Hello guildmates: this is the follow-up adventure to the one shot I began last year. I have 2, possibly 3 players from the last chapter and will accept up to 3 new players for this new installment.
First, let me go over the ground rules. I expect players who join this game to be active. I need to see at least 2 posts a week from each player during roleplaying. For combat, when it is your turn, you have 24 hours to post—otherwise you will be skipped or your character will be controlled by me for that turn. However, I do not count weekends.
If you have stuff going on IRL that prevents you from meeting these requirements, please let me know. If you go a week without posting you will be contacted. If I have to contact you too much, you will be dropped. If I don't hear from a player for over 2 weeks, they will be dropped from the game.
[ Setting Information/Background ] Gladesdale is a tiny little tourist hamlet nestled in forested hills far removed from the nearby bustling port cities. It is a popular vacation spot for nobles and well-to-do merchants to get away form the hustle and bustle of daily life. Five years ago, the town was all but wiped out by some mysterious event. Buildings were razed, bodies were scattered in the streets and no one who'd witnessed what happened survived to tell the tale. This would have been the end of little Gladesdale if it weren't for some of the wealthy patrons who frequented the town investing in its reconstruction. Now, Gladesdale is once again the thriving little hamlet it was before, though a monument has been built in the center of town for the victims of the mysterious disaster.
[ Game Introduction/Plot ] Three weeks ago, a woman by the name of Abby came to Gladesdale and bought a small shop specializing in selling antiques and unique wares. Abby is a kind and generous woman. Her personality is cheerful though, her manner seems tinged with a sense of sadness and loss. She never talks about her past and will redirect the conversation if asked. Nonetheless, she seems quite eager to begin her life anew in Gladesdale and has hired you to work in her shop and help get it all set up. Over the past few weeks, she has used you to unpack things in the shop, do heavy lifting and deliver purchases to the nearby cities. Today she has summoned you to the shop for her biggest errand yet. It sounds like it's going to be quite the delivery.
[ Character Creation ]
Available Sources: Anything official; if I can build it in the character builder it goes. Banned Resources: Nothing homebrew.
ECL: Characters begin at level 5 Wealth: One lvl 6 item, one lvl 5 item, one 1vl 4 item, 840gp Races: No Changelings, no Pixies—all other races are okay, though character options that grant flight are not allowed. Ability Scores: 20 point buy OR roll 4d6 and drop the lowest. If you choose to roll, you can attempt one re-roll if you don't like your first roll. At this point, you can't go back to using your first roll. If you're unhappy with your second roll result, you may use point buy instead. Please do your stat dice roles here in this thread. Alignments:No evil of any kind. Pantheon: Any non-evil. Backgrounds: Any, please provide me with a written background for your character; this must be at least a paragraph long and should tie into your background benefit if you choose one. Themes: Any.
Posted: Tue Mar 08, 2016 9:40 pm
PupSage
Kuori
Female Goliath Ranger Level 5 Unaligned From Waterdeep Representing PupSage
Attacks: Add +1 damage for Weapon Focus -- Bow [AW]Unarmed Melee: +5 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus] [AW]Greatbow: 9 vs AC [+5 dexterity attack] [+2 half level] [+2 Magic items]; damage 1[W]=1d12+6 [dexterity bonus][Bracers of Archery][Weapon Focus] range 25/50 5 lb (Bow) Load free [AW]Nimble Strike +9 [base dexterity attack] vs AC; Damage 1[W]=1d12+6 [dexterity bonus][Bracers of Archery][Weapon Focus] Shift one square before or after attack [AW]Twin Strike +9 [base dexterity attack] vs AC Damage: 1[W]=1d12+3 [Bracers of Archery][Weapon Focus] [E]Two Fanged Strike (ranged) +9 [base dexterity attack] vs AC Damage: 1[W]=1d12+6 [dexterity bonus][Bracers of Archery][Weapon Focus] Two attacks on 1 creature. If both hit, add wis mod dmg. [D]Split the Tree +9 [base dexterity attack] vs AC attack 2 targets within 3 sq of eachother. Roll 2 attacks and apply the higher to both targets.2[W]=2d12+6 [dexterity bonus][Bracers of Archery][Weapon Focus] [E]Disruptive Shot (ranged) +9 [base dexterity attack] vs AC Damage: 1[W]=1d12+6 [dexterity bonus][Bracers of Archery][Weapon Focus] [D]Splintering Shot +9 [base dexterity attack] vs AC Hit: 3[W] 3d12+6 [dexterity bonus][Bracers of Archery][Weapon Focus] damage, and the target takes a -2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter.
Base Saving throw: d20 vs 10
Encumberance 4e Normal Load: 160 lb. Heavy Load: 320 lb. Maximum Drag Load 800 lb.
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check
Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Stone's Endurance [Goliath][minor action] Two Fanged Strike [Level 1] Disruptive Strike [Level 3][immediate interrupt]
Daily Powers: Split the Tree [Level 1] Oak Skin [Level 2 Utility][minor action] Splintering Shot [Level 5]
Player characters from Waterdeep get to choose one additional language, have diplomacy as a class skill option, and get a +2 bonus to diplomacy checks.
Ranger This ranger chose the Prime Shot class feature. This ranger chose the hunter class feature. This gives the equivalent of the quick draw feat [not listed above]. Hunter's Quarry [see online revision] -- bonus damage 1d6 [minor action] Player's Handbook I rangers get base 6 healing surges but Heroes of the Forgotten Kingdoms rangers get 7. Perhaps your ranger should get an extra daily surge.
Cha-Melee-Attack +12 Cha-Range-Attack +11 Damage Cha +5, Con +5 -------------------------------------------------- |-| AT-WILL ACTIONS |-| --------------------------------------------------- Soul Eater At-Will - Arcane, Implement, Necrotic, Weapon Standard Action Melee weapon Requirement: Blade of Annihilation Target: One creature Attack: Charisma vs. AC Hit: 1 [W] + Charisma modifier necrotic damage, and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn. Special: You can use this power as a melee basic attack.
Eldritch Bolt At-Will - Arcane, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1 d10 + Charisma modifier force damage. Special: You can use this power as a ranged basic attack. --------------------------------------------------- |-| ENCOUNTER ACTIONS |-| --------------------------------------------------- Blazing Doom of the Void x2 Encounter - Arcane, Fire, Implement, Necrotic, W e a p o n Standard Action Melee weapon Requirement: blade of annihilation. Target: One creature Attack: Charisma vs. Fortitude Hit: 2[W] + Charisma modifier fire and necrotic damage. Effect: You gain a +5 power bonus to your next damage roll against the target before the end of your next turn.
Color Orb Encounter - Arcane, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.
--------------------------------------------------- |-| DAILY ACTIONS |-| --------------------------------------------------- Armor of Agathys Daily - Arcane, Cold Standard Action Personal Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage.
Hunger of Hadar(NL:R Emerald Shield) Daily - Arcane, Implement, Necrotic, Zone Standard Action Area burst 1 within 10 squares Effect: The burst creates a zone of darkness until the end of your next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 necrotic damage. Sustain Minor: When you sustain the power, you make a secondary attack. Secondary Target: Each creature within the zone Secondary Attack: Constitution vs. Fortitude Hit: 1d6 + Constitution modifier necrotic damage.
--------------------------------------------------- |-| UTILITY ACTIONS |-| --------------------------------------------------- Soul Feast At-Will - Arcane Free Action Personal Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You gain temporary hit points equal to your Constitution modifier. Special: You can use this power only once per round.
Wrathful Aspect Encounter - Arcane, Fear, Fire Minor Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and any creature that hits you with a melee attack takes 5 fire damage.
Lesser Planar Ally Daily - Arcane, Conjuration Standard Action Melee 1 Effect: You conjure the Tiny spirit of a planar being in a square adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to attempt one of the following tasks. • Locate an Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature. • Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. W h e n it completes the task, the spirit returns to you and telepathically provides a mental image of the area
10 years old, Vaius Mizviir bore medicinal wrapping the day he entered the orphanage. As paladin told of finding the child and his family in a bandit camp's pit wolf ring, forced to fight a wolf pack. Though, Vaius’s father fought as bravely and as long as he could, he was no match for the wolves and his family were quickly slaughtered, before the paladin's party could intervene. Vaius was only saved by the healing magic the paladin could spare.(he doesn't talk about it or before this point in his life, and taking to the name Ruin)
As he aged, he felt that he needed to avenge his family. Which dove into finding a teacher, seeking dark magics and ultimately to damn his soul a second time for a weapon. By the time he reached 15, eager to finally find his revenge, Ruin would take to life as an adventurer. But, as fate would have it, Ruin would be found on the steps of the orphanage a second time, covered in bandages.
It took Ruin two years to track the bandits down, and only 10 minutes in their base to realize he was outmatched. After returning to the orphanage, Ruin took a part time job as a tutor for those students with the drive, like he did, to exceed, and took missions that remained close-by the orphanage so he could hone his own skills.
It was as a tutor he meet Illya, ... and can we say the rest is history...