Ongyo-Ki, Goliath Barbarian, Stoneblessed Init +11 HP 123/123 Bloodied 61 Healing Surge 30 (0 used /14) AC 28 Fort 28 Reflex 26 Will 23 Speed 6 Str 23 (+14) Con 22 (+14) Dex 16 (+11) Int 11 (+8) Wis 14 (+10) Cha 14 (+10)
Background: Ongyo-Ki was a valued member of the Black Lord's personal army, always on the front lines during invasion. Maiming and pillaging was second nature to him and he did so with primal finesse. He relished every opportunity to show off his power and fed off the fear his victims felt moments before they died. It wasn't long before the Warrior of Ice came and did battle with him. After going toe-to-toe with the human fighter, Ongyo-Ki acknowledged his strength and did something most unusual. He submitted to the Holy Allegiance and even took up his blade against Akron himself. He was driven by power and the Warrior of Ice had it in spades. How could a human's physical prowess match a demons? How could he obtain such strength?
Many years passed since the end of the dark war and Ongyo-Ki lived a life of solitude in the human world, branded a traitor by those of the demonic realm. As black clouds loomed over the skies, Ongyo-ki took that as an ill omen of Akron's return. Taking up his blade once again, he was determined to find the answer to the very questions that plagued him.
Appearance: Will link to a picture after I've made 5 posts...
Personality: Ongyo-Ki does not speak often. His colossal size and appearance does little to mask the scary pitch of his voice, normally causing humans to run away before the words escape his lips. When he does speak, he is cold and harsh, often getting to the point immediately. What he cannot convey through speech, he does so through intimidation and feats of strength.
The player: I'm currently DM'ing my own 4e game and have played in a couple others, both PnP and PbP. I like the roleplaying aspect but as an avid fan of SRPG's I'm more drawn to 4e's tactical combat system. I'm looking for a campaign that will last a while, so I can watch my character grow but I'm still ok if this is a one-shot, one-level affair so long as there's some fun to be had.
I'm not quite sure how to answer "what I'd bring to the campaign" without coming off as pretentious or sounding like some cheesy high school class president notecard speech. I'm not even all that sexy so I can't even use that to my advantage here.
Well, to avoid cliche and get to the point. Blah blah won't drop out, blah blah will make things more interesting, blah blah will show a little leg if necessary blah blah so you should pick me (^_^)/`[/quote]
In a nutshell, Ongyo-Ki fought alongside the Warrior of Ice after being bested by him in combat and defeated Akron in the name of the Holy Allegiance. I've never read the books but if you would allow it, I would like for Ongyo-Ki's name to be recognized and almost synonymous with the Warrior of Ice as one who turned away from darkness and embraced the light. If that's not plausible, then only the Holy Allegiance would know of his help and they would have put in a good word for him to the King after the war which is why he would be entrusted with the task of defeating Akron once more. The King probably would not have taken kindly to Ongyo-Ki due to him being a demon but I feel like the word of the Holy Allegiance and the Warrior of Ice would be more than enough to sway his mind.
*****
I didn't see you change that we could add magic items so here's what I'd like to add to Ongyo-Ki
Lvl 16 Horned Helm
Lvl 16 Iron Armbands of Power (Can I substitute this for my level 17 item?)
Lvl 12 Badge of the Berserker
Lvl 12 Jagged Weapon (Glaive)
Lvl 12 Marauder's Armor
Lvl 7 Boots of the Fencing Master
Lvl 10 Strikebacks
Lvl 8 Belt of Lucky Strikes
Background: Gerald was a barber's apprentice in Laram, a small but prosperous city in Elgard, when it all began.
Appearance: Gerald is precisely six feet (he sometimes wonders if measuring rods alter themselves to match him; he has seen rods he would swear were half a foot uneven each way measure him perfectly) and roughly 190 lbs (to his dissatisfaction, this measurement is never as precise as the other). He used to have a short, clipped beard; in recent years this has grown into a fuller, bushier creature that inhabits his face. After all, who shaves the barber once his coworkers are dead?
He is a sturdy, thick-built man - for a half-elf. For a human, he'd be about average, if you didn't look at his ears. He has a long scar down his left thigh, and his brown hair has black highlights in it. His face used to be in a perpetual grin - nowadays, when he does grin, it is more manic than anything else, and his default expression is more like a scowl.
In short, he looks rather like this:
Personality: Although no longer the happy-go-lucky barber's apprentice of his youth, Gerald still enjoys life. He may enjoy it by sticking skewers into those he considers evil, but it is enjoyment nonetheless. He has a fondness for badgers, with whose fur he has lined his jacket and hood. He is easy to get along with, as long as the party in question does nothing to suggest a preference for evil over good. In this context, it would probably be helpful to him if he understood sarcasm rather better than he does, but he is slowly learning. He is bluff and candid - for a half-elf - and only touchy about evil and his ability to destroy it.
Player: I have been playing D&D 4e heavily for the past two+ years, and recently finished DMing my first campaign. I also have a fair amount of experience with other d20 system RPGs and some non-d20 as well; in a normal week I play at least two sessions of some RPG, at least one of which is 4e. I am fairly new to Myth Weavers, but very good at keeping up with online bulletin boards (from years of experience), and I would expect to post at least once a day.
I am expecting from the game a good sense of narrative and world-immersion: given the level of detail you've given and the fact that you are loosely basing on published material (and therefore are not required to improvise as much if we wander slightly from your initial intent), I would hope to be in a campaign where I get the impression there is a world outside of the individual encounters in which the characters engage, a world affected by those encounters but not merely scaffolding for them. I would bring to this a healthy imagination, a willingness to engage with that world, and a strong belief in role-playing (besides my RPG experience, I'm also an actor).
Appearance: Born to nobility, Tristam has a taste for the finer things in life. A handsome young man by any standard, he tends to dress in fine garb although often with his own unkempt roguish style thrown in. Short by human standards, his facials features tend to be more fey (from his mother) although he often looks to be in a bad need of a shave. Overall he gives off the impression of a nobleman who has been partying too hard for several days straight rather than that of a champion of the people.
Garland Blackwood, Demonslayer and Nadrakian Butcher Human (Half-orc), Ranger, Impilturan Demonslayer
Garland is a descendent of the empire of Halgar - he is proud of his origins and makes no secret of them. Although he acknowledges his kingdom was woefully under-prepared for the first demon invasion, he believes his ancestors fought bravely against the insurmountable odds, and died a heroes death, and it is here that his story starts.
Family legend tells that his many-times great grandfather fought against the demon armies in the first war with two swords. These swords, bathed in demon blood again and again across the centuries developed magical properties that protected their wielder against the forces of Hell, and indeed were famous enough that copies were forged in their image. These heirlooms were handed down to the first male child of the line along with the title of Demonslayer, and thus came to the possession of Garland, Demonslayer.
Garland sought to continue this tradition, and live up to his ancestors reputation, and as such, when he was young he journeyed to the Temple of Celestia, an organisation sworn to fight against the forces of hell, in order to learn of the forces he fought. Here, he studied meticulously for 5 years, learning their ranks and orders, their strengths and weakenesses, their tactics and strategies, and the path to defeat them. He came out an expert on demonic lore, and a very deep and secret desire that even he refuses to acknowledge, an eagerness for the forces of Hell to return. For how will he know whether what he has learned will be enough, how will he prove himself worthy and earn the title of Demonslayer if he does not stand before the vast armies of Hell, and see them fall beneath his blades, as his forefather had done before him?
For the majority of his life, Garland has lived in the Darklands, working as a guide/bodyguard for those who wish to enter the lands, and is widely acknowledged as the best. He is not picky as to who pays him for his services - his real motivation for doing this is simply earning enough money to survive, and fund the rebuilding of the kingdom of Halgar. He does have some limits though - if he discovers whoever he is in the employ of is really seeking demonic power or knowledge within the Darklands he will do all within his power to stop them. This is no idle threat either - he knows that land like no other and will track them relentlessly until he catches, and slays them. Indeed, no-one he has stalked has ever escaped his blade.
The Massacre of Nadrak is the one feat that haunts Garland's memories and nightmares, and possibly the one he is most well known for, to his secret shame. Nadrak was a small village on the edge of the Darklands, but still within the borders of what was once Halgar. There were rumors of a cult within the town, of the villagers practicing vile rituals and sacrifice to the Black King, wearing fealty to the forces of Hell. Naturally this inflamed Garland, and worried the surrounding towns and villages, and he gathered a band of men to halt these practices. They marched upon the town, and met some fierce resistance from the men at the town walls. However these were not trained fighters, and proved no match for the blades of Garland, Demonslayer, who slew them with ease. Once inside the village he headed straight for a house towards the center from which acrid smoke and a soul stench emanated. Inside he discovered the black altar of the cult, daubed in blood and hellish sigils. Garland dashed the altar to the ground, and slew the hooded priests inside, and then ordered the men whom he had led there to form a circle around the village, and let no-one leave. The circle formed, he re-entered the village and methodically slaughtered every man, woman and child inside those walls, even the babes, with a cold fury. He emerged some time later, covered in blood, and ordered the entire settlement burnt to the ground; his rag-tag 'army' obeyed swiftly and in a scared silence. Shortly after this incident he became known as the Nadrakian Butcher, a title which, unlike Demonslayer, he abhors. However, since the massacre, there has also been at the back of his mind
Up to you as the DM whether anyone did survive, depending on whether there's space for a personal enemy
the niggling possibility that he did not kill everyone within the town, that perhaps one of the men ringing it took pity of a terrified fleeing child, or that a husband had visited a relative elsewhere on that day. These bear the thought of black revenge within the heart, and to this day Garland remains a light sleeper, wary of a vengeful blade at his throat in the night.
Nevertheless the fame that followed the complete eradication of this cult of Akron drew the attention of greater powers, and soon after Garland was invited to Irengard. Here, he was brought before the King, where he received recognition and praise for his 'valiant work'. News of his exploits got back to the Temple of Celestia too, although they did not look so kindly upon his purge of the village, speaking of the need to be like a cautious surgeon who the rot away carefully, rather than going straight for amputation. He did not visit the Temple of Celestia again after this, and their relationship has been frosty since then.
Although his actions here were the ones which most built his fame, and notoriety, he is still considered a hero amongst common lore, although a terrifying one. The person he has to thank most for this is probably Egor, a rather prosperous mechant within the city of Irengard who he had shepherded through the Darklands once, and whose life he had saved when they had come under attack. Although he was effectively only doing what he was hired to do, the fact he stood against the bandits 10 to 1, when he could easily have left the merchant to die left its mark on Egor, and he was understandably grateful. Whenever anyone asks him of his time with the Nadrakian Butcher, he tells the story of the Demonslayer who saved his life, rather than the terrible warrior who slaughtered the town.
When news of a potential return of The Black King reached the King of Irengard and his advisers the Demonslayer was remembered, and he was summoned once more to the capital...
Garland is superstitious and ritualistic - his rough hide armor is covered in trinkets and tokens to ward against evil. He is highly protective of his two swords (as one would expect), and cares for them meticulously, cleaning and oiling them every night, ensuring their edges are never dull. Indeed it is likely that the blades of the Demonslayer have never been dull in the past 200 years, and Garland has no intention of being the ones to let the edges fade.
He hates all demons with a passion, seeking only their complete eradication, and includes those tainted by demonic magic, such as the Tieflings in this sweeping hatred. He believes that for those infected by hell, there can be no redemption, and like any infection the wound should be cauterized. This belief has only become stronger as a result of his deep guilt over the Massacre of Nadrak, as he clings to it as justification for his actions. If he manages to come to terms with what he did in the town of Nadrak, he would likely become far more focused on saving people from evil by fighting evil, than on fighting evil. He would however, still retain his desire to test himself against the hordes of hell most likely, since when it gets down to it, he enjoys the idea of fighting demons.
Garland is generally a terse fellow, quick to anger, and with little tolerance for fools. He tends to avoid conversation with those he guides, although if they engage him upon a topic he is knowledgeable in, such as the Darklands or demons, he shares such knowledge freely. The main exception to this behavior is the topic of Halgar. He is immensely proud of his homeland, and will talk passionately and at length in its defense, or just to its glory. At the other end of the scale however is the topic of Nadrak - raising the subject is the quickest way to shut Garland up, and the unlucky person who does will get more conversation out of a rock for at least half a day, if not longer.
The most common reaction to learning of his being the Nadrakian Butcher is one of mild fear. Whilst he is still considered the right side of heroic by the common folk the presence of a warrior so cold and deadly is unnerving. For this reason, he usually hides his identity when first meeting someone, especially when hiring himself out for work - although he does not go as far as denying his involvement, the information is never freely given.
In addition to his dark desire to test himself against the forces of Hell, and to see them quiver at his name, he has developed a number of other ambitions across the years.
Garland primary wish, arising out of his fierce patriotism, is to see Halgar rebuilt and restored to its former glory, and for it to become a bastion of might against the forces of Hell within the lands.
However he does have enough common sense to acknowledge that he would not make a good king. He tests all who would be lord of his beloved country harshly, and has yet to come across a leader who he deems fit to oversee the ascension of the new Kingdom of Halgar, although he remains both watchful and hopeful, keeping a ear to the ground for stories of anyone promising during his time in civilization.
Instead of Lord, Garland aspires to be the King's wolf in this new realm - a beast leased upon the enemies of the Kingdom, and the leader of the Elite Cadre of the Kingdoms best troops. He would see his current title of Demonslayer become an official position, answerable only to the King, and the elite unit of shock troops he leads to be known as the Slayers, positioned outwith the ranks of the regular army. Their fealty would be to the Kingdom alone, their duty to protect it with their lives, a task Garland would have no hesitation fulfilling.
====== Created Using Wizards of the Coast D&D Character Builder ======
Garland, level 16
Half-Orc, Ranger, Impilturan Demonslayer
Build: Two-Blade Ranger
Fighting Style Option: Two-Blade Fighting Style
Ranger Option: Prime Shot
Outlaw Level 5 Feature Option: Hills and Mountains
Recent Life - Demon-Hunter (Arcana class skill)
Theme: Outlaw
FINAL ABILITY SCORES
STR 22, CON 12, DEX 22, INT 11, WIS 14, CHA 9
STARTING ABILITY SCORES
STR 16, CON 11, DEX 16, INT 10, WIS 13, CHA 8
ITEMS
Demonbane Bastard sword +3 x1
Devilblind Bastard sword +4 x1
Lifeblood Earthhide Armor +3 x1
Iron Armbands of Power (heroic tier) x1
Gauntlets of Blood (heroic tier) x1
Amulet of Protection +4 x1
Silt Sandals x1
====== End ======
Well, I've been playing PbP since April last year, and 4e for around 3 years. I'm a fan of games with a significant theme running through them usually, so what made me apply (and what I'd be expecting) would be lots of demons and devils and fighting against the clearly delineated evil of the forces of Hell
Halaster, the (Mostly) Sane Starlock
D̦̯͎o̱̘̙͓̠͠͝ ̗̞ǹ̢̝̟͎͇͍͓̹̹o̞̘̝̦̻̕͢t̨̨͇͈͇͔͕͠ͅ ̡͇̝̠̙̭̳͖̘͜un̝̻̝͔̹̼ͅd͙̻̬͉e̢̬͉̝͔r̞̳͟e͉sṭ̞̥̞͠i̟̺̭̣̼̣ma̹̰̥̲̝͝ͅt͙̙̠̱̭̪̻͘e̹̥͝ ̨̠̪͕͓̹̤̞̖̞͡ḿ̷̟͕̣̘̞͓̦ͅe͈̘,͙̞͙̹͙ͅ ̻͓̠̙̳͢m̰̟̼̲̣̣͡ͅo͍͇͚̰͔̠͈̬͝͠r͔͡ț̶̛̯̬̖̝̲͎͝a̸̢̱͖̼͉̻̼͉͍͘l̖̼̀.̴͎͙̲͍̺̰͈͢
Race: Human
Class: Star-Pact Warlock (Doomsayer)
Alignment: Firmly Good, though a bit to the Chaotic side.
Empty space left in application to represent the black void of the Far Realm: Yes (seen below this text).
Appearances can be deceiving.
Character and Player Info:
Backstory:
Everyone has heard the stories. The tales of dark caves and damp cellars, those of quiet towns with strange inbred locals. Quiet men in hoods hunched over in prayer, their purple robes seeming to glow in the candlelight. A sacrifice is brought out, a somewhat unwilling looking girl not even 18, and set upon the grotesque altar that stands at the front of the room. The floorboards above creak as the dagger and the book are brought out. The girl's eyes are held open with magic by a hooded man in the corner as the pulsating tome is opened and the girl's left hand cut free. Like a flash the knife is in her right eye, plunging into the left seconds later and making one clean slash across her neck to seal her fate. Better to die sane then to live in madness. The cultists only sigh collectively as the knife falls from her hand. They would find one more willing eventually.
"Really, Simon?" Halaster chuckled, unable to hide his amusement, "That's honestly how you think the Star Pact works?" he took a swig of mead and shook his head in disbelief, "You're hilarious."
The dwarf next to Halaster wasn't one to be dismissed. "Yer th' foolish one!" he cried perhaps a bit too loudly, "Nothin' but pure evil up there. Too dark for good to survive, yeh see." His words were punctuated seconds later with a loud crash of dwarf hitting floor, the little man clambering back up onto his stool about as fast as his arms and legs could carry him. "Ment t' do that..." he muttered, taking yet another drink.
Halaster sighed into his mead, rolling his eyes in jest. "Oh really? I seem to remember explaining all of this already. The 'dwarf of iron memory' couldn't possibly have forgotten, now could he?"
Simon was already face-down on the counter, waving for Halaster to tell the story again. He mumbled something about "ale rustin' up the works."
Halaster obliged him and began from the beginning. "Alright, here goes; I was working as a diplomatic envoy to Elgard. The title sounds nice, but I was basically Irengard's personal errand boy. If the city needed something for construction or whatnot I was expected to get it, and that night I was in a nice little ball of dung named Sylvetica looking for a metalworking shop named Steel Courage. I was walking away from the shop with the signed trade agreement in hand when something cold and metal was pressed to my throat.
A couple shady looking blackguards stepped out of the shadows as the man started to speak. Apparently his little friends already had a 'talk' with the smith I just made a trade partner of the kingdom. He said he'd let me go if I ripped up the agreement, but I knew better. I was a loose end. Ioun isn't known for his quick intervention in the lives of mortals and I didn't really have any fighting skill of my own, so I guess I just kinda looked up to the night sky and asked whatever might be there for help. And, uhh, it... answered."
"Aye," Simon said slowly, prompting him to go on, "and what did it saaay?"
"Kind of hard to remember, actually. Something about my being 'the one' to free it from the black sea of the Far Realm. Time kind of slowed down as we spoke, but the whole thing only lasted a few seconds. I would serve it on this plane of existance in exchange for power beyond that of mortal or even divine understanding. The voice warned me about being seen as an enemy of all that men consider sacred if I took the deal, but having a knife to your throat can make any offer sound appealing. So I... agreed. And that's all tha-"
"No it issn't!" the obviously drunk dwarf slurred, waving his hands wildly. "What about what happened after, with the black tendrils explodin' out of yeh and knockin' the bandits back?"
"I, uhh, tend to leave that part out. Usually gets me a lot of unwanted att-"
The dwarf went on. "An' what about yer walking down alleys alone to draw more of 'em out? Lookin' normal up until ye'd strike?"
People sitting across the bar started to glance over at Simon and Halaster worriedly, hands slowly reaching for their weapons just in case.
"Yer years traveling 'protecting the trade interests of the empire,' just happening to dispose of cultists and bandits along th' way? Th' stars above tellin' yeh to cause more spectacle, more destruction as ye went? Learnin' to see the very strands of fate themselves? Getting named a champion of the very king of Isengrad himself fer yer years traveling 'protecting the trade interests of the empire,' just happening to dispose of cultists and bandits along th' way?"
By this point all eyes in the bar were on Halaster and Simon. Anything they said everyone would hear.
"And what ye told me just yesterday, th' stars tellin' ye that all the champions'd be nee-oop!"
Simon's stool tipped over with a mighty crash, the dwarf managing to catch himself before he hit the ground. Halaster moved his foot back into place with the stealth of an assassin, the inn quickly turning back to their conversations now that the drunk had ceased rambling. Simon hopped back onto his stool and took a long swig of mead, personal pride still somehow intact.
"Too far?" he muttered.
"A bit." Halaster replied, holding back a smile.
Appearance:
Halaster looks somewhat boring, standing at around 5'10 and weighing around 140 lbs. His black hair is almost always perfect, a sign that he doesn't see much excitement. In fact, between usually dressing far better than the average adventurer and always looking somewhat unsure of himself, you'd probably think him a well-off diplomat in way over his head. An easy target.
Well, until he breaks out into an unusually happy smile and you feel something coiling around your leg anyway.
People don't often expect someone fairly meek and normal looking to command magical power that corrupts reality by existing, something Halaster uses to his advantage. Away from prying eyes however? He's a completely different person, usually dressing in whatever clothes he can find that aren't drenched in blood and slime. He also carries a small smile on his lips, like he knows something you don't. He is a Doomsayer however, so perhaps he really does? His hair and general appearance usually gets more than a little messed up when he isn't paying attention to it, giving him the look of a slightly-frazzled mage. He would argue that it is still a better assumption than "tentacle-loving cultist" though, even if they do get those silk-lined robes.[/
Personality:
Halaster acts normal enough in public, but this is as much a front as his appearance. Halaster has a great love for needlessly large fights, complete with buildings getting brought down and arrows racing spells to collide with flesh. The warlock harbors a dry and occasionally dark sense of humor, finding more than a few serious topics quietly hilarious. Halaster also possesses a strange charisma, not really charming or intimidating people as much as just kind of asking people to do what he wants and smiling as they begrudgingly comply.
His vision and control of the strands of fate will sometimes allow him to see the fatal missteps of his opponents in advance, which he either uses to his tactical advantage or to taunt his enemy for laughs. Finally, he can sometimes say or do exceedingly unexpected things while believing them to be completely normal. Nothing quite so mad as to group him in with the cultists he despises, but enough for people to notice. Drinking lower quality ale because it "meshes better" or telling someone the exact circumstances of their death as an insult, for example. Whether there's a method to his madness is anyone's guess.
Player Info:
I've played both tabletop and virtual RPGs for most of my life, counting D&D among my favorites. I've got extensive experience with 4e, as well as experience with most of the new World of Darkness and Exalted (both on the tabletop and through PbP and chatrooms). I'm also a big fan of Warhammer 40k, so if you hear me muttering "just as planned" don't be too alarmed. Or maybe you should be! Perhaps I'm Tezneech in disguise??
I think I'd be a good fit for this campaign not only because I'm a enthusiastic D&D player and slay well with others, but also because I love power metal and symphonic meal and the stories their songs can tell. Blind Guardian and Iron Savior are both among my favorite bands, and to play a game based on that kind of storytelling is just freakin' awesome. XP
I expect this campaign to be an epic, no-holds-barred war against an enemy that seems impossible to defeat. I'm looking forward to playing through an established and epic land, new locations and goals painted in by the players both aiding and possibly opposing the heroes on their journey. I'm expecting our travels taking us across the world, the epic roleplay and story we weave along the way interrupted only by battles that shape the very earth we stand on itself. Seriously, it's a high level D&D 4e game based on a metal band named Rasphody with player created sections of the world and an overarching goal to stem the tide of demons from the gates of hell themselves! What more is there to say?
Race : Half-Elf (Elf) Class : Invoker of Wrath Paragon Path : Lyrandar Wind-Rider
The Sage of Storms is a thin, ascetic man with tell-tale elvish ears, though he keeps his features hidden beneath a carved ebony mask. His eyes are dark and piercing, with an uncanny knack of shining in the dark, and his ability to sense danger is eerie. His fingers are long and nimble, his movements quick and precise. Even at his most relaxed he gives the impression of a coiled adder, ever alert and ready to strike.
Lei-Gong usually dresses in night-blue robes and a hauberk of greenish crystal, wearing a wide-brimmed hat and his distinctive ebony mask. He carries a staff of mangrove root that twists like a serpent, along with several other trinkets concealed in the folds of his sleeves. The Sage is quiet and aloof, preternaturally calm and meditative. It takes a great deal to anger him, although among the hill-folk of the Grey Mountains there is a saying: Strike even the face of the Oracle three times and his anger will be roused.
The origins of the Sage are clouded in mystery. Most believe he arose from a humble beginning somewhere on the fringes of Elnor and Thorald, though the earliest stories place him in Irengard during the Winter of the Frost Wyrm. He made a name for himself among the Hundred Companions when they slew the Frost Wyrm, before disappearing for several years. During this time, he must have scaled the Grey Mountains to consult the Oracle of Thunor, for when next he appeared in the Darklands, he possessed the Four Secrets of Thunor.
During the campaign against the Fire-Newts, it was clear that his craft had grown since the Winter of the Frost Wyrm. The Sage of Storms was a welcome sight to his allies, though terrible to behold in all his power. Reliable sources describe him soaring over the field of battle, casting forks of lightning amongst the foe and smiting them with thunderbolts. His capacity for destruction was immense, although after battle he was quick to return to his quiet and contemplative demeanor.
====== Created Using Wizards of the Coast D&D Character Builder ======
Sage of Storms, level 16
Elf, Invoker, Lyrandar Wind-Rider
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Group Awareness
Background: Detective (Detective Benefit)
FINAL ABILITY SCORES
Str 9, Con 20, Dex 16, Int 12, Wis 22, Cha 11.
STARTING ABILITY SCORES
Str 8, Con 16, Dex 13, Int 11, Wis 16, Cha 10.
FEATS
Invoker: Ritual Caster
Level 1: Power of Skill
Level 2: Implement Focus (Staff)
Level 4: Superior Reflexes
Level 6: Superior Will
Level 8: Staff Expertise
Level 10: Mark of Storm
Level 11: Resounding Thunder
Level 12: Superior Implement Training (Accurate staff)
Level 14: Primal Sharpshooter
Level 16: Primal Eye
ITEMS
Ritual Book, Accurate staff of the Serpent +4, Imposter's Crysteel Armor +4, Siberys Shard of the Mage (paragon tier), Bracers of Brachiation (heroic tier), Gauntlets of Blood (heroic tier), Ioun's Revelation (level 3), Mental Block (heroic tier), Insight of the Vault (heroic tier), Mercurial Mind (heroic tier), Eagle Eye Goggles (paragon tier), Amulet of Protection +3, Belt of Vim (heroic tier), Shoes of Water Walking, Shielding Blade Dagger +1
RITUALS
Hand of Fate, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
King. Eidaeris rules of The Five Cities, a small kingdom situated near the Lands of Chaos in Elgard. The kingdom itself is structured more like a tribal confederacy than any of the kingdoms found elsewhere in the Enchanted Lands, but he is the undisputed sovereign. The peoples of The Five Cities honor strength just as much as they revile corruption, so the dynasty to which he belongs rules with both ruthlessness and integrity. He will maintain his kingship only as long as he continues to inspire devotion--and fear--and protects the confederacy from the predations of the bandits that surround them.
Priest. Eidaeris stands as his people's representative to Miklath, the Lady of Fire and Ice, patron goddess of the people of the region. When she demands propitiation or tribute, he bears it into her sacred place. When prayers are offered on behalf of the people, he intones them before the assembly. His successes and failures bring glory or guilt upon his entire house; and as the symbolic head of all the houses of The Five Cities, his actions bear more weight than those of any other. As king, he is both child and servant of the goddess, owning all the privileges, liabilities, and obligations that those two relationships confer.
Prophet. When Miklath chooses to speak, it is with Eidaeris as her mouthpiece. She speaks seldom, but always very clearly--though never with more detail than is necessary. When the cold flame of her inspiration comes upon him in the court of her sacred place, his eyes become living flame and his hair becomes encrusted with ice, changing color from its customary red to the whiteness of snow. The latest oracle seems to have changed the color of his hair permanently, though the fire and ice have returned from whence they came to Miklath's scepter.
Eidaeris of the Spade
Barbarian King
Race:Human Male (but mechanically a Bugbear) Class: Hybrid Barbarian/Cleric Alignment: Good Age: 57 Personality: Ruthlessly forceful Motivation: The service of his people and elimination of evil In Combat: Fearsome
Eidaeris stands seven feet tall and half that in width: he's a physically imposing man quite capable of delivering menace and terror when facing an appropriate object. The spade-like axe in his hands has seen use in battle; and from the familiar way he moves it, you can guess that he was its bearer. Despite his age--late middle age, for a human--there is no weakness in his arms or in his voice. His white hair and beard are long and braided in places. A silver crown or headpiece, marked with symbols representing ice and flame, rests upon his brow. His scaled armor is bound in places with strips of furred hide, adding to his imposing impression. Despite his grim appearance, the wrinkled corners of his eyes mark him as no stranger to mirth; and his rich baritone, touched by a slight growling undertone, is fully capable of communicating sincerity, warmth, and even gentleness.
Eidaris has been hardened by experience, but has not lost his capacity for compassion or gentleness. The ethos of his people demands strict accountability, especially from its leaders; and as the one charged with enforcing justice and defending against corruption and attack, he has learned to respond to deception or evil with swift and final judgment. However, accountability must always be measured against capacity; so those who transgress by virtue of ignorance or immaturity are given a change to choose otherwise. On the other hand, there is no toleration of deliberate misconduct, repeated failure, or leading others into wrongdoing. Eidaeris has subscribed fully to these principles, and they express themselves even in his personal relationships. He is gentle with children, careful in correcting adolescents, willing to take responsibility upon himself for the missteps of those under his command, and ruthless in eliminating evil that threatens his people. He tries his best to differentiate between divisiveness and mere difference of opinion, between a poisonous character and temporary lapses of judgment. He inspires loyalty among those who know him, not just for the legendary strength of his arm but for the remarkable strength of his character.
Eidaeris rules of The Five Cities, a small kingdom situated near the Lands of Chaos in Elgard. The kingdom itself is structured more like a tribal confederacy than any of the kingdoms found elsewhere in the Enchanted Lands, but he is the undisputed sovereign. The formerly independent cities of Redrock, Min, Endalath, Tamin's Market, and Hillhold were united by Eidaeris's great-uncle Allandan in the face of an attempt to invade and enslave them by a loose confederation of neighboring cities, led by the magelord Hahn. The protracted and costly conflict, combined with the common religion of the five cities, served to provide a sense of unity among the independently-minded inhabitants of the region. Allandan's foreceful personality and their dependence upon his undeniable military prowess also worked to bind them more tightly to one another. The confederacy of the five cities later became the Five Cities kingdom under the leadership of Allandan, with the purpose both of providing for common defense as well as ensuring that no one of the five cities gained ascendancy over the others. This latter purpose became, over the course of Allandan's reign, a refusal to subject their neighbors outside the kingdom to the same predations that they themselves faced in recent memory. Within two and a half generations, this philosophy became a point of pride among the people of the Five Cities. The story of how Allandan was able to propogate such an enlightened attitude is remarkable in itself (though it shall not be told here), but bears upon Eidaeris's own history primarily because of its lingering effect upon his character and his rule.
The peoples of The Five Cities honor strength just as much as they revile corruption, so the dynasty to which Eidaeris belongs rules with ruthlessness and integrity. He maintains his kingship only as long as he continues to inspire devotion and protects the kingdom from the predations of the bandits that surround them. He must also honor his oath to the people of the kingdom not to slip into despotism or to seek the subjugation of any people, for otherwise he must face the wrath of their (and his) goddess.
Eidaeris stands as his people's representative to Miklath, the Lady of Fire and Ice, patron goddess of the people of the region. When she demands propitiation or tribute, he bears it into her sacred place. When prayers are offered on behalf of the people, he intones them before the assembly. His successes and failures bring glory or guilt upon his entire house; and as the symbolic head of all the houses of The Five Cities, his actions affect them all and bear more weight than those of any other. As king, he is both child and servant of the goddess, owning all the privileges, liabilities, and obligations that those two relationships confer. If he strays from his oath to serve the people of the Five Cities, he must face her correction. If he strays too far, the goddess herself has sworn to remove him (or any other king of the Five Cities). Although Miklath finds this aspect of the relationship rather amusing (for she has no special concern for the sovereignty of the various peoples gathered in their strange cities), it was part of the agreement first sworn by the people of the cities and Allandan by which they bound themselves formally to her rather than through the household traditions with which they venerated her previously. Although the time since these oaths has been brief, as Miklath counts time, she has still grown fiercely loyal to the people--with an admixture of cold calculation and heated passion that is unique to her--and takes her special responsibilities to them very seriously.
When Miklath chooses to speak, it is with Eidaeris as her mouthpiece. She speaks seldom, but always very clearly--though never with more detail than is necessary. When the cold flame of her inspiration comes upon him (always and only in the court of her sacred place), his eyes become living flame and his hair becomes encrusted with ice, changing color from its customary red to the whiteness of snow. The latest oracle was that the demons again posed a grave danger to the Enchanted Lands and must be turned back. Eidaeris was instructed to confer stewardship upon Hinkel, assistant to his Chief Advisor, and to travel alone to Irengard to meet with Ordamar VI, who was assembling champions for the very same purpose. Eidaeris left within the week. (The Chief Advisor was surprised--as were many others--that Hinkel was the one appointed to the stewardship, but nobody would contest the will of Miklath espressed with the unmistakable signs in her sacred place.)
Eidaeris directed the building of sturdier walls around both Min and Tamin's Market, and installed garrisons in four newly-built refuges (forts intended to house inhabitants of the countryside during times of trouble).
Eidaeris repelled two attempted incursions during the early years of his reign: one by a well-equipped raubritter and one by a necromancer's hordes. Eidaeris led the the army of the Five Cities in the defense and acquitted himself well. The military counsel he received was sound, and he provided a significant inspiration to his troops in combat.
During the defense against the necromancer's hordes, Eidaeris's anger at the desecration and unnatural use of decent people endowed him with a measure of savage power that made him fearsomely devastating in battle. Although he justified his berserk rage to himself--and not without honesty--and his battle prowess earned him renown among his people, it was indubitable that the surrender to bloodlust that it demanded left its mark upon his character and warped his judgment. Shortly after the death of the Necromancer, Eidaeris disappeared for a time. The disappearance, though unexplained, was forewarned; so the kingdom's affairs were in order for the interim. (The Chief Advisor acted as steward, leading to the period being called the Year of the Green Steward in the elders' records, despite lasting only seven months.) When Eidaeris returned, he was notably more humble and quick to listen. The rage was still available to him, but it was a tool to be used rather than a controlling force.
Ordamar VI heard reports that there was some order being restored in the lawless lands to his north and west. He sent representatives to discover whether the reports were true, and whether the confederation of the Five Cities represented any threat to his national security. Although the emissaries were not overly impressed by the 'cities' of the Eidaeris's kingdom, they were warmly welcomed and well-treated. Their report to Ordamar was that although the Five Cities were nowhere near being in the same class as the great kingdoms of the Enchanted Lands, they were well-ordered, with strong leadership and a compatible governmental philosophy, and a potentially valuable regional ally. Ordamar opened official diplomatic relations with the Five Cities--the first official recognition of their sovereignty by a neighboring kingdom--and corresponded with Eidaeris via letter and messenger. The stretch of land between the Five Cities and Irengard has become distinctly safer--and less likely to harbor bandits--over the last twenty years, and both kings attribute the improvement to their joint influence. The last time there was a problem with bandits close to the Irengardian border, in fact, Eidaeris himself came with the detachment of troops he sent and had a chance to meet with Ordamar himself. [If it is unlikely that Ordamar would have involved himself personally in a police action like that, then say that Ordamar came expressly because Eidaeris had sent word that he would be coming and wanted to meet in person. The incident could illustrate the difference between a 'barbarian' king, who often takes the role of a soldier, and one from an established kingdom, who leads from his capital except in extraordinary cases.]
Although much of the character's story and personality sounds gritty or ruthless, he's gritty like Aragorn rather than gritty like The Comedian (from The Watchmen). He's not the type to buy the notion that the end justifies the means. I was trying to communicate a personality that takes the battle against evil very, very seriously, but that does not have an immaturely reactionary attitude toward wrongdoing. (That is, he lacks the notorious 'paladin class feature' that causes so many problems--and so much poor roleplaying--in parties.)
====== Created Using Wizards of the Coast D&D Character Builder ======
Eidaeris, Barbarian King, level 16
Bugbear, Barbarian|Cleric, Blood-Crazed Berserker
Hybrid Cleric: Battle Cleric's Lore
Hybrid Talent: Feral Might
Feral Might: Thaneborn Triumph
Student of the Sword: Student of Two-Handed Weapons
FINAL ABILITY SCORES
Str 22, Con 14, Dex 17, Int 9, Wis 11, Cha 18.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 8, Wis 10, Cha 14.
FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Gouge)
Level 4: Student of the Sword
Level 6: Spear Expertise
Level 8: Superior Will
Level 10: Superior Fortitude
Level 11: Impaling Spear
Level 12: Surprising Charge
Level 14: Superior Reflexes
Level 16: Deadly Axe
POWERS
Hybrid at-will 1: Recovery Strike
Hybrid at-will 1: Howling Strike
Hybrid encounter 1: Healing Strike
Hybrid daily 1: Shield of the Gods
Hybrid utility 2: Shrug It Off
Hybrid encounter 3: Shatterbone Strike
Hybrid daily 5: Rage of the Crimson Hurricane
Hybrid utility 6: Holy Celerity
Hybrid encounter 7: Curtain of Steel
Hybrid daily 9: Divine Power
Hybrid utility 10: Prophetic Protection
Hybrid encounter 13: Iron Breaker's Shout (replaces Shatterbone Strike)
Hybrid daily 15: Ancestral War Band Rage (replaces Shield of the Gods)
Hybrid utility 16: Cloak of Courage
ITEMS
Badge of the Berserker +3, Devilblind Gouge (Large) +4, Summoned Stormscale Armor +4, Iron Armbands of Power (heroic tier), Boots of the Mighty Charge (heroic tier), Helm of Able Defense (paragon tier), Strikebacks (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I have played D&D for a long time, but have played 4e almost exclusively since it came out. I love the system because it fixes many of the annoyances I had with 3.5 (MAD, skills, defenses, etc.). At this point, it also has the variety of options necessary to build out nearly any character concept a player would want to create. I also play occasional games in other systems--Exalted, Scion, 3.5, d20 Modern--on the side, but 4e is undoubtedly my system of choice.
I've been active in PbP for the last six years, playing mostly on another board. I began using MW early to host my charsheets, and dabbled with playing here a little bit; but I didn't start playing here in earnest until last year. Since that time, I've made well over a thousand posts (but still not even half the number of posts I had logged at my previous gaming site, which I left because of its repeated server problems and my preference for MW's options--but only once my last game there ended).
I enjoy PbP because of its cooperative storytelling, the high quality of players I'm likely to encounter, and the opportunity for moments of badassery from characters.
I do expect my group to win in the end, but I expect it to be a near thing. Individual members of the group might fall along the way, and any particular combat could teeter on the brink of disaster. Egregiously stupid conduct will, of course, result in a TPK unless the DM deems it more beneficial to use it as a teaching tool (or perhaps to introduce a nasty twist). I become somewhat uncomfortable when the DM frames himself or herself (in all seriousness) as the PCs' enemy. In D&D, the DM must play an adversarial role; but hoping for the PCs to lose seems pointless when the DM could crush them all by fiat anyway.
I'm a strong believer in Rule Zero, however (and perhaps that's why I think the DM bears a burden to limit abuse). Players who are combative (usually under the delusion of "proving a point"), who promote divisiveness, who flake out (thus insulting the dedication of their fellow players and the personal investment of the DM in the world s/he's created), or who demand that every moment of the gaming experience be tailored to their own preferences are probably the most significant contributors to game failure. I strive not to be one of them, and seek out games with players who have also proven themselves not to be such.
I would be a good player because I'm dedicated to my games, knowledgeable about the system, capable of working harmoniously with a group, creative in my characters and in my posts, and a passable writer.
Race : Human (a real Monk) Class : Monk Paragon Path : Incandescent Champion
Over the mountains of Den'luven, there are said to be mystical valleys containing people differing from those of Irengard and it's capital of Anq'Dilan. It is said they are shorter of statue, that they have a slightly yellow-hued skin and that they are slanted of eye. That these people to the east live in valleys between great mountain ranges, eat grains of a plant which are grown in flooded fields and that great snake like dragons are known to walk amongst them in human form to judge the people and punish those who would perform wicked deeds. It is into these lands that Tac Rednuht was born around 45 years ago.
One of the few of his people to cross the Den'luven ranges, and that a a young age, he found lifelong
Other Player Characters from this side of the Den'luven mountains
friends and explored the world with them, bringing goodness and light wherever they went, sharing teachings and respect as well as great comradeship before Tac returned to his homeland.
Now Master Tac to his disciples and those seeking his wisdom or teachings in the small village of Ti'ni Doog, he runs his now departed master Jaga's monastery, aiding the sick, the poor and the beset upon. Continuing the instruction of his Master's teachings to those young monks or students who remained upon his Master's death and to those who appear seeking that same instruction.
Tac is not an unusual man to look at, standing at an average height and weight for his
5'8" tall and weighing a slightly heavier 185lb, though he is wiry rather then thick muscled
people beneath a hooded robe. For those meet him, they find a friendly weather-beaten face of even well-kept teeth, a slightly bent aqualine nose, average looking brown eyes lined by laughter and smiling and a head totally devoid of hair; no facial hair or eyebrows and a bald head, in fact his whole body seems devoid of hair, the only thing which would stand Tac out from a crowd of other
He appears 20 years younger then his age, his diet and strict exercise regimen seeing to it he is in the best of health, and his vigor is obvious to any who see him move, his cat like grace and lightness of foot evident always. To look upon Master Tac is to see the very essence of tranquility, patience and good humour. This no where more evident then seeing him with the children who appear as if by magic at the end of their school day from the village, running around in his exercise yards, watching the koi swimming in the ponds, or playing hide and seek in his gardens. They gather at the quietest word from him, whether for teachings, exercise or games.
But nothing can bring greater smiles to the children (and the people of the village when the word goes out), then the retelling of the stories of the Warrior of Ice and the Holy Alliance's fight to push back the demon invaders, the various parts acted out by the young monks and students of the monastery and narrated by Master Tac, an event which stops the village in it's tracks, such is the masterful re-enactment by those of the monastery.
When he trains in the arts for which those who travel to the monastery seek him, that the lethalness of Tac is shown. His wiriness shows a complete lack of body fat, of long wiry muscles toned and trained for speed. An instrument of death to those who would seek to do evil or wicked deeds, the intricate tattoos on the inside of both of his forearms blurred colours in the speed of his movements, a dance as deadly as it is beautiful to watch.
NOTE: Assumptions are all in RED text, can be changed to suit other player's or campaign needs (obviously).
Tac Rednuht was one of the youngest of his people to risk the crossing of the Den'luven mountain ranges and to visit the foreign lands of Irengard, although he had heard stories of the foreigners himself and wished to follow in the footsteps of his ancestors who were members of the Holy Allaince and helped the Warrior of Ice push back the demon hordes. Despite all of this, he was a foreigner to this land and everything he saw was new to him.
His way of dressing, accent and clothing stood him out from those around him and so bought him into the eyes of those who were of the bullying nature. It was late at night in one of the larger free cities where he met his first friend from Irengard, Josia Oliver McKenzie. Tac had been walking all day and had arrived in the small town of Priand, when walking the other way, three ruffians who had been drinking and obviously didn't like the look of this robed and staffed short man decided they would have some fun with him. Tac, still with his Master's teachings fresh in his mind tried to talk to this trio of trouble, but his accent and lack of understanding of colloquialisms only bought about more taunting from the three.
It was at this time that a fourth person arrived from around the corner, unlike these three, he was wearing a chain shirt and sported a longsword -- about the same time the first ruffian decided he would attack this poor visitor to their town. Tac countered his attack, moving to the side and leaving the larger man to land in the dirt where he was, "My apologies if I have caused offence to you and your family," he added, obviously concerned for the fallen man. This only made the other two look at each other and attack the smaller staffed visitor, a staff he used to good effect, climbing it and vaulting over these new attackers, once again landing one of them unhurt, but in the dirt, "I do not understand what I have done to offend you, please allow me to pass," Tac added, not understanding that his apologies were only inciting more anger in these bullies.
This time all three of them came at him and the small man could only avoid two of them with the leader, the largest of the three catching him. Tac tried to escape the man, but he was nearly twice his size and very strong. Tac kicked the first of the next two to try and get to him but could not avoid the punch of the third. He would have been pummeled to at least unconciousness right there if it hadn't been for Josia. As the third of the bullies was geting ready to hit Tac for the second time, he was caught by the charging chainmailed bull that was Josia, who after dropping him, jumped up and threw a haymaker at the one holding Tac, dropping him to the ground as well, and thus realising the small martial artist. "My apologies Master, but my negotiations have failed," he said to the air around him and with that released the fury of the Dragon on the still standing bully. Two more friends of these three rolled out of a tavern, and seeing their friends in trouble decided to join the fray.
Nothing brings people together then conflict, and Josia and Tac were a force unleashed on these five drunkard bullies, too stupid and too drunk to realise they had taken on two who had trained most of their young lives in combat. It was a matter of mere minutes before the five were left unconcious, lieing in the street.
Tac, stood in front of this kindly stranger, fist to palm and bowed thanked him, "My apologies, I did not mean to bring an honourable man as yourself into this situation, you have the thanks of Tac Rednuht of Ti'ni Doog."
"Tiny Dog, what is that??" he replied with a laugh, "I am Josia Oliver McKenzie, of the nations capital, and it was an honour to help you," he replied as a dozen heavily armed men appeared, took a look at the situation and one of them, a Sergeant, yelled "Arrest him!!!" and the men moved towards the two unsheathing swords and raising shields.
Tac, feeling honour bound to protect this Josia stepped in front of him, holding his staff threateningly, "I am not sure what you have done, but I know you to be an honourable man. I am duty bound to protect you, if you need to run, now is the time. I shall give you as much time as I can," he said to Josia, bringing about a laughing fit from the man behind him, and stopping the guards in their wake, the Sergeant looking enquiringly at the man behind Tac.
"Stand your men down Sergeant Havers," he said, "it is these men in the road that need arresting, this man may need a good feed and a bed for the night though," he added, taking Tac gently by the shoulder. "I have not told you who I really am," he added, looking sad, as though his fun for the evening was over, "I am Prince Josia Oliver McKenzie, fourth in line to the throne of Anq'Dilan, and I am afraid I shall be in serious trouble from escaping my personal guard again," he added this last with a smile. "Your fighting style is amazing, I have never seen it's like before, could you teach me it? I would pay you for your time of course."
"Tac bowed lower to this Prince, the honour would be all mine your highness, I should pay you for the priviledge," he added.
And that was the story of how Josia, 4th Prince to the Kingdom and Tac met.
It wasn't long after their initial meeting that Josia and Tac met that the two became inseperable. Tac's new form of martial arts and strong discipline even cutting down the amount of times the Prince would try and escape his personal guard, as for Tac, a young boy from a foreign lands, from a family with nothing was staying in cities and towns in good inns with comfortable beds, attending balls and dances, his looks and dress attracting his fair share of ladies, whether by curiosity or his closeness to the Prince, Tac wasn't sure, but preferred to think it his looks.
As the Prince was sent from city to city on diplomatic missions, he and Tac ran into their own fair share of "problems". Orc raiding parties, valuables being stolen from villages, sheep disappearing, to name a few. Whenever news of these things happened, the Prince would take it into his own hands to resolve the issues (despite the pleading of Sergeant Havers), often with Josia and Tac sneaking out (with Tac putting up enough of an argument so that he could at least tell the Sergeant the next day that he had tried to stop the Prince, though he was as keen as Josia to chase down the problems).
After six months, with the stories of their accomplishments (and written reports from Sergeant havers to Captain Kovanah of the Kings Guard) preceding them, the Prince arrived home, and presented Tac (in brand new clothes he had had sent from home; a beautiful dove grey silk robe with doubled buttons up the front and long open sleeves and soft velvet shoes) to his father, King Ordamar VI and mother Queen Ursula, a true priviledge for a small village boy.
Tac managed not to completly embarass himself at the Banquet for the Queen's birthday and also met Josia's three eldest brothers, Marcus, Sebastion and Emery, as well as his younger sister Sofia.
Over the next few years, Josia and Tac travelled the kingdom together with Josia visiting Tac's Master in Ti'ni Doog (which to this day still brings a giggle from Josia) a few times over those years. They had many adventures, meeting other intersting
Over their nearly 15 years of travelling together, Tac earned himself quite a reputation among Josia's family and the royal court, saving the Prince's life any number of times (though Tac would say he still was behind in the number of times the Prince had saved his). When they were visiting at the palace, Tac could be found helping Josia's brothers or the elite guards learn to fight without weapons or armour, the better to prepare themselves if they were caught unarmed.
He even single handedly foiled a kidnapping attack on Princess Sofia, chasing down the bandits over three days before stealing her away from them and returning her safely home.
For his service to the Prince and his loyalty to the Royal family, he was made an honorary Colonel of the Kingdom's army and Captain of the Personal Guard to Prince Josia.
On the death of his Master nearly 12 years ago, Tac left what had become his new home to take up his Master's work, but returns for three weeks each year, where he swears fealty to King Isengard on the Queen's birthday (a happy coincidence ... not really, he does enjoy the grand ball for the Queen's birthdays.)
Needs Optimisation, but will do for Application Entry ... thanks : )
====== Created Using Wizards of the Coast D&D Character Builder ======
Tac Rednuht, level 16
Human, Monk, Initiate of the Dragon
Build: Iron Soul Monk
Monastic Tradition Option: Stone Fist
Human Power Selection Option: Heroic Effort
FINAL ABILITY SCORES
STR 18, CON 16, DEX 20, INT 11, WIS 14, CHA 11
STARTING ABILITY SCORES
STR 16, CON 13, DEX 14, INT 10, WIS 13, CHA 10
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Monk Feature: Stone Fist Flurry of Blows
Druid Feature: Wild Shape
Monk Attack 1: Lion's Den
Monk Attack 1: Dragon's Tail
Monk Attack 1: Rising Storm
Monk Attack 1: Cacophonous Shout
Druid Attack 1: Pounce
Monk Utility 2: Swift Flight
Monk Attack 3: Springing Drake Assault
Athletics Utility 6: Sudden Leap (Skill Power)
Monk Attack 9: Strength to Weakness
Monk Utility 10: Internal Power
Initiate of the Dragon Attack 11: Draconic Torrent
Initiate of the Dragon Utility 12: Dragon's Vengeance
Monk Attack 13: Step Between the Worlds
Monk Attack 15: Falcon's Rent
Monk Utility 16: Pearl of Black Doubt
FEATS
Level 1: Human Perseverance
Level 1: Improved Monk Unarmed Strike
Level 2: Fluid Motion
Level 4: Implement Expertise (Ki Focuses)
Level 6: Mark of Making
Level 8: Superior Fortitude
Level 10: Iron Will
Level 11: Courageous Mind
Level 12: Initiate of the Old Faith
Level 14: Eyes in the Back of Your Head
Level 16: Effortless Motion
OTHER DETAILS NOT LISTED ON DDI SUMMARY
RESISTANCES
Resist Demons 2
Resist Any Ongoing Damage 6
Resist Fire 5
Resist Lightning 10
Resist Thunder 10
Resist Necrotic 10
OTHER CLASS AND RACIAL FEATS / FEATURES
+1 to AC after you use a move technique
Initiative 15
Speed = 8
+1 Saving Throws while you are bloodied
Passive Insight 25
Passive Perception 20
Unarmed Strike +3 1d10
Implement Expertise +1 to attack rolls with Ki focuses
Dragon's Action Use Action Point, deal fire damage equal to 5 + Str modifier in close blast 3
Strength of the Dragon Gain resist 5 fire; gain +2 to damage rolls after you are hit with fire attacks
Claws of the Dragon +2 to Flurry of blows damage, ignores resistances
Mark of Making Create magic items of your level +2 or lower, perform certain rituals
I have been playing RPG's since before most of the peeps on here were born (started OD&D in 1979). I am currently playing in 7 (or 8??) MW games and am a prolific poster. I have been playing 4e since it came out and am currently in one of the best MW 4e games ever run -- with some REALLY awesome other people.. I have a very good imagination and put a lot of work into any chracter I create ...
Did I mention I'm almost as good as PureChance ?? OK, maybe not that good, but working on it
The great mountains of Denluven seperates a is on the western edge of the continent, with the majority of it being Jeskuland and the free kingdoms to the west and within the mountains themselves reside the lands where Tac was born. They are mountainous regions (thinking more Incan and Mayan type mountains) and the only place to live is within the valleys, terraced lands are flooded and farmed for rice, and grown with vegetables. Meat is not farmed, but birds and fish add to the staple diet of the people of their lands.
The name of the lands to the West is an assumption and can be anything, but it would suit players staring as "European / Traditional" characters (Church based classes and the like, rather then Asian types)