Adventurers

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Wargoose
Cave Troll
Posts: 80
Joined: Tue May 18, 2010 8:04 pm
Location: Alexandria, Virginia

Adventurers

Post by Wargoose »

You can post your character here. Just update the message instead of making a new post with changes.

Current PCs

Baldwyne Foster
Taranis Kemp
Tarys
Syl
Fie Lachance

Past PCs

Erick Luuci
Fazal d'Kundarak
Vicendithas Winterclaw

shamballa
Giant
Posts: 128
Joined: Sat Jun 05, 2010 10:57 pm

Re: Adventurers

Post by shamballa »

Erick Luusi
====== Created Using Wizards of the Coast D&D Character Builder ======
Erick Luusi, level 1
Human, Sorcerer
Build: Chaos Sorcerer
Spell Source: Wild Magic
Background: Mist-Touched, Mournland (Cyre), Con Artist, Inquisitive, Marshal's Deputy, Refugee (Eberron Player's Guide) (Con Artist Benefit)

FINAL ABILITY SCORES
Str 8, Con 13, Dex 16, Int 10, Wis 11, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 16, Int 10, Wis 11, Cha 16.


AC: 13 Fort: 12 Reflex: 14 Will: 17
HP: 25 Surges: 7 Surge Value: 6

TRAINED SKILLS
Insight +5, Arcana +5, Thievery +9, Intimidate +9, Bluff +10, Stealth +8

UNTRAINED SKILLS
Acrobatics +3, Diplomacy +4, Dungeoneering, Endurance +1, Heal, History, Nature, Perception, Religion, Streetwise +4, Athletics -1

FEATS
Human: Superior Implement Training (Accurate staff)
Level 1: Skill Training (Stealth)

POWERS
Sorcerer at-will 1: Chaos Bolt
Sorcerer at-will 1: Blazing Starfall
Sorcerer encounter 1: Bedeviling Burst
Sorcerer daily 1: Dazzling Ray

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).
Wishlist
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
background
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.
physical description
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.

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imperialjunkie
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Posts: 153
Joined: Mon Sep 15, 2008 6:53 pm
Location: Baltimore, Maryland, USA

Re: Adventurers

Post by imperialjunkie »

Fazal d'Kundarak
Dwarf Runepriest

Image
Character Summary
Fazal d'Kundarak, level 1
Dwarf, Runepriest
Runic Artistry: Wrathful Hammer
Background: Mror Holds, Fugitive from a Vengeful Rival, Iron Gatekeeper, Warsmith (Warsmith Benefit)

FINAL ABILITY SCORES
Str 18, Con 16, Dex 13, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 10, Wis 14, Cha 8.


AC: 17 Fort: 14 Reflex: 11 Will: 14
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Arcana +5, Insight +7, Heal +7, Athletics +9,

UNTRAINED SKILLS
Acrobatics +1, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +7, History, Intimidate -1, Nature +2, Perception +2, Religion, Stealth +1, Streetwise -1, Thievery +1

FEATS
Level 1: Dwarven Weapon Training

POWERS
Runepriest at-will 1: Word of Binding
Runepriest at-will 1: Word of Diminishment
Runepriest encounter 1: Executioner's Call
Runepriest daily 1: Rune of the Undeniable Dawn

ITEMS
Scale Armor, Throwing hammer, Adventurer's Kit, Standard Identification Papers, Mordenkrad
Background
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.
Wishlist
Last edited by imperialjunkie on Fri Nov 12, 2010 3:59 pm, edited 16 times in total.

shamballa
Giant
Posts: 128
Joined: Sat Jun 05, 2010 10:57 pm

Re: Adventurers

Post by shamballa »

That is a boss character picture.

Sepp
Dragon
Posts: 251
Joined: Fri Jul 25, 2008 7:41 pm

Re: Adventurers

Post by Sepp »

Portrait
Image
Vicendithas Winterclaw
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.


AC: 17 Fort: 15 Reflex: 15 Will: 11
HP: 35 Surges: 6 Surge Value: 8

TRAINED SKILLS
Nature +6, Acrobatics +8, Endurance +6, Perception +6, Athletics +8

UNTRAINED SKILLS
Arcana, Bluff -1, Diplomacy -1, Dungeoneering +1, Heal +1, History, Insight +1, Intimidate +1, Religion, Stealth +3, Streetwise -1, Thievery +3

FEATS
Level 1: Spiked Chain Training

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
Background still in progess
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.
Wishlist
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.

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imperialjunkie
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Location: Baltimore, Maryland, USA

Re: Adventurers

Post by imperialjunkie »

You used the first name of your other ranger in the summary Sepp.

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tygaran
Dragon
Posts: 358
Joined: Sat Feb 21, 2009 10:56 pm
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Re: Adventurers

Post by tygaran »

Baldwyne Foster, Human Brawler
====== 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.


AC: 19 Fort: 19 Reflex: 15 Will: 11
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Streetwise +4, Heal +5, Athletics +9, Acrobatics +8

UNTRAINED SKILLS
Arcana, Bluff -1, Diplomacy -1, Dungeoneering, History, Insight, Intimidate -1, Nature, Perception, Religion, Stealth +3, Streetwise -1, Thievery +3

FEATS
Human: Inescapable Hold
Level 1: Brawler Guard

POWERS
Bonus At-Will Power: Vicious Offensive
Fighter at-will 1: Knockdown Assault
Fighter at-will 1: Grappling Strike
Fighter encounter 1: Bash and Pinion
Fighter daily 1: Master's Edge

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 ======
Background
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.
Wish List
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
Eberron ID
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.

Paul
Kobold
Posts: 10
Joined: Wed Oct 20, 2010 11:15 pm

Re: Adventurers

Post by Paul »

I suppose I'll repost my guy here.
Taranis Kemp
====== 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.


AC: 15 Fort: 14 Reflex: 14 Will: 13
HP: 28 Surges: 7 Surge Value: 7

TRAINED SKILLS
Arcana +9, Insight +6, Religion +9, History +9

UNTRAINED SKILLS
Acrobatics +1, Bluff -1, Diplomacy -1, Dungeoneering +1, Endurance +3, Heal +1, Intimidate -1, Nature +3, Perception +1, Stealth +1, Streetwise -1, Thievery +1, Athletics +3

FEATS
Wizard: Ritual Caster
Level 1: Elemental Empowerment

POWERS
Wizard at-will 1: Thunderwave
Wizard at-will 1: Freezing Burst
Wizard encounter 1: Orbmaster's Incendiary Detonation
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Arcane Whirlwind

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? :P
Wishlist
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.

martyr2
Cave Troll
Posts: 26
Joined: Wed Jun 23, 2010 10:16 pm

Re: Adventurers

Post by martyr2 »

Tarys
====== 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.


AC: 19 Fort: 15 Reflex: 15 Will: 13
HP: 29 Surges: 10 Surge Value: 7

TRAINED SKILLS
Athletics +5, Perception +6, Dungeoneering +8, Arcana +9

UNTRAINED SKILLS
Acrobatics, Bluff -1, Diplomacy -1, Endurance +3, Heal +1, History +4, Insight +1, Intimidate -1, Nature +1, Religion +4, Stealth, Streetwise -1, Thievery

FEATS
Human: Intelligent Blademaster
Level 1: Hybrid Talent

POWERS
Bonus At-Will Power: Booming Blade
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Static Shock
Hybrid encounter 1: Sword of Sigils
Hybrid daily 1: Punishing Eye

ITEMS
Leather Armor, Longsword, Adventurer's Kit, Javelin (3), Travel Papers, Standard Identification Papers
Description
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
Wishlist
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 8)
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.

Also, yay for being trained in Dungeoneering!
Last edited by martyr2 on Sun Dec 05, 2010 3:56 am, edited 3 times in total.
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shamballa
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Posts: 128
Joined: Sat Jun 05, 2010 10:57 pm

Re: Adventurers

Post by shamballa »

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... :twisted:

Sepp
Dragon
Posts: 251
Joined: Fri Jul 25, 2008 7:41 pm

Re: Adventurers

Post by Sepp »

I'm Dex/Str, so I could grab Thievery. I could also take stealth, if you wanted.

shamballa
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Posts: 128
Joined: Sat Jun 05, 2010 10:57 pm

Re: Adventurers

Post by shamballa »

If you could grab thievery that would be awesome. I'm content with having stealth as it fits how I see the character. Thanks!

Sepp
Dragon
Posts: 251
Joined: Fri Jul 25, 2008 7:41 pm

Re: Adventurers

Post by Sepp »

Someone better have a good Heal skill, then, in case we come across any diseases. I'm going to have to swap Endurance for Thievery.

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tygaran
Dragon
Posts: 358
Joined: Sat Feb 21, 2009 10:56 pm
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Re: Adventurers

Post by tygaran »

Sepp wrote:Someone better have a good Heal skill, then, in case we come across any diseases. I'm going to have to swap Endurance for Thievery.
I wouldn't call it 'good' as he has no Wisdom mod, but Baldwyne did train in Heal.

shamballa
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Posts: 128
Joined: Sat Jun 05, 2010 10:57 pm

Re: Adventurers

Post by shamballa »

Think it will be fine. Worst case scenario we have to pass a dc 10 check to give someone a +2 to the check.

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