choice: Heavy Blade Expertise
Level 1: Weapon Proficiency (Fullblade)
Level 2: Hybrid Talent
Level 4: Fluid Motion

POWERS
Hybrid at-will 1: Recovery Strike
Monastic Disciple: Stone Fist Flurry of Blows
Hybrid encounter 1: Healing Strike
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Call of Challenge
Hybrid encounter 3: Holy Smite
Hybrid daily 5: Radiant Delirium

EQUIPMENT
Imposter's Plate Armor +2,
Sentinel Marshal Honor Blade Fullblade +1,
Healer's Brooch +1,
Mercurial Mind (heroic tier),
Knight of the Rose Insignia Ring (Arcane Signet Ring),
Holy Symbol of Polgara

MOUNT
Jessie (Riding Horse)
[SHOW]
Level 1 Brute
Large natural beast (mount)

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

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

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

Unaligned
No language

Str 19 (+4)
Con 16 (+3)
Dex 13 (+1)
Int 2 (-4)
Wis 11 (0)
Cha 9 (-1)
INVENTORY
Backpack,
Bell and whistle,
Cold Iron Shackles,
Cold-weather clothing,
Dagger,
The Rose Codex (Doctrinal Book of Polgara),
Everburning Torch,
Faerie Puppet,
Fine Clothing,
Flask (empty) (5),
Flint and steel,
Hair of Fairy Hues,
Investigation Gear,
Lantern,
Iron Manacles,
Rubbing Kit,
Waterskin (2),
Coinpurse (160gp)
Combat Block
[SHOW]
Lorelai

Female Vryloka Cleric|Cavalier 5
Languages: Common, Fey
Age: 27
Height: 5' 3"
Weight: 120 lbs.

Speed: 8 (7 bloodied)
Initiative: +10
Passive Perception: 19
Passive Insight: 12
Senses: Low-light Vision

AC: 25
Fort: 18
Reflex: 15
Will: 17
HP: 48/48
Bloodied: 24
Surge Value: 14 (12 when bloodied)
Surges left: 10/10
Action Points: 1

MBA: +12 vs AC, 1d12+6 damage
RBA: +6 vs AC, 1d4+1 damage
Righteous Radiance: 6 radiant damage

Resistances:
7 necrotic

Vulnerabilities: None

Saves: None

Active Effects:
+2 to defenses against OAs
Targets I grant surges to get +2 to attacks until my EONT
I gain 6 THP when I slay a non-minion
I move first (free action) if not highest initiative
My crits deal max damage +1d12+1d8 damage

Powers:

Recovery Strike
Defender Aura
Righteous Radiance
Vengeful Strike
Divine Sanction
Imposter's Armor +2
__________________________________

Second Wind [_]
Lifeblood [_]
Healing Word [_]
Healing Strike [_]
Stone Fist Flurry of Blows [_]
Call of Challenge [_]
Holy Smite [_]
Sentinel Marshal Honor Blade +1 [_]
Mercurial Mind (heroic tier) [_]
__________________________________

Moment of Glory [_]
Radiant Delirium [_]

Consumables: None
Important Features:
[SHOW]
Divine Sanction: Enemies subject to my divine sanction are marked and take 6 radiant damage the first time each round that they make an attack that doesn't include me as a target.

Defender Aura: While active, enemies within an aura 1 who are not marked take a -2 penalty to attack rolls that don't include me (or someone else with a defender aura active) as a target. Enemies subject to this aura provoke Righteous Radiance when making such an attack or shifting, as well as the standard opportunity attack for moving.

Battle Cleric's Lore: I have a +2 shield bonus to AC, and proficiency in scale armor. Whenever I use a cleric healing power to allow a target to spend a healing surge, that target gains +2 to attacks until the end of my next turn.

Virtue of Valor (Hybrid): +4 to initiative and my healing surge value increases by 2.

Blood Dependency: When bloodied my healing surge value drops by 2.

Living Dead: If an effect affects living creatures and undead creatures in different ways, I get to decide which one applies to me.

Necrotic Resistance: I have 5 + 1/2 my level necrotic resistance.

Vampiric Heritage: I can take Vryloka utility powers in place of other utility powers granted by my class.

Transcendent Order Level 1 Feature: +2 to initiative. When I roll initiative and do not get the highest result, I can use a free action to move up to my speed before everyone else's turns begin.

Transcendent Order Level 5 Feature: +2 to acrobatics and athletics

Monastic Disciple: I gain a monk flurry of blows power as an encounter power, and can use monk implements.

Heavy Blade Expertise: I gain a +2 to defenses against OAs.

Fluid Motion: +1 to speed, +2 at paragon tier.

Sentinel Marshal Honor Blade +1:
* My critical hits with this weapon deal max damage +1d12+1d8 damage, instead of just max damage.
* Gain +1 to initiative
* When I reduce a non-minion to 0 hp I gain 6 temporary hit points.

Healer's Brooch +1: When I use a power to allow a target to regain hit points they regain +1 additional hit points.

Mercurial Mind (heroic tier): +1 speed when not bloodied.
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