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Mackie the Knife rolled 1 12-sided dice:
8
Total: 8 (1-12)
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Posted: Sat Jan 14, 2012 3:47 pm
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Mackie the Knife generated a random number between
1 and 3 ...
3!
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Posted: Sat Jan 14, 2012 3:53 pm
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Mackie the Knife generated a random number between
1 and 3 ...
3!
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Posted: Sat Jan 14, 2012 3:58 pm
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Mackie the Knife rolled 1 20-sided dice:
5
Total: 5 (1-20)
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Posted: Sat Jan 14, 2012 4:02 pm
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Mackie the Knife generated a random number between
1 and 2 ...
2!
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Posted: Sat Jan 14, 2012 4:05 pm
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Mackie the Knife rolled 1 20-sided dice:
3
Total: 3 (1-20)
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Posted: Sat Jan 14, 2012 4:10 pm
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Mackie the Knife generated a random number between
1 and 4 ...
3!
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Posted: Sat Jan 14, 2012 4:13 pm
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Mackie the Knife generated a random number between
1 and 2 ...
2!
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Posted: Sat Jan 14, 2012 4:19 pm
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Mackie the Knife rolled 1 20-sided dice:
17
Total: 17 (1-20)
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Posted: Sat Jan 14, 2012 4:24 pm
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Mackie the Knife rolled 1 20-sided dice:
18
Total: 18 (1-20)
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Posted: Sat Jan 14, 2012 4:43 pm
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So Far: Languages: Common, Elven Upbringing: Peasant Race: Human (Tuathan Theme) Skills: Nature, Athletics, Perception, Endurance Stats: Str 16, Con, 13, Wis 14 Background: Worked as Feydark Sentinel in a Feydark Opening Hamlet, went Scouting for Trouble and got Captured by Goblins. I was taken to Nachtur, where I toiled as a farm slave until I escaped, making my way back to the surface.
Having returned to the Feydark Opening Hamlet, I spent time Exploring the depths of the Feydark, and learning about its denizens. Associated Skill: Dungeoneering or Thievery - I will choose Dungeoneering. Aptitude Test: What happened on my Feydark excursions? Make a Dexterity check (assigning Dex 12 from standard array) Dexterity check: 1d20 +1 =19 I found a mystic portal.
Next: determine where the portal goes.
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Mackie the Knife generated a random number between
1 and 4 ...
1!
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Posted: Sat Jan 14, 2012 4:49 pm
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So Far: Languages: Common, Elven Upbringing: Peasant Race: Human (Tuathan Theme) Skills: Nature, Athletics, Perception, Endurance, Dungeoneering Stats: Str 16, Con, 13, Dex 12, Int 11, Wis 14, Cha 10 Background: Worked as Feydark Sentinel in a Feydark Opening Hamlet, went Scouting for Trouble and got Captured by Goblins. I was taken to Nachtur, where I toiled as a farm slave until I escaped, making my way back to the surface. I decided to spend time exploring the Feydark. It was during the course of these explorations that I discovered a magical portal leading to: 1) Cendriane *** 2) The Isle of Dread 3) The Lake of Dreams 4) The White Well
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Posted: Sat Jan 14, 2012 4:56 pm
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Having passed through the portal to Cendriane, I spent some time exploring the city. I decided that I wanted to be a Warden, defending the natural world from those who would corrupt or destroy it. Soon after this I fell in with a small group of adventurers who had also found their way to the ruined city.
Character so far: Languages: Common, Elven Upbringing: Peasant Race: Human (Tuathan Theme) Class Warden Skills: Nature, Athletics, Perception, Endurance, Dungeoneering Stats: Str 16, Con, 13, Dex 12, Int 11, Wis 14, Cha 10 Background: Worked as Feydark Sentinel in a Feydark Opening Hamlet, went Scouting for Trouble and got Captured by Goblins. I was taken to Nachtur, where I toiled as a farm slave until I escaped, making my way back to the surface. I decided to spend time exploring the Feydark. It was during the course of these explorations that I discovered a magical portal leading to Cendriane. While there I decided to become a Warden, and joined a group of adventurers.
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Posted: Sat Jan 14, 2012 5:23 pm
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I am now ready to Start My Adventure. As a Warden, I can have 4 trained skills, plus one for being Human. This matches the number of skills I have acquired, so I don't need to make any changes.
Race: Human (Tuathan themed): Ability Score: +2 to Strength Size: Medium Speed: 6 squares Vision: Normal
Bonus At-Will Power Bonus Feat Bonus Skill Human Defense Bonuses: +1 to NADs
Tuathan Theme Features: Level 1:Continue the Story: +1 on death saves, roll twice for Endurance checks and use either result. Level 5: The Tables are Turned: When you use your second wind, you gain combat advantage against any enemy flanking you, and being flanked does not cause you to grant combat advantage. This benefit lasts until the end of your next turn. Level 10: Heroic Recovery: When you make a death save, if the modified result is 20 or higher, you can immediately end any effect you are subjected to. You can also spend a healing surge as normal. If you do so, you can stand up as a free action.
Class: Warden Role Defender Power Source: Primal Armor Proficiencies: Cloth, Leather, Hide; Light Shield, Heavy Shield Weapon Proficiencies: Simple melee, Military melee, Simple ranged Bonus to Defense: +1 Fort, +1 Will
Hit Points: 17 + Con score =30 Hit points per Level Gained: 7 Healing Surges per Day: 10 Bloodied Value: 15 Surge Value: 7
Trained Skills: Nature, Athletics, Dungeoneering, Endurance, Perception
Class Features: Font of Life: Make one save at the beginning of your turn. Guardian Might: Wildblood: When not in heavy armor, use Wis instead of Dex or Int for AC. In addition, when you use your second wind, the penalty imposed by your mark increases by you Wis mod until the end of your next turn. Nature's Wrath: Once during each of your turn, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn. Gain the Warden's Fury and Warden's Grasp At-Will powers.
Build: Wild Warden Feat: Wildblood Cunning: When you use your second wind, you can shift a number of squares equal to your Wisdom modifier as a free action. Bonus Feat: Human Perseverance: +1 to saving throws
Powers: Level 1 At-Will: Warden's Fury, Warden's Grasp, Thorn Strike, Weight of the Earth, Strength of Stone Encounter: Wildblood Frenzy Daily: Form of the Relentless Panther
Stats: Str 18 (+4) Con 13 (+1) Dex 12 (+1) Int 11 (+0) Wis 14 (+2) Cha 10 (+0)
Gear: Hide Armor Heavy Shield Battleaxe Sling Sling Bullets Adventurer's Kit Cash: 28 gp
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