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DarkCouncil

Dark Council. A 4e Essentials Adventure by Dave Bernazzani

Dave Bernazzani (@rpggeek)
United States
Plainville
Massachusetts
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I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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Dark Council (IC): Chapter 4 - Friends & Enemies
Dark Council (OOC): Chapter 4 - Friends & Enemies
Dark Council (IC): Chapter 3 - Expedition to the Ancient Academy
Dark Council (OOC): Chapter 3 - Expedition to the Ancient Academy
Dark Council (IC): Chapter 2 - Friends in High Places
Dark Council (OOC): Chapter 2 - Friends in High Places
Dark Council (IC): Chapter 1 - An Enigma Wrapped in a Mystery
Dark Council (OOC): Chapter 1 - An Enigma Wrapped in a Mystery

The Dark Council Play by Forum - Characters - Page 1 (see below for page 2)

Username
Character Profile
Wind Lane
United States
Albuquerque
New Mexico
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Caelan Barker
Male Half-Elven Scout (Ranger, Dual-Blade Build) Played by: Wind Lane Level: 4 Alignment: Unaligned Initiative: +5 Speed: 6
Ability Scores Strength 14 (+2) Constitution 12 (+1) Dexterity 17 (+3) Intelligence 10 (+0) Wisdom 17 (+3) Charisma 11 (+0)
Defenses Armor Class: 18 (10 base, +3 Dex, +2 Leather, +1 Two Weapon Defense, +2 Half Level) Fortitude: 15 (10 base, +1 Ranger, +2 Str, +2 Half Level) Reflex: 17 (10 base, +1 Ranger, +3 Dex, +1 Two Weapon Defense, +2 Half Level) Will: 15 (10 base, +0 Ranger, +3 Wis, +2 Half Level)
Health Stats HP: 39 Bloodied Value: 19 Surge Value: 12 Surges p/day: 8
Racial Traits: Half-Elf Low Light Vision Languages: Common, Elven, Dwarven Skill Bonus (already calculated): +2 Diplomacy, +2 Insight
Trained Skills Athletics (Str) +9 Endurance (Con) +8 Acrobatics (Dex) +10 Nature (Wis) +10 Perception (Wis) +10
Untrained Skills Stealth (Dex) +5 Thievery (Dex) +5 Arcana (Int) +2 History (Int) +2 Religion (Int) +2 Dungeoneering (Wis) +5 Heal (Wis) +5 Insight (Wis) +7 Bluff (Cha) +2 Diplomacy (Cha) +4 Intimidate (Cha) +2 Street Wise (Cha) +2
Brian Leet
United States
Montpelier
Vermont
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Mitsho Donea
Human Mage Enchantment Apprentice Played By: Brian PghArch / Vermonter Level: 4 Alignment: Good
Initiative: 0 Speed: 6 Pass. Perception 13 Pass. Insight 18
Defenses AC 21 Fort 14 Ref 16 Will 14
Hit Points HP 42 Bloodied 21 Per Surge 10 Surges 7
Skills (Non-listed are 2) Acrobatics 1 Arcane (T) 12 Diplomacy (T) 8 Dungeoneering (T) 8 Endurance 4 History 7 Insight (T) 8 Religion (T) 12 Stealth 1 Thievery 1
Ability Scores (Modifier) Str 10 Con 14 (+2) Dex 8 (-1) Int 20 (+5) Wis 12 (+1) Cha 10
DMSamuel
United States
Ithaca
New York
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Garrin Human Cleric (Priest of Pelor; Warpriest, Sun Domain) Played by: Sam (DMSamuel/lorddillon) Level: 4
Alignment: Lawful Good Initiative: 1 Speed: 5
Ability Scores Strength 12 (+1) Constitution 14 (+2) Dexterity 08 (-1) Intelligence 10 (+0) Wisdom 21 (+5) Charisma 10 (+0)
Defenses Armor Class: 19 Fortitude: 16 Reflex: 14 Will: 19
Health Stats HP: 41 Bloodied Value: 20 Surge Value: 10 Surges p/day: 9
Trained Skills Diplomacy 7 (Cha) Heal 14 (Wis) History 7 (Int) Insight 12 (Wis) Religion 7 (Int)
Untrained Skills Acrobatics 0 (Dex) Arcana 2 (Int) Athletics 2 (Str) Bluff 2 (Cha) Dungeoneering 7 (Wis) Endurance 3 (Con) Intimidate 2 (Cha) Nature 7 (Wis) Perception 7 (Wis) Stealth 0 (Dex) Streetwise 2 (Cha) Thievery 0 (Dex)
The Harnish
Germany
Duisburg
NRW
designer
Cult of The Harnish Leader
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Califer, Human Thief (made with halfling as race though) Played by: MJ Class: Rogue (Thief) Level: 2
Alignment: Unaligned Initiative: +8 Speed: 6
Ability Scores Strength 10 Constitution 14 (+2) Dexterity 16 (+3) Intelligence 11 Wisdom 10 Charisma 18 (+4)
Defenses Base: 10 Armor: 16 Fortitude: 13 Reflex: 16 Will: 15
Hit points = 31 Healing surges = 8/day (+7/surge)
Action Points = 0
Trained skills Acrobatics (Dex) = +11 Athletics (Str) = +6 Bluff (Cha) = +10 Stealth (Dex) = +9 Streetwise (Cha) = +10 Thievery (Dex) = +11 Perception (Wis) = +6
Steven Robert
United States
Altadena
California
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Avan Grantson Male Human Sentinel (Druid) Level: 4
Alignment: Good Initiative: +6 Speed: 6
Ability Scores Strength 11 (+0) Constitution 17 (+3) Dexterity 10 (+0) Intelligence 10 (+0) Wisdom 19 (+4) Charisma 8 (-1)
Defenses Armor Class: 19 (12 base, +3 Con (primal guardian), +3 Hide, +1 Light Shield) Fortitude: 18 (12 base, +1 Human, +2 Druid, +3 Con) Reflex: 14 (12 base, +1 Human, +1 Shield)
Will: 17 (12 base, +1 Human, +4 Wis) NOTE: +2 against opportunity attacks while wielding heavy blade
Health Stats HP: 43 Bloodied Value: 21 Surge Value: 10 Surges p/day: 10
Trained Skills Athletics (Str) +6 (with -1 armor check) Dungeoneering (Wis) +11 Endurance (Con) +10 (with -1 armor check) Heal (Wis) +13 Nature (Wis) +13 Perception (Wis) +13
Untrained Skills Acrobatics (Dex) +1 Stealth (Dex) +1 Thievery (Dex) +1 Arcana (Int) +2 History (Int) +2 Religion (Int) +2 Insight (Wis) +6 Bluff (Cha) +1 Diplomacy (Cha) +1 Intimidate (Cha) +1 Streetwise (Cha) +1
Bandit, wolf companion HP 21; Initiative +6 AC 19, Fortitude 17, Reflex 17, Will 17 Perception +15, Low-light vision Speed 8
Unknown Ediology
United States

Tennessee
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Mordido Blackmoor Male Human Slayer (Fighter) Level: 4
Alignment: Unaligned Initiative: +4 Speed: 6
Ability Scores Strength 19 (+4) Constitution 14 (+2) Dexterity 15 (+2) Intelligence 11 (+0) Wisdom 10 (+0) Charisma 8 (-1)
Defenses Armor Class: 21 (12 base, +7 Scale, +2 Bonus) Fortitude: 19 (12 base, +1 Human, +2 Fighter, +4 Str) Reflex: 17 (12 base, +1 Human, +2 Dex, +2 Superoir Reflexes)
Will: 13 (12 base, +1 Human)
Health Stats HP: 47 Bloodied Value: 23 Surge Value: 14 (Due to "Swift Recovery") Surges p/day: 11
Trained Skills Athletics (Str) +10 (with -1 armor check) Endurance (Con) +8 (with -1 armor check) Intimidate (Cha) +7 Streetwise (Cha) +7
Untrained Skills Acrobatics (Dex) +3 Stealth (Dex) +3 Thievery (Dex) +3 Arcana (Int) +2 History (Int) +2 Religion (Int) +2 Dungeoneering (Wis) +2 Insight (Wis) +2 Bluff (Cha) +2 Diplomacy (Cha) +2 Nature (Wis) +2 Perception (Wis) +2 Heal (Wis) +2

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The Dark Council Play by Forum - Characters - Page 2 (see above for page 1)

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Character Profile
Wind Lane
United States
Albuquerque
New Mexico
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Caelan Barker
Proficiencies
Proficient with Cloth, Leather and Hide Armors.

Racial Traits: Half-Elf
Low Light Vision
Languages: Common, Elven, Dwarven
Skill Bonus (already calculated): +2 Diplomacy, +2 Insight
Dual-Heritage: You can take feats that require either elf or human.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Knack for Success: Encounter Power / Minor Action. Close Burst 5. Target: you or one ally. Choose one of the following:

  • Target makes a saving throw.
  • Target shifts up to 2 squares as a free action.
  • The target gains a +2 power bonus to his or her next attack roll before the end of their turn.
  • The target gains a +4 power bonus to his or her next skill check before the end of their turn.

Class and Domain Traits: Scout (Ranger)

Feats
Two Weapon Fighting +1 bonus to damage when wielding two weapons.
Two Weapon Defense +1 shield bonus to AC and Reflex when wielding two weapons.
Swift Recovery +3/4/5 (by tier) to healing surge value.

Powers:

Attack Finesse: When you make a melee basic attack, you can use your Dex modifier instead of your strength modifier for the attack and damage roll. Since Dex bonus is higher than Str bonus, the values below reflect the use of the Dex bonus.

At-Will:
Melee Basic Attack (primary hand): +11 vs AC, 1d8 + 6 (dex bonus) dmg with long sword (proficient)
Melee Basic Attack (off hand): +10 vs AC, 1d6 + 5 (dex bonus) dmg with short sword (proficient)
Ranged Basic Attack: +7 vs AC, 1d8 + 3 (dex bonus) dmg with short bow (proficient)

Aspects of the Wild (Stances - all Minor Actions)

Aspect of the Dancing Serpent

  • You can take a free action at the end of each of your turns to shift 1 square.
  • When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.

Aspect of the Lurking Spider

  • You gain a +2 power bonus to Stealth checks.
  • You gain a +2 power bonus to Athletics checks made to climb.
  • While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.

Aspect of the Soaring Hawk

  • You gain a +2 power bonus to speed.
  • You ignore the penalty to attack rolls imposed by partial cover and partial concealment and you take no worse than a -2 penalty to attack rolls against targets that have superior cover or total concealment.
  • You gain a +2 power bonus to Perception checks.

Wilderness Knacks

Beast Empathy

  • You gain a +2 bonus to Bluff, Diplomacy and Intimidate checks against beasts. You can communicate simple concepts and comments to such creatures - though they are under no compulsion to obey you. With a successful Insight Check (DC determined by the Dugneon Master) you can read a creature's body language and vocalizations enough to understand basic messages/meanings from it.

Wilderness Tracker

  • During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the # and nature of creatures that have moved through it in the past 24 hours. You ascertain when and where they entered the area as well as when and where they left.

Ambush Expertise

  • When you make a stealth check, allies with 10 squares gain a +2 to stealth checks until the end of your next turn.

Two-Weapon Style: Flashing Blade Mastery. You gain +1 bonus to weapon attacks while you wield a light blade in your off hand. Bonus is not calculated into the above and when calculated yields:

Melee Basic Attack (off hand): +10 vs AC, 1d6 + 5 re-roll 1's (dex bonus + brutal short sword +1) dmg with short sword (proficient)
- or -
Melee Basic Attack (primary hand): +11 vs AC, 1d8 + 6 (dex bonus) dmg with long sword (proficient)

Dual Weapon Attack: At will, Free Action. Must be wielding 2 melee weapons. Trigger: you hit with a melee basic attack on your turn. Target one creature. DEX vs. AC (+10 vs AC for the off-hand weapon or +9 vs AC for the primary weapon). Hit: 1[W] + 4 or 5 (dex bonus, +1 weapon) dmg.

Encounter:
Power Strike: Free Action. Trigger: you hit an enemy with a melee basic attack using a weapon. Target the enemy you hit. Effect: the target takes 1[W] extra damage from the triggering attack.
Improved Power Strike: You can use Power Strike twice per encounter.

Daily:
Oak Skin: Minor Action. Gain resist 3 (WIS modifier) to all damage until the end of the encounter.

Equipment:
Leather Armor
Lucky Long Sword +2 (Daily power - re-roll an attack roll)
Brutal Short Sword +1 (Re-roll 1's on damage)
Orb of Escaping (qty. 3) (Consume to shift 10 squares in a straight line)
Short Bow
Quiver - 20 Arrows
Adventurer's Kit

Experience: 3750 (Next Level: 5500)
Money: 5gp

BACKGROUND:
Caelan Barker was once well known in Saris. His father was a local leather maker and his mother helped sell the wares around town. She was always highly regarded for her looks; something she claimed came from her elven bloodline, though no one could get a straight answer about what generation that was supposed to have happened.

It was early in his teens that Caelan stopped being so well known in town and started being well known in the nearby forests. His father remarked excitedly to anyone who would listen how natural the boy took to learning the way you dealt with nature. His father had high hopes of his son becoming a trapper and turning their little business into a much bigger one by removing the prices fur trappers liked to charge.

Instead, Caelan just stopped coming back every night. And as time went by, the time when he did return became the shorter and more rare. Nowadays Caelan is thought of as an outsider. The stories of his elven heritage seem confirmed for while his parents and those who knew him grew old, Caelan remained the same. Superstition caught hold after his parents moved from the town to find steadier need for the skill they could provide.

Now in his early forties, Caelan only comes to town to barter. A once a month trip or less schedule he would have gladly kept to if not for the war. With the coming of war and the mass exodus of all able-bodied men, Caelan found himself escorted to one of the town leader's chambers on his most recent visit.

Already mistrustful of townsfolk after living apart from them for so long, Caelan refused to be herded to the front lines, unwilling to abandon his forest.

Seeing that they were at an impasse, the town leader convinced Caelan to join the town Kinest with stories of what could happen to the forest should the war effort fail. The capable who stay allowing for more to leave.

And that is where Caelan has found himself. Part of a guard he wants nothing to do with, living within the walls of a city that no matter how large feels like a cage, taking the lesser of two evils. The only reason Caelan hasn't simply performed poorly enough to be removed from the assignment is the pride he takes in anything he does - "If you're going to do something, do it well" were the last words his father spoke to him.

He, thankfully, does not complain to others about his situation.

Brian Leet
United States
Montpelier
Vermont
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Mitsho Donea

Human Bonuses (Defenses, Feats, Skills, Heroic Effort Encounter Power)
Class Bonuses (+2 Forced Movement from Enchantment powers) (On a hit with an arcane illusion power, the target takes a -2 penalty to the next attack roll it makes against you before the end of your next turn)

Feats
Staff Expertise (+1 to attack rolls, Ranged and Area Powers don't provoke, +1 reach)
Armor Proficiency: Leather
Linguist
Toughness

Languages
Common
Giant (includes giants, orcs, ogres)
Elven
Primordial (includes efreets, archons, elementals)

Powers
At-Will (He won't deign to Basic Attack if avoidable)
Prestidigitation (Standard, Cantrip)
Ghost Sound (Standard, Cantrip)
Mage Hand (Minor, Cantrip)
Magic Missile (Range 20, 7 damage)
Beguiling Strands (Close Blast 5, 5 damage and push 3, +8 vs. Will)
Hypnotism (Ranged 10, target uses melee basic attack at +4 at creature of my choice or slide target 3 squares, +8 vs. Will)

Encounter * = Normal memorization
Heroic Effort (Miss attack or fail save) Add 4 to roll
Burning Hands (Close Blast 5, 2d6+5 [half on miss], +8 vs. Ref) *
Charm of Misplaced Wrath (Ranged 10, Hit slides and dazes target, effect causes target to basic attack creature of my choice, +8 vs. Will)
Shield (Immediate Interrupt, +4 on AC and Reflex defense until end of next turn) *
Maze of Mirrors (arcane, illusion, implement): Standard action; burst 1 within 10 squares; each creature; +8 vs. Will; hit target is immobilized and takes -4 penalty to attack rolls until the end of your next turn; miss slowed until the end of your next turn
Shock Sphere (arcane, evocation, implement, lightning): Standard action; burst 2 within 10 squares; each creature; +8 vs. Ref; hit 2d6+5 lightning damage; miss half damage *

Daily
Sleep (Standard, Area burst 2 within 20, Hit: Slowed and on missed save target is unconscious, Miss: Slowed, +8 vs. Will)
Phantom Chasm (Area burst 1 within 10, Hit: 2d6+5 and target prone and immobilized, Miss: half damage and target prone. Effect makes area until end of encounter that causes enemies to fall prone. +8 vs. Will) *

Equipment
Quarterstaff
Adventurer's Kit
Veteran's Leather Armor +2 - Allows recharge of a Daily Power once per day as a minor action
Scroll of Fireball
Stone of Collar Control (Mordido carrying collar)
Several Prize Chunks of Carvestone"
5 GP

Encumbrance
52 lbs. (of 100/200/500)

Mannerisms and Appearance
17 years old, 5'9" and 205 lbs.
Mitsho is wearing a gray leather jerkin, pink skinned, and chubby; he would be easily overlooked in a crowd. Easily overlooked until you see his eyes. They shift colors from gray, to blue, to green as the light hits them. Neither eye ever seems to match the other. A slightly arrogant smile curls the corner of his lips as you realize he is working magics to catch your attention. Bored with this display he turns away, absentmindedly touching a small token of Avandra he wears about his neck.
Pronounced "MEE-show doh-NEE-ah"

DMSamuel
United States
Ithaca
New York
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Garrin

Racial Traits: Human
Extra feat at 1st level
Bonus skill training
Human Defense Bonus: +1 to Fort, Ref, Will
Gain Heroic Effort Encounter Power

Class and Domain Traits: Cleric
Channel Divinity: gain Soothing Light encounter power
Healing Word Encounter Power
Sun Domain Feature: +2 to death saves for self and allies within 5 squares; +2 HP to self or ally in Healing Word's burst radius

Feats
Combat Medic: Stabilize dying as minor action; +2 to heal checks
Disciple of Law: +5 to aid another checks, if succeed target gains +3 instead of +2 bonus
Weapon Expertise: Mace; gain a +1 feat bonus to attack rolls when using mace
Frantic Recovery: Use second wind as a minor after attack when spend an action point

Powers:

At-Will:
Melee Basic Attack: +6 vs AC, 1d8 dmg with mace (both +1 with holy symbol)
Ranged Basic Attack: +3 vs AC, 1d6-1 dmg with hand crossbow
Blessing of Battle: +10 vs AC, 1d8+5 dmg with mace (both +1 with holy symbol)
Brand of the Sun: +10 vs AC, 1d8+5 dmg with mace (radiant) (both +1 with holy symbol)
Sun's Glow: Shines light upon a region; lasts 1 hour

Encounter:
Smite Undead: +10 vs Will, 2d8+5 dmg with mace (radiant) (both +1 with holy symbol)
Soothing Light: Give target +2 power bonus to saving throw
Sun Burst: +10 vs AC, 1d8+5 dmg with mace (radiant) (both +1 with holy symbol)
Healing Word: Target spends healing surge and gains extra 1d6 HP (additional +2 for Sun Domain)
Heroic Effort: Trigger on miss or unsuccessful saving throw; gain +4 racial bonus to roll
Resurgent Sun: +10 vs AC, 2d8+5 dmg with mace (radiant) (both +1 with holy symbol), Garrin or ally within 5 squares can spend a healing surge

Daily:
Nimbus of Holy Shielding: +10 vs Will, 1d8+5 dmg with mace (radiant) (both +1 with holy symbol)
Resurgent Strength: Garrin or ally in Burst 3 may spend healing surge and get +4 to dmg until end of Garrin's next turn

Personality Traits:
Garrin is strong in his opinions and his faith. He believes that Pelor is the light that brings goodness to the world and he strives to promote that goodness by smiting all that is evil in thought or deed.

Magic Item
Holy Symbol: +1 Enhancement, +1 damage, +1d6 damage on crit

Mannerisms and Appearance:
Basics: Human, male, 6'2" tall, 17 years of age
Garrin is a young, lanky human male who struggles to maintain a stoic and wise visage. His bright eyes and expressive brows often give away his strong feelings. He shaves his head bald so that the light of Pelor can shine directly upon him.

Background:
Garrin is a young, untested priest. He was sent out from the church on a mission to "bring good unto the world and seek your true path." Truth be told, Garrin was something of a troublemaker at the seminary, where he questioned everything and had a hard time obeying the pronouncements of the church leaders if he disagreed with their rulings. His mentor, Lerigun, saw the devoutness in Garrin's heart and sent him away from the seminary to prove himself, hoping that he would not further his reputation as an upstart troublemaker in the church.

Languages
Common
Primordial

Equipment:
Chainmail Armor
Mace
Light Shield
Holy Symbol
Hand Crossbow
Crossbow bolts
Adventurer's Kit

Encumbrance:
Total Weight: 90 lbs.
Carrying Capacity: Normal/110 Heavy/220 Max/550

The Harnish
Germany
Duisburg
NRW
designer
Cult of The Harnish Leader
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Califer, Human Thief (made with halfling as race though)

Racial Features

+ 5 to saving throws vs. fear

Second Chance
Nimble Reaction - +2 AC against OAs
Acrobatics & Thievery bonus

Feats
Improved Initiative - +4 to init
Bow Expertise (+1 to hit, +1 dmg when no creature is adjacent to target)

Class Features
Backstab
First Strike - At encounter start, get CA against foes that haven't acted.
Rogue's Trick - 2 at-will powers
Sneak Attack - +2d6 damage vs. target that grants CA
Weapon Finesse - +2 dmg
Thief Weapon Talent - +1 to attack

Powers:
At-Will:
Feinting Trick: Move, gain power bonus equal to Cha mod (+4) vs. target I do not have CA against.
Ambush Trick: Move, gain CA against any enemies that are within 5 squares of me & that have none of their allies adjacent to them.

Attack bonus calc: Level: +1; Dex: +3; Weapon: +3; Weapon Talent +1
Damage bonus calc: Dex +3; Weapon Finesse: +2
Melee Basic Attack: +8 vs AC, 1d4+5 dmg with dagger
Ranged Basic Attack: +9 vs AC, +10 with Bow Expertise in effect. 1d8+5 dmg with shortbow, +6 with Bow Expertise in effect

Encounter:
Backstab: +3 to hit & enemy takes an extra 1d6 dmg if attack hits.

Equipment
Leather armor
Daggers (4)
Shortbow
Arrows (20)
Adventurer stuff

Alignment: Unaligned

Personality Traits:
Born liar, orphan (You never know where your next meal is coming from), You can never have too many knives

Appearance
Califer is a cherubic faced, 13-year-old boy with dark brown hair, gray eyes, and a disarming smile.

Background:
Califer was orphaned by an outbreak of plague and taken in by a fagin. I'll work on the rest once I see everyone else and see how I can relate to them.

Steven Robert
United States
Altadena
California
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Avan Grantson
Male Human Sentinel (Druid)

Proficiencies
Proficient with Cloth, Leather and Hide Armors.

Racial Traits: Human
Languages: Common, Elven

Heroic Effort: Encounter Power / No Action. Personal.
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or saving throw.

Class Traits: Sentinel (Druid)

Feats
Heavy Blade Expertise: +1 to attack with heavy blades; +2 bonus to defense against opportunity attacks while wielding heavy blade
Wasteland Wanderer: +2 feat bonus to Nature, Perception, initiative checks
Battlewise: use Wis instead of Dex for initiative
Skill Training (Dungeoneering)

Powers:

At-Will:
Melee Basic Attack: +8 vs AC, 1d8+2 dmg with scimitar (proficient, Acolyte of Spring bonus, Heavy Blade Expertise, +2 level, +2 blade)
Ranged Basic Attack: +6 vs AC, 1d4 dmg with dagger (proficient, Acolyte of Spring bonus, +2 level)
Dynamic Assault: +12 vs AC, 1d8+6 dmg (Wis) with scimitar (proficient, Acolyte of Spring bonus, Heavy Blade Expertise, +2 level, +2 blade); Effect: One ally within 5 squares of target can take a free action to move up to 3 squares (Con modifier), gaining a +5 power bonus to Athletics during the move

Encounter:
Heroic Effort: see above
Combined Attack (twice/encounter): +12 vs AC, 1d8+6 dmg (Wis) with scimitar (proficient, Acolyte of Spring bonus, Heavy Blade Expertise, +2 level, +2 blade); Effect: animal companion can take a free action to move its speed and use animal attack
Healing Word (twice/encounter): minor action, close burst 5; target: one ally in burst; Effect: Target can spend a healing surge and regain 1d6 extra hit points

Daily:
Vexing Overgrowth: standard action; close burst 1; Target each enemy in burst; Attack: +12 vs AC, 2d8+6 dmg (Wis) with scimitar (proficient, Acolyte of Spring bonus, Heavy Blade Expertise, +2 level, +2 blade); Miss: half damage; Effect: until the end of the encounter, enemies grant combat advantage while adjacent to you
Seed of Healing: Minor, spend a healing surge to create golden acorn. Before end of next extended rest, can be eaten as minor action to regain 20 hp.
Luckblade: Free Action. Trigger: you make an attack roll with this weapon and don't like the result. Effect: Reroll the triggering attack roll and use the second result even if it is lower.

Wilderness Knacks
Herb Lore: You and each ally can add 2 to his or her healing surge value when spending healing surges during a short rest, provided the area offers easy access to plants.
Watchful Rest: When you take an extended rest, you and any allies also taking a rest do not suffer the -5 penalty to Perception for sleeping.

Druid of Spring: wolf animal companion, proficiency with scimitar, +1 to attack with scimitars, spears, daggers, and sickles, +2 bonus to heal checks

Primal Guardian: use Con instead of Dex/Int for AC

Equipment:
Hide Armor
Light Shield
Luckblade Scimitar (+2, daily power, +2d8 dmg on crit)
Dagger (2)
Adventurer's Kit
Totem
Carvestone block

Experience: 1047 (Next Level: 2250)
Money: 33 gp

Bandit, wolf companion
Faithful Pack Hound: aura 1, enemies grant combat advantage while in aura
Animal attack (melee at-will): +9 vs AC, damage 1d8+7 (Wis, Con bonuses)
Str 14, Dex 20, Con 17, Int 2, Wis 14, Cha 6

BACKGROUND:
Avan was born to one of the poorest families in Saris, his father a lowly porter for the trade companies who resented the fact that the boy's birth caused his beloved wife's death. As a child Avan lived off the generosity of others in the small town, his father all but ignoring him once he could walk.

The small boy's difficult life made him tough and hardy - even if it kept him from growing much beyond five feet - but his pride prevented him from seeking too much aid, and he spent more and more of his time walking the wilds nearby. Avan came to love the valley and nature, and he quickly became an omnipresent sight to travelers. His unspoken gratitude manifested itself as he silently fought to protect the town from bandits and delivered medicines to the sick.

Many believe that his only friends are the mangy wolf whom he rescued from a group of cruel bandits and the small wooden owl he wears around his neck (and occasionally whispers to), but in fact he regards many in Saris as his friends - even if they do not know his name.

PERSONALITY:
Set in Stone-Faced, Runt of the Pack, Action without Words, Watcher in the Woods

APPEARANCE:
5 ft. 2 in., rail thin, permanently tousled hair, deep brown eyes


Unknown Ediology
United States

Tennessee
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Mordido Blackmoor
Male Human Slayer (Fighter)

Racial Traits: Human
Languages: Common, Goblin

Heroic Effort: Encounter Power / No Action. Personal.
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or saving throw.

Class Traits: Slayer (Fighter)
Heroic Slayer: You gain a bonus to the damage rolls of weapon attacks. The bonus equals your Dexterity modifier (+2)
Weapon Talent: You gain a +1 bonus to the attack rolls of weapon attacks.
Quick Swap: You can draw or stow a weapon as a free action.

Feats
Axe Expertise: +1 to attack with axes; you may reroll a damage roll of 1, but must keep the second roll.
Weapon Focus - Axes: +1 damage with axes.
Swift Recovery: You gain an extra +3 hit points of healing per surge.
Superior Reflexes: +2 to Reflexes, and all enemies grant Combat Advantage during 1st round of combat.

Powers:

At-Will:
Melee Basic Attack: +11 vs AC, 1d12+8 (+d12 on crit) dmg with great axe (proficient, Weapon Talent bonus, Axe Expertise, +2 level, +4 Str,, +1 Vicious / Weapon Focus, Heroic Slayer, +4 Str, +1 Vicious)
Berserker Charge: Martial Stance / Minor Action / Personal. +2 to speed when charging, and +2 to attack rolls of charge attacks.
Unfettered Fury: Martial Stance / Minor Action / Personal. -2 penalty to attack rolls, +4 damage to basic attacks with weapons.

Encounter:
Heroic Effort: see above
Power Strike: Encounter Power / Free Action. Personal. Deal an extra 1[W] damage to an enemy you hit with a melee basic attack using a weapon.
Improved Power Strike: You gain one more use of [i]power strike[/i] per encounter, but you can still use it only once per turn.
Minor Resurgence: Minor Action. When bloodied you gain 5 temporary hit points.

Daily
Delver's Armor: +2 power bonus to a saving throw you just rolled.

Equipment:
Delver's Scale Armor +2 (Daily: +2 to Saving Throw just rolled)
Great Axe (+1 Vicious)
Dagger (3)
Adventurer's Kit
Flask
Torches (2)
Few choice pieces of carvestone
Obedience Collar (from troll)

Experience: ??? (Next Level: 3,750)
Money: 6 gp, 7 sp, 7 cp

BACKGROUND:
War. War is a waste of time and effort. War is bitter and foul. But revenge. Revenge is sweet. Revenge is everything.

Mordido thought he had the perfect life. Born into a martial family; his parents, as well as his aunts and uncles, all served in the militia to some extent. His father lead patrols, his uncle taught sword play, and his mother taught about healing herbs found on most battlefields. During his younger years, he idolized the elder role models of his family, and walked in their footsteps; training hard in the use of the axe. Then, the Mynn Wars began.

As patriots, the Blackmoor family in its entirety pledge themselves to the war effort. His father and uncles went to the front lines to help turn back the tide of southerners. His mother and aunts spent their time tending to the wounded or serving meals. Mordido, almost of age to join the efforts, went along in the hopes he would be able to aide his country against the threat. He was told it would be a short effort; that the southerners would be turned back within a few weeks, maybe a few months, and they would all return home. However, a month turned into a year, and a year into two, and the war saw no end.

Despite the bleak atmosphere of the war, Mordido found a few rays of hope to brighten his soul. First, his family was all with him; completely healthy and always returning from their battles with honor. Second, he met Lyselia, a young lady from a town close to the frontlines. When not fighting in the war, Mordido spent most of his days courting the lass. Daily he supplicated the Gods to let the war end and to keep his family and Lyselia safe.

But the Gods never listened. The first to fall were his father and uncle, ambushed by a patrol of southerners. Next, his aunt suffering with anguish from the loss of her husband, succumbed to sickness. He could understand this; however. All three were on the front-lines. All three knew what they had signed up for. Besides, he still had his mother and Lyselia. A few days later, word reached his camp that the southerners had broken through the line and were raising the nearby town; where Lyselia and his mother were residing. Grabbing his gear, he hastened to the town - only to find the bloody corpses of the most important women in his life. Mordido never remembered what happened next; he only remembers the anger, the hatred, consuming him. When he regained his senses, he was covered in blood and gore - his own and that of the few southerners left in the village. Everything was gone. Everything. Due to war. Due to the southerners. And no one cared. Not the Gods he had prayed to. Not the captains who gave him orders. Not the rest of the races holed up in their nooks and crannies. Caring only brought pain, so Mordido wouldn't care anymore. It was at that moment Mordido found a new resolve in his life: revenge. Revenge upon the southerners. Revenge upon those who pulled gave them orders. And if death came in the process of exacting that revenge - all the sweeter.

PERSONALITY:
Sour puss, The only reliable companion is an axe, Revenge, Everyone dies sooner or later

APPEARANCE:
Mordido has the build of a typical soldier: 6 foot, built like a rock, hair kept short. The most distinguishing factors about him are a long scar running along his jawline, and his eyes. His eyes seem dark and perpetually sad.

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