ITEMS Accurate staff, Dagger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
NOTE: heroic effort instead of third atwill (gives a +4 to an attack or saving throw if I had failed it).
Accurate Staffs.. ideally 2- Resounding Staff, Wind Staff, Staff of Expansion, ****Staff of Ruin **** Cloth Armor- Repulsion, Parchment, Shadowdance Neck: Amulet of Elgy Feet- boots of stealth, sandles of precise stepping Dragonshard: Siberys shard of the mage
Erick Luusi was born in what used to be Cyre, and for most of his life all he knew was war. While he was too young to fight he had grown accustomed to watching soldiers march in and out of his home town and often saw first hand the casualties of war. Despite the constant battles Erick and his family eked out a meager existence by creating pottery and other valuables and by keeping their heads low.
Then came the day that Cyre ceased to exist. It was a day as any other with Erick and his family working, when all of a sudden they started to hear loud screams. They looked outside their window only to a see a grey mist come and sap them of their energy and leave them passed out on the ground.
Several months later Erick was found by Deneith Marshalls passed out on the ground a mile or so outside of the Mournland border. Out of a mixture of curiosity and pity they took him in and managed to nurse him back to health. Within a year Erick was almost back to full health when he discovered that while he may have left the mist touched lands, they didn't leave him. Erick found himself with a whole set of abilities and the ability to use the mist as a weapon. Under the house of Deneith Erick spent two years honing his powers and learning to control it, all the while working for them in order to repay his debt.
To this day Erick won't say how he managed to escape the mournlands or how he got his powers. All that is known is that he blames the war for the loss of his home and will do whatever it takes to make sure such a war never happens again. Erick has dedicated himself to capturing criminals has he views it as a small way in which he can help the world and prevent future disasters.
Height: 6'1" Weight: 150 lbs Race: Human Homeland: Cyre Sex: Male Hair Color: Jet Black Eye Color: Gray
Last edited by shamballa on Thu Dec 09, 2010 10:20 pm, edited 14 times in total.
House Kundarak is a dragonmarked house bathing in riches, and Fazal enjoyed to swim. Manifesting a mark at a young age and the son of influential parents, he was on the fast track. The only problem is the young dwarf had an ego and a mouth. And neither helped him make friends in the House. He attracted the ire of one scion by the name of Ulrik d'Kundarak, who organized the banking contracts for most of the leading businesses in Korth. Fazal just happened to want a slice of that pie, and started finagling his way into Ulrik's business, which didn't go over too well. Paper trails are holy writ in House Kundarak, and unfortunately for Fazal, his rival knew well how to manipulate records. Fazal wasn't outright accused of extortion, but the funds shown missing in his profit reports for 997 got him in enough hot water to land him on Dreadhold duty. His career was effectively over.
After a few months, his talents with his mark and runes were enough to get him out of guard duty on the island, and he was assigned to a liaison position with House Deneith in transporting prisoners to the island. Still a nowhere job, but at least he could get off the dreary island. What he didn't know, was that the prisoners weren't necessarily caught yet...
Description Fazal is a dwarf of medium stature, and as a young man is still of fairly lean girth. He always wears fine clothes, but they look a little worn and old, testimony to the unfortunate turn of events in his life. He wears his red beard trimmed short in a goatee, like many nobles in Khorvaire, and he keeps his head shaved. The reason for that is plain: his dragonmark rests squarely above his forehead. He rarely ever wears a hat or helm, as it hides his mark, which he is very proud of. So proud in fact, that he had his head tattooed to frame the mark a few years ago.
Despite his fine, if worn, appearance, Fazal usually has an expression somewhere between a frown and a scowl, and things don't get better when he opens his mouth. He's not one to win friends, though if gold is in the equation he will certainly try his best to charm. Unfortunately, it comes across as a bit disingenuous, to say the least.
Vicendithas Winterclaw, level 1 Half-Orc, Ranger Build: Two-Blade Ranger Fighting Style: Two-Blade Fighting Style Ranger: Prime Shot Birth - Among Another Race: Among Another Race (Dragonborn) Background: Born Under a Bad Sign, Half-Orc - Stormtouched, Occupation - Bounty Hunter, Q'barra, Birth - Among Another Race, Half-Orc - First Generation (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES Str 18, Con 11, Dex 18, Int 10, Wis 13, Cha 8.
STARTING ABILITY SCORES Str 16, Con 11, Dex 16, Int 10, Wis 13, Cha 8.
POWERS Ranger at-will 1: Twin Strike Ranger at-will 1: Marauder's Rush Ranger encounter 1: Off-Hand Strike Ranger daily 1: Jaws of the Wolf
ITEMS Hide Armor, Spiked chain, Standard Identification Papers, Adventurer's Kit, Dagger (5), 18 GP
Vicendithas was born among the Flamebrow Clan, his parents being shardhunters employed by House Tharashk. The entire expedition was slain twenty five years ago, and House Tharashk assumed all where slain. And they where, save Vicendithas' mother, who was rescued by a group of dragonborn, which saw no honor in the killing of a pregnant women. His mother, however, died in childbirth, leaving him an orphan to be raised by the Flamebrows. His mother was a human retainer of House d'Denith, his father a half orc with the Mark of Finding.
Despite not being a Dragonborn, he still managed to hold his own thanks to his orcish blood, and found acceptance in their ranks. Despite not being raised among the more 'civilized' races of Q'barra, he often was sent with Clan Flamebrow negotiating parties, as they felt the new settlers might be more comfortable talking to one of their own. As tensions rose between the races over thieves and pirates attempting to loot the holy sites of the Dragonborn, he was asked to help take any prisoners caught to the authorities, a gesture of civility as the Dragonborn would have preferred an immediate execution. As such, he found himself amongst d'Denith soldiers, and began to feel a curiosity about the wider world, and who his parents where.
Frost Spiked Chain +1 Predators Hide +1 Iron Armbands of Power Amulet of Life +1 Map of Unseen Lands Ruby Scabbard Siberys Shard of Merciless Cold
Last edited by Sepp on Sat Nov 13, 2010 8:15 am, edited 5 times in total.
====== Created Using Wizards of the Coast D&D Character Builder ====== Baldwyne Foster, level 1 Human, Fighter Build: Brawling Fighter Fighter: Combat Superiority Fighter Talents: Brawler Style Human Power Selection: Bonus At-Will Power Birth - Among Another Race: Among Another Race (Dragonborn) Background: Athlete, Q'barra, Marshal's Deputy, Early Life - Isolated, Occupation - Bounty Hunter, Birth - Among Another Race (Acrobatics class skill)
FINAL ABILITY SCORES Str 18, Con 13, Dex 16, Int 11, Wis 10, Cha 8.
STARTING ABILITY SCORES Str 16, Con 13, Dex 16, Int 11, Wis 10, Cha 8.
ITEMS Spiked gauntlet, Scale Armor, Standard Identification Papers, Travel Papers, Waterskin, Backpack (empty), Torch (5), Trail Rations (10) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Baldwyne was discovered traveling alone near Ka'rhashan at the age of five. How he got there and how he survived until found are still a mystery. While subconsciously shunned by many Dragonborn as being an outsider, he was raised by and accepted within the Flamebrow clan, or at least a portion of the clan. He was sent to Newthrone as he entered his adolescence so he could learn more about 'his own kind'. He ended up as a bouncer for an upscale Tavern / Inn / Brothel. When the establishment was take over by someone less than reputable, Baldwyne sought other work. While providing aid to a local Bounty Hunter, his skill was noticed by a Sentinel Marshal.
Moradin's Blessing of Iron (Level 3) - re-fluffed as being from the Sovereign of Strength and Steel (Dol Dorn) Wrestler's Gloves (heroic) - Level 2 Crystal Armor +1 - Level 4 Cloak of Distortion +1 - Level 4 Sash of Ensnarement - Level 8
Name: Baldwyne Foster Race: Human Gender: Male Origin: Q'Bara Height: 6' Weight: 170 lbs Hair: Sandy Brown Eyes: Blue
Last edited by tygaran on Sun Dec 05, 2010 11:17 am, edited 7 times in total.
====== Created Using Wizards of the Coast D&D Character Builder ====== Taranis Kemp, level 1 Genasi, Wizard Arcane Implement Mastery: Staff of Defense Elemental Manifestation: Stormsoul Background: Born Under a Bad Sign, Aundair (City), Genasi - Academic Exhibit, Pivotal Event - Escape, Recent Life - Mercenary Work (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES Str 16, Con 12, Dex 13, Int 18, Wis 13, Cha 8.
STARTING ABILITY SCORES Str 14, Con 12, Dex 13, Int 16, Wis 13, Cha 8.
ITEMS Spellbook, Staff Implement, Alchemical Reagents (Arcana) (20), Backpack (empty), Bedroll, Belt Pouch (empty), Flint and Steel, Hempen Rope (50 ft.), Lantern, Oil (1 pint) (4), Standard Identification Papers, Trail Rations (10), Travel Papers, Cloth Armor (Basic Clothing) RITUALS Comrades' Succor, Tenser's Floating Disk, Comprehend Language ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Taranis is human in appearance except for a few minor elemental manifestations that he has mostly learned to control and tries to hide. The grey in his eyes swirls like a storm with an electric glow when he gets angry, but otherwise look normal enough as long as he remains in control. He's always building up static, with everything that would entail (small static shock when touching people, small objects sticking to him, etc).
He was born as the result of an experiment conducted in Arcanix and was kept imprisoned in one of the towers for the first twenty years of his life. The wizards there, eager to test his potential, taught him magic from an early age. He eventually learned enough to overpower one of his captors and managed to escape and has been working as a mercenary ever since.
I see people are posting wish lists, so I guess I'll add one here too. Back when I played D&D tabletop the DM just gave us loot and we were happy with it, but I guess nowadays we give the GMs ideas, eh?
Accurate Staff of Ruin +1 Orb of Nimble Thoughts +1 Stoneskin Armor +1 (robe) Siberys Shard of the Mage Cloak of Distortion +1
Last edited by Paul on Fri Dec 10, 2010 12:50 pm, edited 3 times in total.
====== Created Using Wizards of the Coast D&D Character Builder ====== Tarys, level 1 Human, Artificer|Swordmage Hybrid Artificer: Hybrid Artificer Fortitude Swordmage Aegis (Hybrid): Aegis of Shielding Hybrid Talent: Swordmage Warding Background: Korunda Vault-Keeper, Blademaster, Parentage - Orphan, Early Life - Test Subject (+2 to Dungeoneering)
FINAL ABILITY SCORES Str 11, Con 16, Dex 10, Int 18, Wis 13, Cha 8.
STARTING ABILITY SCORES Str 11, Con 16, Dex 10, Int 16, Wis 13, Cha 8.
Height: 6'3" Weight: 180 lbs Race: Human Homeland: Mror Holds Sex: Male Hair Color: Black Eye Color: Brown Tattoos: Korunda Insignia (chest), Dwarven runes (right side of face) Special: When using arcane power, his tattoos and eyes glow blue
Weapon: Aegis Longsword +1 (lvl 3), Githyanki Silver Longsword +2 (lvl 9) Armor: Leather- Parchment, Flowform, Aegis Expansion Head: Headband of Intellect (lvl 10) Feet: Acrobats Boots (lvl 2), Boots of the Fencing Master (lvl Neck: Cloak of Distortion (lvl 4), Periapt of Cascading Health (lvl 10) Hands: Gauntlets of Blood (lvl 4) Arms: Rhythm Blade Wrist Razors +1 (lvl 3, are from Dark Sun) Waist: Diamond Cincture (lvl 10)
Tarys's background: Orphaned early on, he was taken in by a wing of House Kundarak. Showing aptitude of arcane matters at an early age, the dwarves paid for his training in both arcane and martial disciplines. He later paid that debt back by being a guard for their largest vault, Korunda, and honed a different side of his arcane nature, as he also maintained the various contraptions around the vault and its accesses. Once his debt was paid off, he left the confines of the vault and became a travelling agent for Kundarak, feeling good to be in the open air after 10 years of underground service.
Updated post for wishlist. And I could train in thievery in place of insight. It would prob fit into the theme of a Marshall anyway. Don't need to know if they are lying... just gotta be able to catch em. And if it means breaking in and sneaking in during the dead of night...
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