The Adventure Blog

Joined
Feb 3, 2007
Messages
3,783
This will serve as an ongoing log and discussion thread for a game of 4th edition D&D played over IRC. Other things will be dumped here as well. If you're not in the game, well, watch as the adventure of these intrepid young men unfolds, and if you want you can try to sub for missing players if ever. You can catch us chatting about in http://nes-chat.tk.

Table of Contents
  • Character Sheets

(to be updated)
 
Ayab, Level 1 Good Deva Male Invoker
4 years old, 6' 6", 213 lbs, follower of Pelor,

22 Hit Point, 7 Healing Surge
Initiative 1, 1 Action Point
AC 12, Fortitude 11, Reflex 12, Will 13
Speed 6, Insight 8, Perception <Modifier>

STR 12 (+1)
CON 12 (+1)
DEX 12 (+1)
INT 15 (+2)
WIS 16 (+3)
CHA 13 (+)

Trained Skills: Arcana (+7), Insight (+8), Religion (+7), Diplomacy (+6)
Untrained Skills: Default &#8211; Ability Modifier Modifer (+0)

Prayers
Channel Divinity: Rebuke Undead
Encounter - Divine, Impliment, Radiant
Standard Action &#10022; Close Blast 5
Target: Each undead in blast
Attack: +3 vs Will
Hit: 1d10 +3 Radiant damage. Push targets 2 squares. They are dazed till the end of my turn.
Miss: Half Damage


Channel Divinity: Preserver's Rebuke
Encounter &#10022; Divine
Immediate Reaction - Personal
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a bonus to your next attack roll against the triggering enemy equal to your Intelligence modifier.


Sun Strike
At-Will &#10022; Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +3 vs. Reflex
Hit: 1d8 +3 modifier radiant damage, and you slide the target 1 square.


Divine Bolts
At-Will &#10022; Divine, Implement, Lightning
Standard Action Ranged 10
Target: One or two creatures
Attack: +3 vs. Reflex
Hit: 1d6 + +3 modifier lightning damage.


Forceful Denunciation
Encounter &#8226; Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: +3 vs. Fortitude
Hit: 2d6 +3 modifier thunder damage, and you push the target 1 square.


Summon Angel of Fire
Daily &#10022; Divine, Fire, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Medium angel of fire in an unoccupied square within range. The angel has speed 6 and fly 6 (hover). You can give the angel the following special commands.

Standard Action: Close burst 1; targets each creature in burst;
Hit: +3 vs. Reflex
Attack: 1d8 +3 modifier fire damage.

Opportunity Attack: Melee 1; targets one creature;
Hit: +3 vs. Reflex
Attack: 1d8 +3 modifier fire damage.



Divine Call
Encounter &#10022; Divine
Minor Action Ranged 10
Target: One or two allies
Effect: You pull each target 3 squares.

Class Features:
Armor Proficiency: Cloth, leather, hide, chainmail
Weapon Proficiency: Simple melee, simple ranged
Implements: Rods, staffs
Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you can slide an ally within 10 squares of you 1 square.
Race Features:
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Astral Resistance: You have resistance to necroticdamage and radiant damage equal to 5 + one-half your level.

Memory of a Thousand Lifetimes
Encounter

No Action Personal
Trigger: You make an attack roll, a saving throw, a skill
check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll.
Feats:
ASTRAL PRESERVATION: When you use preserver's rebuke, nearby allies gain +1 against attacks by bloodied creatures

Auspicious Lineage: Deva Roll d8 instead of d6 for memory of a thousand lifetimes
Equipment: Standard Adventure's kit (33 lbs), Quarter Staff (4 lbs), Ritual Book (3lbs), Cloth Armor (4 lbs)
Wealth: 65 gp

Description and Background:
<Description and background>

Rituals:
Hand of Fate
Tenser's Floating Disk

More to come later.
 
Aramil, Level 1 Unaligned Eldarin Male Wizard
131 years old, 6' 12'', 150lb, Unaligned to a God, LEFT BLANK DUE TO NEEDING TO KNOW BACKGROUND STUFF

Selected Dailys: Flaming Sphere

23 Hit Point, 7 Healing Surge
Initiative 4, 1 Action Point
AC 15, Fortitude 11, Reflex 15, Will 16
Speed 6, Insight 18, Perception 18

STR 11
CON 13 (+1)
DEX 18 (+4)
INT 20 (+5)
WIS 17 (+3)
CHA 12 (+1)

Trained Skills:Arcana (+12), History (+12), Religion (+10), Insight (+8), Perception (+8)
Untrained Skills: Acrobatics (+4), Athletics (+0), Bluff (+1), Diplomacy (+1), Dungeoneering (+3), Endurance (+1), Heal (+3), Intimidate (+1), Nature (+3), Stealth (+4), Streetwise (+1), Thievery (+4)

Spells
Ghost Sound Wizard Cantrip

At-Will &#10022; Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as
a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a
sword blow, jingling armor, or scraping stone. If you whisper,
you can whisper quietly enough that only creatures
adjacent to the target can hear your words.


Light Wizard Cantrip

At-Will &#10022; Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target&#8217;s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If
you create a new light, your previously cast light winks out.


Mage Hand Wizard Cantrip
At-Will &#10022; Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves,
or manipulates an adjacent object weighing 20 pounds
or less and carries it up to 5 squares. If you are holding
the object when you use this power, the hand can move
the object into a pack, a pouch, a sheath, or a similar container
and simultaneously move any one object carried or
worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to drop
an object it is holding, and as a minor action, you can
cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.


Prestidigitation Wizard Cantrip
At-Will &#10022; Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
&#10022; Move up to 1 pound of material.
&#10022; Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
&#10022; Color, clean, or soil items in 1 cubic foot for up to
1 hour.
&#10022; Instantly light (or snuff out) a candle, a torch, or a
small campfire.
&#10022; Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
&#10022; Make a small mark or symbol appear on a surface for
up to 1 hour.
&#10022; Produce out of nothingness a small item or image
that exists until the end of your next turn.
&#10022; Make a small, handheld item invisible until the end of
your next turn.
Nothing you create with this cantrip can deal damage,
serve as a weapon or a tool, or hinder another creature&#8217;s
actions. This cantrip cannot duplicate the effect of any
other power.
Special: You can have as many as three prestidigitation
effects active at one time.


Ray of Frost Wizard Attack 1
At-Will &#10022; Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target
is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.


Thunderwave Wizard Attack 1
At-Will &#10022; Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.


Force Orb Wizard Attack 1
Encounter &#10022; Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a secondary
attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.


Wand of Accuracy
Encounter
Once per encounter as a free action, you gain a bonus to a single attack roll equal to
your Dexterity modifier (+4)
Requirement: Must wield the wand


Second Wind
Encounter Action
Spend a Healing Surge and regain 5 hitpoints, you gain +2 to all defences until the start of your next turn


Fey Step Eladrin Racial Power
Encounter &#10022; Teleportation
Move Action Personal
Effect: Teleport up to 5 squares


Flaming Sphere Wizard Attack 1
Daily &#10022; Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an
adjacent creature. Any creature that starts its turn next to
the flaming sphere takes 1d4 + Intelligence modifier fire
damage. As a move action, you can move the sphere up to
6 squares.
Sustain Minor: You can sustain this power until the end of
the encounter. As a standard action, you can make another
attack with the sphere.


Freezing Cloud Wizard Attack 1
Daily &#10022; Arcane, Cold, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any
creature that enters the cloud or starts its turn there is
subject to another attack. You can dismiss the cloud as a
minor action.


Sleep Wizard Attack 1
Daily &#10022; Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).




Class Features:
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook

Race Features:

Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional
skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense. In addition, you gain a +5 racial bonus to saving
throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. While in a trance,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.

Feats:
Ritual Caster: Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on
acquiring, mastering, and performing rituals. Even
though some rituals use the Heal skill or the Nature
skill, the Arcana skill or the Religion skill is required
to understand how to perform rituals.
Expanded Spellbook Choose one daily wizard attack spell of
every level you know. Add this spell to your spellbook.
Each time you gain a new level of daily wizard
attack spells, you learn one extra spell of that level (in
other words, add three spells to your spellbook instead
of only two).
This feat doesn&#8217;t change the number of daily attack
spells you can prepare each day.

Equipment: Arcane Implement Wand, Cloth Armour, Spellbook, Adventurers Kit (A backpack, Bedroll, flint + steel, belt pouch, two sunrods, waterskin, 10 days of trail rations, 50 feet of hempen rope), Tent (60lb/110lb)
Wealth: 0g

Description and Background:
<Description and background>

Would like to know more about the setting before I start pestering Fc for stuff that I can fit into :)

Also Rituals:
Make Whole
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Key Skill: Arcana (no check)
A single object that can fit in a 10-foot cube is completely
repaired. The component cost is 20 percent of the item&#8217;s
cost. In cases where you attempt to repair an item not on
any price list, the DM determines the cost.


Silence
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping.
Creatures attempting to listen to something in
the warded area from outside


Simbuls Conversion
Category: Restoration
Time: 1 minute
Duration: Instantaneous
Component Cost: 25 gp
Key Skill: Arcana (no check)
After Performing this ritual, you sacrifice any number of unused daily powers and regain an equal number of healing surges. You cannot exceed your normal maximum number of healing surges per day.


Amanuensis
Category: Creation
Time: 10 minutes
Duration: Permanant
Component Cost: 10 gp
Key Skill: Arcana (no check)
You Capture the writing from one source (a book, scroll or tablet) and cause it to appear on a special prepared paper, parchment, book or some other similar item. This ritual copies up to 250 words of text, enough to fill one page with text. A copied illustration counts as a number of words proportional to the amount of the page that the illustration requires.

This ritual can be used to copy a ritual scroll, even if you have not mastered the ritual on the original scroll. Creating a ritual scroll in this manner takes twice as long but has the same cost (in addition to the component cost of this ritual).


Comprehend Language
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have
heard or a piece of writing you have seen within the past
24 hours.
Using this ritual on a language you have heard allows
you to understand it when spoken for the next 24 hours
and, if your Arcana check result is 35 or higher, to speak
the language fluently for the duration.
Using this ritual on a language you have seen as a piece
of writing allows you to read the language for the next 24
hours and, if your Arcana check result is 35 or higher, to
write the language in its native script or in any other script
you know for the duration.
Using this ritual on a language you have both heard and
seen as a piece of writing within the past 24 hours allows
you to understand it in both forms for the next 24 hours,
and an Arcana check result of 35 or higher allows you to
speak and write the language.


Arcane Mark
Level: 1
Category: Creation
Time: 10 minutes
Duration: Permanent
Component Cost: 10 gp
Key Skill: Arcana (no check)
You set your personnel arcane mark on an object. It manifests as a unique sigil or your devising. After the first moment it is invisible and can only be seen by a creature using Arcana to detect magic. Ritual casters use arcane marks to identify property and sometimes to designate places of great import.
 
Alain the Pious, Level 1 Lawful Good Human Male Paladin
26 years old, 6'1", 170, follower of Bahamut, ?
24 Hit Point, 16 Healing Surge
Initiative -1, 1 Action Point
AC 18, Fortitude 15, Reflex 13, Will 15
Speed 5, Insight 11, Perception 11

STR 17 (+3)
CON 11 (+0)
DEX 8 (-1)
INT 8 (-1)
WIS 12 (+1)
CHA 16 (+3)

Trained Skills: Religion (+4), Diplomacy (+6), Heal (+2), Insight (+2) <Sum of all modifiers>
Untrained Skills: Default &#8211; Ability Modifier

Prayers
Bolstering Strike
Paladin Attack 1
At Will - Divine, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.

Enfeebling Strike
Paladin Attack 1
At Will - Divine, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: 1[W] + Charisma modifier damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn

Valiant Strike
Paladin Attack 1
At Will - Divine, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: Strength +1 per enemy adjacent to you vs. AC. Hit: 1[W] + Strength modifier damage.


Shielding Smite
Paladin Attack 1
Encounter - Divine, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier

Radiant Delirium
Paladin Attack 1
Daily - Divine, Implement, Radiant
Standard Action - Ranged 5
Target: One Creature
Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn

Paladin's Judgment
Paladin Attack 1
Daily - Divine, Healing, Weapon
Standard Action - Melee Weapon
Target: One Creature
Hit: 3[W] + Strength modifier damage and one ally within 5 squares of you can spend a healing surge
Miss: One ally within 5 squares of you can spend a healing surge

Class Features:
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Holy symbol
Class Features: Channel divinity, divine challenge, lay on hands[/I]
Race Features:
Vision Normal
Languages Known: Common, Draconic
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses
Feats:
Healing Hands: When you use the lay on hands power, the affect ally regains additional hit points equal to your Charisma modifier
Lay on Hands: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Equipment: Longsword (4 lbs), Heavy Shield (15 lbs), Adventurer's Kit (33 lbs), Tent (20 lbs), Chainmail (40 lbs)
Wealth: 10 gp (less than 1 lb)

Description and Background:
To be added later
 
Experience Points: 1,487
HP: 20/28


Miri Milfweed, Level 2 Unaligned Human Female Ranger
19 years old, 5'3, 115, follower of Melora,
Fair skinned, long brown hair, deep brown eyes

28 Hit Point, 6 Healing Surge
Initiative 4, 1 Action Point
AC 15, Fortitude 13, Reflex 17, Will 11
Speed 6, Insight 9, Perception 9

STR 14 (+2)
CON 11 (+0)
DEX 18 (+4)
INT 7 (-2)
WIS 9 (-1)
CHA 18 (+4)

Trained Skills: Nature +5, Stealth +10, Endurance +6, Athletics +8, Acrobatics +10
Untrained Skills: Diplomacy +5, Bluff +5, Streetwise +5, Religion -1, Intimidate +5, Thievery +5

Exploits:
Hit and Run
At-Will &#10022; Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If you move in the same turn after this attack, leaving
the first square adjacent to the target does not provoke an
opportunity attack from the target.


Nimble Strike
At-Will &#10022; Martial,Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.


Twin Strike
At-Will &#10022; Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a
ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.



Fox's Cunning
Encounter &#10022; Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack
against the enemy.
Special: Gain a power bonus to your basic attack roll equal
to your Wisdom modifier.


Crucial Advise
Encounter &#10022; Martial
Immediate Reaction Ranged 5
Trigger: An ally within range that you can see or hear makes a
skill check using a skill in which you&#8217;re trained
Effect: Grant the ally the ability to reroll the skill check, with
a power bonus equal to your Wisdom modifier.


Split the Tree
Daily &#10022; Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: Dexterity vs. AC. Make two attack rolls, take the
higher result, and apply it to both targets.
Hit: 2[W] + Dexterity modifier damage.









Class Features:
Hunter's Quarry: Once per round, you deal extra damage to your
quarry. The extra damage is based on your level. If
you can make multiple attacks in a round, you decide
which attack to apply the extra damage to after all the
attacks are rolled. +1d6 at levels 1-10

Prime Shot: If none of your allies are nearer to your target than
you are, you receive a +1 bonus to ranged attack rolls
against that target.


Archer Fighting Style:Because of your focus on
ranged attacks, you gain Defensive Mobility as a bonus
feat.



Race Features:
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.


Feats:
Defense Mobility: +2 to AC against opportunity attacks.

Human Perseverance: +1 to saving throws

Agile Hunter: Shift as a free action after scoring a critical hit

Escape Artist: You can attempt to escape a grab as a
minor action, instead of as a move action.
You gain a +2 feat bonus to Acrobatics checks.



Equipment: Cloth Armor (4 lb.), Longbow, prof. +2, 1d10, range 20/40, load free (3 lb.), Dagger prof.+3, 1d4, range 5/10 (2lb.), Adventures Kit (33 lb.), Arrows (128)(9 lb.), 1 gemstone, 1 silver ring
Wealth: 125gp (2lb.)
Weight: 54/140 lb.


Cloak of the Chirurgeon +1: +1 to Fortitude, Reflex, and Will, +1 to Heal checks, Item Power (Daily): Minor Action. An adjacent ally regains 1 healing surge already spent today.
 
1085/1000 XP

Thedrow Corr, Level 2 Chaotic Good Half-elf Male Bard
27 years old, 6'1", 190 lbs., follower of Corellon when sober
Languages: Common, Elven
Hair: brown; Eye: deep violet; Skin: sometimes sickly white
Low-light vision

37 Hit Points, 9 Healing Surges
Initiative +1, 1 Action Points
AC 13, Fortitude 13, Reflex 12, Will 14
Speed 6, Insight 12, Perception 14

STR 12 (+1)
CON 15 (+2)
DEX 12 (+1)
INT 13 (+1)
WIS 9 (-1)
CHA 17 (+3)

Trained Skills: Arcana +7, Athletics +7, Intimidate +9, Perception +5, Streetwise +9
Untrained Skills: Acrobatics +3, Bluff +5, Diplomacy +7, Dungeoneering +1, Endurance +3, Heal +1, History +3, Insight +3, Nature +1, Religion +3, Stealth +3, Thievery +3

Powers
Guiding Strike
At-Will &#10022; Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target takes a &#8211;2 penalty to the defense of your choice until the end of your next turn.
Level 21: 2[W] + Charisma modifier damage.

Vicious Mockery
At-Will &#10022; Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a &#8211;2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.

Burning Spray (Sorcerer Attack; see Racial powers)
Encounter &#10022; Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier fire damage.
Level 21: 2d8 + Charisma modifier fire damage.

Shout of Triumph
Encounter &#10022; Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and you push the target 1 square.
Effect: You slide each ally in the blast 1 square.
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier.

Stirring Shout
Daily &#10022; Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Song of Courage
Your magic creates shouts of encouragement, making it seem as
though an entire army were cheering on your allies.
Daily &#10022; Arcane, Zone
Minor Action Close burst 5
Effect: The burst creates a zone of inspirational shouts that
lasts until the end of your next turn. When you move,
the zone moves with you, remaining centered on you.
While within the zone, any ally gains a +1 power bonus
to attack rolls.
Sustain Minor: The zone persists.


Class Features:
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, longsword, scimitar, short sword, simple ranged, military ranged
Bardic Training:Gain Ritual Caster as a bonus feat; own a ritual book with two first-level rituals. Can perform one bard ritual per day.
Bardic Virtue of Valor: Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level.
Majestic Word:
Encounter (Special) &#10022; Arcane, Healing
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
You can use this power twice per encounter, but only once per round.

Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.
SIZE="1"]Skill Versatility: You gain a +1 bonus to untrained skill checks.[/SIZE]
Song of Rest: When you play an instrument or sing during a short rest, you and each ally who can hear you are affected
by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to
your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time.

Words of Friendship:
Encounter &#10022; Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.

Race Features:
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
SIZE="1"]Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.[/SIZE]​

Feats:
Strength of Valor: When you grant an ally temporary hit points with your Virtue of Valor, that ally also gains a +2 bonus to the next damage roll he or she makes before the end of your next turn.
Toughness: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).

Rituals
Glib Limerick
Level: 1 Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute Market Price: 50 gp
Duration: 10 minutes Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual&#8217;s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual&#8217;s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.

Traveler&#8217;s Chant
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes Market Price: 75 gp
Duration: 8 hours Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual&#8217;s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group&#8217;s speed as the slowest member&#8217;s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.

Equipment: Scimitar prof.+2, 1d8, high crit (4 lb.), Shortbow prof.+2, 1d8, load free (2 lb.), Adventurer&#8217;s Kit (33 lb.), Ritual Book (4 lb.), Cloth Armor (4 lb.), Light shield (6 lb.), 30 arrows (3 lb.), Wand (no weight), Tent (20 lb.), Lute (2 lb.), Flute (1 lb.), 2xThieves&#8217; Tools (1 lb.)

Wealth: 69gp
81 lb./120

Description and Background:

Thedrow was born into the family of Gladwyn and Lysa Corr, third child of four. His father was a cobbler, and NK was too lazy to write much more. He also appears to talk in couplets a lot.

Spent Action point,
5/9 Healing Surges left
37/37 HP
 
A rough sketch of the world?
 

Attachments

  • DnD Setting so far.png
    DnD Setting so far.png
    46.4 KB · Views: 91
I have a better idea. These are the times that are good for me, why don't y'all update this so we can triangulate a time, y'all. Times are in EST.

When is Good DND EVENT!

Results


Spoiler reminder :
5bfd95


EDITED
 
I'm free every night from 10 PM - 7 AM GMT-5 during Monday-Thursday. Friday-Sunday anytime.
 
Brief Background of Miri Milfweed

Born into the family of farmers, specifically involved in orchards of nut and fruit bearing trees, Miri is the next to youngest child. Her father is a brute of a man, tall and stout, full of life and energy with a mean streak and his name is Adoros. Her mother was a fair young maiden, beautiful in all meaning of the word, she died shortly after childbirth of Miri's younger brother and her name was Stostina. Her siblings are all male, with a total of five children she is the only daughter. Wal was her younger brother's name, and the only one of her brothers that she got along with. They were born within a year of one another, whilst the older three are all greater than five years older. After the death of her mother her dad was left to care for the two infants. His love for his deceased wife was ever present in the Milfweed home. As years went by the older brothers moved on to their own land, or elsewhere unknown, and Miri and Wal grew up together and were ever present in each others lives. Like twins they never left each others sight.

After many years and the absence of the older brothers, Miri and her brother and father could barely maintain the orchards and profits fell year after year during harvests. Causing much dismay in the house and much blame on Wal for his birth and the resulting death of their mother. Adoros began to hit the spirits, drinking heavily from the time Miri was fourteen onwards. The results were violence and laziness causing the estate to suffer greatly. Without money Wal and Miri resorted to hunting with bows on the lands to provide food for themselves and their intoxicated father. As time went by the arguments between Wal and Adoros grew to physical confrontations. Leaving Miri in a state of tears and depression as her family broke down around her. It was during this time that she spent a majority of her days away from the house and deep in the woods with her brother, keeping themselves sane with conversations and games and out of reach of their abusive father. After months of abuses and confrontations Adoros finally stopped, leaving his children alone as they wished, until Miri's seventeenth birthday. He spoke to them both on gentle and sincere terms, requesting once again that they all eat a meal as a family and to celebrate. But the alcohol always had the better of Adoros and during their meal he began arguing and eventually physically assaulting Wal. In the confusion Miri tried to stop him and was struck down, Wal was beaten into unconsciousness and Adoros turned on his own daughter. As she held her face where he had hit her she tried to crawl away but in his drunken rage he kicked her while she was down. Then proceeded to drag her by her hair outside of the house and to a small shed where tools were stored. In there was a wine cellar, and she was tossed down the steps into the darkness being left overnight without a single hint of light and in pain.

The next morning Wal found her, Adoros was passed out in a field below a walnut tree, and aided her to the surface. Crying and shaking Miri hugged her brother and they bother plotted against Adoros. When Adoros woke from his slumber he noticed a pile of burning materials in near him and Miri was tossing in wooden crates full of liquors that he had squandered all their money on. Wal was off in the distance hunting for the nights dinner. Adoros in rage proceeded to beat and rape his own daughter. It isn't clear why he raped her, but her resemblance to his wife and his delusional alcoholic mind may have factored in this. She screamed and was barely heard by Wal, who only arrived after the fact and Adoros was walking off to the house with a bottle of wine he had grabbed from the fire. As Miri laying crying and broken on the ground Wal rushed to the house with his dagger drawn. Miri heard scuffling inside as she walked towards the house and waited outside shaking in fear. Yelling and the sounds of breaking furniture from inside made her aware that her father and brother were fighting viciously. Soon from the front door walked her father, staggering and bleeding profusely from his stomach. He made it a few feet out of the house before falling to the ground dead. In fear Miri rushed into the house and found Wal next to the dinner table which was overturned. Sitting up he was holding his side, blood gushing from multiple stab wounds to his chest and stomach. Without a final word he coughed up blood and fell limp. She backed out of the house and into the yard where she fell to her knees, looking to the twilight sky she saw lightning as a gush of wind overtook her, blowing her tears past her face. She grabbed her brothers hunting bow and dagger, set the house and shed ablaze before walking west. Anywhere was better than the place she'd been.
 
Thryar Uttarsson, Level 2 Unaligned Human Male Fighter
25 years old, 6'5", 190, follower of Kord, ?
42 Hit Point, 22 Healing Surge
Initiative 2, 1 Action Point
AC 20, Fortitude 17, Reflex 15, Will 12
Speed 5, Insight 11, Perception 11

STR 16 (+3)
CON 18 (+4)
DEX 13 (+1)
INT 9 (-1)
WIS 11 (+0)
CHA 11 (+0)

Trained Skills: Heal (+1), Streetwise (+1), Intimidate (+1), Endurance (+2) <Sum of all modifiers>
Untrained Skills: Default &#8211; Ability Modifier

Exploits
Cleave
Fighter Attack 1
At Will - Martial, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: Hit: 1[W] + Strength modifier damage, and an enemy adjacent
to you takes damage equal to your Strength modifier

Sure Strike
Fighter Attack 1
At Will - Martial, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: Hit: 1[W] damage. Strength +2 vs. AC for attack roll

Tide of Iron
Fighter Attack 1
At Will - Martial, Weapon
Standard Action - Melee Weapon
Requirement: You must be wearing a shield
Target: One Creature
Effect: 1[W] + Strength modifier damage, and you push the
target 1 square if it is your size, smaller than you, or one
size category larger. You can shift into the space that the
target occupied.


Passing Attack
Fighter Attack 1
Encounter - Martial, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: 1[W] + Strength modifier damage, and you can shift
1 square. Make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Strength + 2 vs. AC

Comeback Strike
Paladin Attack 1
Daily - Healing, Martial, Reliable, Weapon
Standard Action - Melee Weapon
Target: One Creature
Hit: Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge.

Villain's Menace
Paladin Attack 1
Daily - Martial, Weapon
Standard Action - Melee Weapon
Target: One Creature
Hit: 2[W] + Strength modifier damage, and you gain a
+2 power bonus to attack rolls and a +4 power bonus
to damage rolls against the target until the end of the
encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power
bonus to damage rolls against the target until the end of the
encounter.

Boundless Endurance
Fighter Utility 2
Daily - Healing, Martial, Stance
Minor Action - Personal
Effect: You gain regeneration 2 + your Constitution modifier
when you are bloodied.

Class Features:
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, ; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Implements:
Bonus to Defense:+2 Fortitude
Class Features: Combat Challenge, Combat Superiority,
Fighter Weapon Talent[/I]
Race Features:
Vision Normal
Languages Known: Common, Dwarven
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses
Feats:
Weapon Focus Axe: +1 damage
Toughness Gain 5 HP's per tier

Equipment: Scale Armor (45 lbs), Heavy Shield (15 lbs), Battleaxe (6 lbs), Standard Adventurer's Kit (33 lbs), 2 Handaxes (6 lbs)
Wealth: 5 gp (less than 1 lb)

Description and Background:
Description: An absolutely massive man, with blue eyes, long blonde hair, and a long blonde beard. His body is covered in scars. He has a broad chest, and big arms. He is covered with scale mail crafted from iron smelted in his homeland. Slung over his back is his traveler's pack, which he never goes anywhere without, and strapped to it is his trusted battleaxe, which he named Halmyr - which means Shademaker. Alongside his Axe is his large shield, which is crafted of wood and rawhide, and painted in a pattern of green and red - the colors of his house. Around his waist he has a simple leather belt, and attached to it are two battleaxes.

Personality
Because of his past, Thryar doesn't trust anyone he meets initially. He has problems with trust, and so regards everyone he meets at first site as a potential double crosser. Earning his trust is a difficult feat, which few people have the distinction of having earned, fewer still call him friend. But to those friends he has, he is quite jovial towards. He is an avid drinker, a teller of great stories, and is reputed to have an excellent sense of humor, though few see it beneath his cold and serious exterior. When he enters battle he is a fiend. He rushes his opponent, a whirlwind of slashes and battle yells, though in truth he does this more to frighten the enemy, for in battle, Thryar is very shrewd.Thryar is not a very religious man. He, like his people, worship Kord. Kord is the god of war, lightening, and the sea. They don't believe him to be an intervening god, and believes that humans were created for the purpose of entertaining the gods, and as such, while turning to Kord for blessings, don't go much farther than that in regards to religion. Thryar is a practical man, believing in what he himself can do. As such, he doesn't hold magicians, sorcerers, and clerics in very high regards. Bards, on the other hand, he holds in the highest position aside from warriors.

Background:
Thryar was born in the lands of Wundsir to the north, the son of a powerful warlord named Uttar. The first 16 years of his life were for the most part normal for a warrior's son. When the time came, on his 17th birthday, he sailed out with his father's fleet to raid the gentle lands across the sea. The first village they came to, they sacked with impunity. All the men were killed, and the women were raped. After this ordeal, the women and children were rounded up to be sold into slavery one week from then, along with whatever other women and children they rounded up from surrounding villages. Thryar looked over the faces of the slaves that day, and met eyes with a beautiful woman with raven black hair, slender frame, and beautiful brown eyes. Her name was Hanne and she was lovely. She was quiet, but her eyes looked deeply into Thryar's, and Thryar soon feel completely in love with her. Thryar spent the next few days with her, talking to her, getting to know her. She revealed that she was the daughter of the village's chieftain, who was killed in the fighting. She was 16 years old, and was just about to be married off to the son of the chieftain next door before the Wundsir men arrived. Though she had been raped repeatedly, her dour complexion brightened during the next few days, and soon was cheerful, pleasant, and upbeat. One night, Thryar finally confessed his love for Hanne, and she responded that she felt the same. Thryar wished to marry her, but knew that his father would disapprove of such a union, therefore, Thryar asked for the aid of his closest and most trusted friend Ragnar to help him elope with her. The night before the wersans (vikings) were to depart for home, Ragnar, who was in charge of guarding the prisoners, led the other guards away, and knocked them out. Meanwhile, Thryar went to the prisoner holds, and took Hanne, embraced her, and then the two set off. They were soon joined by Ragnar, who was as outcast as Thryar was for his treachery, and by the time the sun rose, they were far away from the camp, and so went to sleep, Thryar and Hanne dreaming of their happy future together. It wasn't meant to be, however. When Thryar awoke, he found himself bound. He looked up to see Ragnar standing before him. Ragnar explained that Hanne was far too beautiful to let go that easily, and that her beauty would fetch a great price at the local markets, that he would be rich, unlike if he were to continue helping Thryar. Ragnar grabbed Hanne, and dragged her off. Thryar yelled to Hanne that he would come back to her, and that she should never lose hope. Hanne promised as much. Thryar was left alone in the wild.

Thryar sat alone in the wild, bound and unable to move for three days. On the third day, however, he found salvation in the form of a family of halflings. Nebin was a farmer, and one day he was chasing some rabbits who he hoped to catch for dinner, when he came upon Thryar. Seeing the man so distressed, and being of good heart, he rescued him, and took him to his house, where he met his wife Bree, and their son Ulmo. The family was very nice, and nursed him back to health. Ever since he has had a humble gratitude and fondness towards halflings. After 3 weeks, he was strong enough to travel, he thanked the family, and set out, ever determined to find his love.

For 8 years he searched high and low for any sign of her. Though he had many leads, none of them turned up. For some time, he nearly lost hope, but now heard tale of a Wundsirman in the town of Ashtiani, and, his resolve restored, he has traveled there to pursue the lead.
 
Back
Top Bottom