Your party is sent to investigate allegations of Netherese activity near Arabel: a dark rider commanding legions of shadow.
Can you turn back the tide before
it’s too late?
I bring you another Living Forgotten Realms adventure/campaign.
I’m going to start with 'CORM1-1 - The Black Knight of Arabel' and, if things progress well, continue with other modules set in and around the Sea of Fallen Stars.
See the Game Description for application process and requirements and feel free to ask any questions you may have in this thread or via pm.
I’ll start this after the delve I am currently running is finished. The party has just started their last encounter and it’s a hard one (I hope). So I expect that to take a couple of weeks or so. I’ll post a closing date at least three days before I choose the final makeup of the party. I may choose a few characters early which will allow others a chance to adjust their characters to suit the party.
Finally I would like to thank Geekahedron and Deran for starting this and getting me interested in LFR.
An RPGA-sanctioned Living Forgotten Realms Campaign based in and around the Sea of Fallen Stars.
Adventures:
Each module will be an official LFR module though I will be making minor adjustments as per the allowed guidelines to suit the adventures to the party. There will be no major changes to any NPC’s or Plot lines and the rewards and rules will be official.
GM:
Me. Long time roleplayer and dungeon/game master. Have already run a couple of LFR games here and plan to run more. I also ran a few dungeon delves and am DMing a long running FR campaign which is the only public game for those interested in checking out my style. Each game is ran slightly differently with me being more strict with formatting for the LFR games.
Characters:
Each party will consist of five to six characters that are either newly created using the official RPGA Creation Guidelines for LFR adventurers or are already level 1 or 2 LFR characters. As I write this the current guidelines are version 1.9 and are available from the character creation page reachable via the RPGA LFR homepage.
I’ll am looking for characters that will work well together and be fun to play with.
Applications:
Please format your application as set out below. If you need assistance with the formatting open the spoiler below and copy the example template there.
I would like to see two or three paragraphs for each of the three sections (100-200 words each), if you want to expound on your characters background further please wait till you are in character as there will be opportunity for you to do just that. Following my application formatting guidelines to the letter is a sure way to improve your chances of being chosen.
If you also include a little about yourself, such as roleplaying experience and posting frequency, it won’t go unnoticed. I would also be interested to hear about any LFR experience you already have. Also if you are bringing in an existing LFR character details on their previous adventures and treasure bundles will be essential.
[b]Name:[/b] Name
[b]Gender: [/b] Male/Female
[b]Race: [/b] Character Race
[b]Class: [/b] Character class and build
[b]Region: [/b] FR background region
[b]DCI#:[/b] RPGA/DCI number
[spoiler=Appearance]Appearance, clothing and distinctive traits/mannerisms. [/spoiler]
[spoiler=Personality]Personality and outspoken opinions. Why would you join up with other adventurers? Why would they accept and then stay with you.[/spoiler]
[spoiler=Background]Where did you grow up, why did you leave and why are you looking for random adventure with a group of near strangers? [/spoiler]
[spoiler=Statblock]Character statblock as from myth-weavers sheet and/or character summary from Character Builder.[/spoiler][/fieldset]
Myth-Weavers Character Sheet:
For the game I would like to see a completed Myth-Weavers character sheet will all class, racial and feats described in the notes section. I am fine with you using either list tags or OOC tags. All powers should also have their mechanics listed out ideally along with final bonuses for whatever weapon you are using. Please also make sure the sheet is set public or at least viewable by me.
Here are two of my characters, the first with his notes as a large list, the second using OOC tags. Neither are 1st level so they have rather a lot more notes than a beginning character would have but I think they get the idea across. Feel free to copy any of the formatting or come up with your own. As long as it's easily understandable it'll be fine.
Blades, Warforged Fighter Init +10 HP 60/60 Bloodied 30 Healing Surge 15 (11 used /11) AC 21 Fort 20 Reflex 18 Will 16 Speed 6 Str 19 (+7) Con 15 (+5) Dex 16 (+6) Int 8 (+2) Wis 13 (+4) Cha 10 (+3)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Armblade Short sword +2: +14 attack, 1d6+8 damage
Dual Strike At Will | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must be wielding two melee weapons. Hit: 1[W] damage. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] damage. Armblade Short sword +2: +14 attack, 1d6+4 damage Warsoul Short sword +1: +13 attack, 1d6+3 damage
Combat Challenge Immediate Interrupt | Martial, Weapon Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Pass Forward At Will | Martial
Move Action
Personal Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
Covering Attack Encounter | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and an ally adjacent to the target can shift 2 squares. Armblade Short sword +2: +14 attack, 2d6+8 damage
Rain of Blows Encounter | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC, two attacks Hit: 1[W] damage. Weapon: If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature. Armblade Short sword +2: +14 attack, 1d6+4 damage
Hunter's Quarry Encounter
Minor Action
You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of your next turn.
Hunter's Quarry Extra Damage +1d6
Warforged Resolve Encounter
Minor Action
Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
Unbreakable Encounter | Martial
Immediate Reaction
Personal Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier (+2).
Spiked Soles Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you. Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Villain's Menace Daily | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. Armblade Short sword +2: +14 attack, 2d6+8 damage
Cometfall Charge Daily | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must charge and use this power in place of a melee basic attack. Attack: Strength vs. AC Hit: 3[W] + Strength modifier (+4) + Constitution modifier (+2) damage. Miss: Half damage. Armblade Short sword +2: +14 attack, 3d6+10 damage
Warsoul Short Sword Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts. Effect: Make a melee basic attack with this weapon against the triggering enemy.
Living Construct: No need to eat, drink, breathe, or sleep.
Warforged Resolve: Use warforged resolve as an encounter power.
Warforged Resilience: +2 racial bonus to saving throws against ongoing damage.
Unsleeping Watcher: 4 hours of inactivity counts as an extended rest
Combat Challenge: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
Combat Superiority: Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
Tempest Technique: When wielding two weapons, +1 attack with offhand weapons. Gain Two-Weapon Defense. In light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons
Hunter's Quarry: Minor action, designate nearest enemy you see as quarry, deal extra damage to quarry once per round.
Two-Weapon Defense: +1 to AC and Reflex while holding a weapon in each hand
Weapon Expertise (Light Blade): Gain bonus to attack rolls with light blades.
Warrior of the Wild: Ranger skill training, Hunter's Quarry 1/encounter
Sure Climber: Climb at normal speed on any surface, +1 to Athletics
Quick Draw: Draw a weapon with attack action, +2 to initiative
War Courier: +2 bonus to stealth checks.
Armblade Short sword +2: Enhancement: +2 attack rolls and damage rolls, Criticals: +2d6 damage
Properties: You gain a +2 item bonus to opportunity attacks made with this weapon.
Warsoul Short sword +1: Enhancement: +1 attack rolls and damage rolls, Criticals: +1d6 damage
Properties: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts.
Effect: Make a melee basic attack with this weapon against the triggering enemy.
Distance Dagger +1: Enhancement: +1 attack rolls and damage rolls
Properties: Increase the weapon's normal range by 5 squares and the long range by 10 squares.
Magic Leather Armor +2: Enhancement: +2 AC
Spiked Soles: Properties: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Belt of Vigor: Properties: You gain a +1 item bonus to your healing surge value.
Amulet of Protection +1: Enhancement: +1 Fortitude, Reflex, and Will.
Me'lia Gallowglass, Halfling Bard Init +4 HP 32/32 Bloodied 16 Healing Surge 8 (0 used /9) AC 17 Fort 13 Reflex 15 Will 16 Speed 6 Str 10 (+1) Con 15 (+3) Dex 16 (+4) Int 8 (+0) Wis 11 (+1) Cha 18 (+5)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Harsh Songblade Short Sword +1: +5 attack, 1d6+1 damage
Ranged Basic Attack At Will | Weapon
Standard Action
Ranged Weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+3) damage. Vicious Hand Crossbow +1: +7 attack, 1d6+4 damage
Jinx Shot At Will | Arcane, Weapon
Standard Action
Ranged Weapon Target: One creature Attack: Charisma vs. AC Hit: 1d8 + Charisma modifier (+4) damage. The first time the target misses with an attack before the end of your next turn, it falls prone. Vicious Hand Crossbow +1: +8 attack, 1d6+5 damage
Guiding Strike At Will | Arcane, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+4) damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. Harsh Songblade Short Sword +1: +9 attack, 1d6+5 damage
Shout of Triumph Encounter | Arcane, Implement, Thunder
Standard Action
Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier (+4) thunder damage, and you push the target 1 square. Effect: You slide each ally in the blast 1 square. Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier (+2). Harsh Songblade Short Sword +1: +6 attack, 1d6+5 damage
Majestic Word Encounter | Arcane, Healing
Minor Action
Close Burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+4). You also slide the target 1 square. Special: You can use this power twice per encounter, but only once per round.
Inspire Competence Encounter | Arcane
Move Action
Close burst 5 Target: You and each ally in burst Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.
Words of Friendship Encounter | Arcane, Charm
Minor Action
Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Second Chance Encounter
Immediate Interrupt
Personal Effect: Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
Malevolent Mischief Daily | Arcane, Implement
Standard Action
Ranged 10 Attack: Charisma vs. Reflex Target: One creature Hit: 3d8 + Charisma modifier (+4) damage. Miss: Half damage. Effect: The target is affected by ill luck (save ends). While affected by ill luck, the target is slowed until the end of its next turn whenever you or an ally hits it with an attack. Harsh Songblade Short Sword +1: +6 attack, 3d8+5 damage
Harsh Songblade Free Action Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.
Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Duration: 8 hours
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Duration: 10 minutes
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.
+1 attack rolls and damage rolls, criticals add +1d8 damage.
Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.
Power (Consumable • Healing): Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 2 hit points when he or she spends a healing surge at the end of the short rest.
Posting Requirements:
I am looking for a reasonably fast posting rate such as one to two posts weekdays and one post weekends. The average post does not have to be lengthy (ie two to three paragraphs of around 100 words total would be good) but they do need to show your character’s personality and should respond to other characters as much as the environment.
I understand occasionally people will be unable to post for a certain period of time, holidays, sickness and such forth. But I do ask that you give as much notice beforehand or as soon as possible and I will endeavor to do the same if I will be unable to post for any length of time.
Great looking ad! If its alright I'm going to throw together an app for this. I'm playing in Stiverton's game set in Sembia and I was minutes from running my Impiltur game in Cormyr instead, so great choice! Now, did you get this one sanctioned? I believe that will let your players earn points for completing it. Alright, I'm going to try and think up an interesting concept. A Gold Elf Wizard, or possibly a Fey Warlock sounds kinda fun, hmmmm.....
To my friends, players and GMs here on the Weave. I must regretfully inform you all that my life has turned in a very dark direction and I must sadly withdraw from all of my games. I apologize for the short notice.
The first one's actually pretty good, but I feel like it's from somewhere.
It's from a Magic card by Michael Komarck, same as the one I used up above. Having never played the game, they were all new to me when I scrounged through the Web to find them.
Great looking ad! If its alright I'm going to throw together an app for this. I'm playing in Stiverton's game set in Sembia and I was minutes from running my Impiltur game in Cormyr instead, so great choice! Now, did you get this one sanctioned? I believe that will let your players earn points for completing it. Alright, I'm going to try and think up an interesting concept. A Gold Elf Wizard, or possibly a Fey Warlock sounds kinda fun, hmmmm.....
Thanks. It's been a work in progress since I posted.. But I think it's about done now.
Yep, this is a sanctioned adventure. All people that participate will get... wait for it.. wait for it.. 1 reward point!
And some experience and loot for their character of course.
--
More nice pics Intro. Went and checked his gallery after you posted your app.
The other option for revenant is to pick a face that looks close and just desaturate the skin, fix up the eyes and maybe make the cheeks a bit hollow.
Hi, I played this character in East 1-1 "These Hallowed Halls" and would love to continue his adventures here. I'll get his portrait up soon.
Name: Ren Wurwold Gender: Male Race: Human Class: Fighter Region: Dalelands DCI#: 7208402660
Ren is a stout young man with a prominent beer-belly. Though he tries to appear presentable, he has trouble understanding what "presentable" is, exactly. For example, a clean shirt to Ren is when he's spit-rubbed the stains out (or made the stains into larger splotches.) A bath is having stood out in a light rain for a short while.
Ren is a bit of a lout, rarely keeping his cringe-inducing opinions to himself. He doesn't mean to offend anyone; he just feels he needs to be heard. Because he had a lonely childhood he wants nothing more in the world than to belong to a group of peers. Unfortunately, other adventurers rarely see him as a peer. They are more interested in his good sword arm.
Ren's father was a Dalesman merchant who traded with the goblin tribes of the Desertmouth Mountains. As a teen Ren accompanied his father on these clandestine trading runs and learned the goblin tongue. Many people suspected their illicit activities but were not able to catch them in the act. When his father died Ren decided to give up the business. He was tired of being a societal outcast. He wanted to be a hero. A legend. An adventurer.
Ren Wurwold, Human Fighter Init +2 HP 29/29 Bloodied 14 Healing Surge 7 (11 used /11) AC 21 Fort 14 Reflex 14 Will 11 Speed 6 Str 18 (+4) Con 13 (+1) Dex 14 (+2) Int 11 (+0) Wis 10 (+0) Cha 12 (+1)
Doranis's most typical features -- skin tone, eye color, hair color -- are no longer major indications of his identity: he now bears the mark of one who has been blocked from eternal repose. He shares his white hair, grey skin, and red-on-black eyes with most other revenants of the world; his few remaining distinguishing features are remnants of his elven body. His nose is thin an swept, while his ears are fine and pointed. His lips are thin, and his eyes large. His body is not muscular, but lithe; little can be seen of it, as he prefers sweeping black cloaks as a manner of dress.
Doranis took his return to unlife surprisingly well: having been an executioner in life, he was comfortable with the idea of being close to death. Indeed, death seems only to have made him hardier, though this has caused him to lose a certain amount of the caution he had in life. He is quiet, pensive, and has absolutely no reservations about punishing wrongdoers, even if he does sometimes take it a bit too far. He does enjoy the company of others, however: they remind him of what life was like.
(In non-one dimensional alignment terms, he's solidly Lawful Neutral. As is, I think that makes him Unaligned.)
Doranis Griidyphon was born in life to an elven couple that lived in the harsh city of Harglast. He, like his parents before him, was a fine, upstanding citizen, though many of his friends were not: his family was poor, and those they lived around occasionally resorted to desperate measures to make ends meet. Doranis and his family contented themselves with praying to Tymora to change their fortunes; whether or not Doranis obtaining a job as an executioner was a result of this is a matter of opinion.
(More later.)
====== Created Using Wizards of the Coast D&D Character Builder ======
Doranis Griidyphon, level 1
Revenant, Assassin
Choose your Race in Life: Elf
Background: Windrise Ports, Occupation - Executioner (Windrise Ports Benefit)
Guild Training: Bleak Disciple
FINAL ABILITY SCORES
Str 9, Con 16, Dex 18, Int 10, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 9, Con 14, Dex 16, Int 10, Wis 15, Cha 10.
ITEMS
Adventurer's Kit, Leather Armor, Climber's Kit, Khopesh
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I started D&D in Second Edition, but really got into it when 3E came out. I've worked on a couple WotC supplements as a playtester or fact-checker, and they even bothered to credit me on one of them. (Thanks, guys.) I'm into acting, and tend to come at my characters from that side; PbP suffers from me not being able to do accents and dialects like I do at the table. I have been a member of MW for about a year and a half now, and have maintained a post-per-day rate of about five and a half for almost that entire period. I can easily post once or twice per day; three is a stretch, but not a big one. I am also here to answer any questions you may have about me.
Name: Ashwolf
Gender: Male
Race: Half Orc
Class: Monk (Centered Breath)
Region: Dragon Coast
DCI#: waiting on application
Ashwolf is tall and well muscled, with greyish skin and a large jaw, and his appearance is made more imposing by the network of scars that cover his face and head. He wears a bandanna on his bald head and heavy linen grey clothes. A spear is loosely held in his left hand and he carries a worn pack which looks like it contains all his worldly possessions.
Ashwolf is direct and forceful in his interactions with people, but reserved with those he does not know. It is unusual for him to judge in haste, but when angered his fury is great.
He enjoys physical challenges of all kinds, and is prone to significant bouts of drinking when he relaxes, which he only does with those he considers equals.
While Ashwolf excels in combat, he prefers a resolution that avoids it when possible. He truly hopes that the people he meets will find peace with themselves rather than take their fury out on the world around them.
Ashwolf grew up on the streets of Westgate, with a mother who was always drunk and a father who he has never met. The beatings and his sense of rejection led him straight into the wharf gangs, where his orcish heritage ensured that he survived. He spent several years being angry at everything and everyone, becoming one of the better brawlers and thieves in his small gang. Soon, the sense of power gained from petty thievery and muggings exceeded the abilities of his accomplices, and they ran afoul of the Nine Golden Swords.
Ashwolf awoke floating in the shallows under the docks, blood seeping from his wounds. His friends lay dead in the water around him, and the consequences of his actions became very real.
The next few months were spent running. He left the city and drifted, begging and stealing when he had to, but more and more often he worked for his keep. During this time he stumbled upon a monastery in the Giant's Run mountains and the monks there saw him for the lost soul he was.
The monks took him in and gave him a solace - their studies in combat and the soul gave Ashwolf time to reflect on his actions and a focus for his anger. He has stayed with them for four years and showed great aptitude. He has mastered his hatred and the anger which drove him, but still struggles with a short temper and intolerance of bigotry. He has decided that it is time to stop running, and to turn and face the world.
Only a few weeks ago, Ashwolf set out from the monastery to turn a new leaf and make the world a better place, easing some of the misery that he contributed to in his youth.
====== Created Using Wizards of the Coast D&D Character Builder ======
Ashwolf, level 1
Half-Orc, Monk
Build: Centered Breath Monk
Monastic Tradition: Centered Breath
Background: Dragon Coast
FINAL ABILITY SCORES
Str 13, Con 14, Dex 17, Int 10, Wis 16, Cha 8.
STARTING ABILITY SCORES
Str 11, Con 14, Dex 15, Int 10, Wis 16, Cha 8.
A tall dwarf, Obidiah was once teased in his youth as being 'half-human' due to his height, a fact that led to many broken noses in his neighborhood over his youth. He stands a full five foot three, a giant amongst dwarves, and it was this teasing and his abnormal height which led to his acceptance into a goblinoid gang, the origin of the crimson tattoos that run along his arms. The tattoos were each a stage of initiation in the gang, each having their own meaning, and despite his departure from the gang and subsequent hate of goblinoids, Obidiah keeps them as a memory of his mistakes. He wears his arms bare, often, still showing off the tattoos he received, particularly the last one in the chain of markings, a goblin glyph meaning Vengeance.
He keeps his hair long, as many dwarves do, and his beard well kept but equally long. His hair is a very dark black with hints of early silver. His eyes are equally black, like onyx gems. His skin is a dark ruddy color, dull in complexion, almost like it has been rubbed down with dirt. He wears simple clothing, often black or other colors that help him blend into urban and dark terrains, working with the black iron and burnished chainmail armor he wears. He wears a pair of spiked gauntlets almost constantly, black iron but not menacingly over spiked. Simple weapons that could seem to be as much defensive as offensive. From his belt hand multiple sets of weapons, a pair of hand axes, a pair of throwing hammers, a set of daggers, and a pair of sickles, one on each side, hanging from leather cords looped through their hilts or sheathed across his belt and legs. He often will mix and change which of these he uses in strange forms. Often he appears almost as a butcher or some other laborer given all the cutlery that hangs across his body.
He also carries a small tinderbox and long pipe, and is often found smoking it during his off times.
Obidiah can be distant and, in his own way, shy. He is not friendly to outsiders, and the less he knows of someone the colder he tends to be towards them, an effect which means that he ends up getting to know only a very few people better, but those that do find that he is actually a quite friendly and personable person who is almost overly protective of his friends. Some of this can be traced to his years as a member of the Bile Spider gang, a mostly goblinoid group that got progressively rougher as he was a member. Although he left the gang behind long ago after a betrayal which made him swear an oath against all goblinoids he still has the gang mentality which makes him distrustful of anyone not inside his circle and highly protective of those that are. This coldness can put people off, but the loyalty he shows once befriended tends to lead people to keep him around.
Obadiah was raised in Ramekho, an often lawless city where one born into the underbelly of society, as Obidiah was, meant turning to a gang to survive. His father and mother were exiles for reasons Obidiah never knew, for they never spoke of it. He was poor into poverty. Shunned by his dwarven peers for the abnormal height he displayed he eventaully fell in with a gang of goblinoids who knew what it was like to be shunned the same. Led by a crafty hobgoblin named Kharn, the Bile Spider gang was his replacement family after crime, poverty, and sickness claimed his parents. As an only child, and with nothing left, he threw himself fully into the gang. He learned how to fight on the streets, the tattoos on his arm marking him as someone not to be trifled with.
He learned the art of two blades in the gang, taught by a goblin mentor by the name of Eisen, who taught him how to sneak and track as well as fight. He taught Obidiah how to fight with the katar and the gauntlet, how to get close to finish off a foe. He became the father Obidiah lost, but like many son's he was foolish and rash towards his father's words. Eisen was one of the oldest members of the gang, and was vocal in his disapproval of Kharn's increasingly bloody methods. However, the effectiveness of the methods, at least in the short term, meant that Eisen's concerns fell on deaf ears... including Obidiah's. The tall dwarf has many regrets about the things he did during that time, and many bad dreams. But at the time he carried out Kharn's orders with brutal precision.
In time the Bile Spiders grew to a place of prominence in their section of the city, cornering the markets for smuggling, illegal substances, protection, and murder-for-hire. But power corrupts, and to someone already rotten to the core that boded even worse. Kharn, now drunk off the power, searched for new ways to expand his powers. And so, secretly, he turned to the mad god Cyric, lord of lies and murder. For a time it seemed he was simply being somewhat more bloodthirsty then usual. But slowly he introduced the worship of the evil god to his followers on a more open basis, a fact which eventually led to the destruction of the Bile Spiders.
Split between those loyal to Kharn, almost cult-like in their dedication, and to the traditionalists led by Eisen, Obadiah found his world collapsing around him. But the fight, supposed ot be a fair fight, never materialized. Instead, true to his god, Kharn sent assassins in the night that slew Eisen and many of the other traditionalists. It was a stunning and shocking move, and one that sent Obadiah running. He smuggled himself aboard a vessel, keen to escape his once home. But he vowed to return some day, when he was stronger, and to destroy Kharn and everything that he had built. But he would need strength for that. And, with few options left, he took one that would redefine his life; he became an adventurer.
Obadiah Oldonyx, Dwarf Fighter Init +3 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /11) AC 17 Fort 13 Reflex 14 Will 12 Speed 5 Str 16 (+3) Con 14 (+2) Dex 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 8 (-1)
Melee Basic Attack At-Will ✦ Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength (+3) modifier damage Handaxe, , Sickle, or Throwing Hammer: +6, 1d6+6
Combat Challenge At-Will ✦ Martial, Weapon Immediate Interrupt Melee weapon Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy
Cleave At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength (+3) modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength (+3) modifier. Handaxe, Sickle, or Throwing Hammer: +6, 1d6+6
Dual Strike At-Will ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
[b]Hit: 1[W] damage per attack. Handaxe, Sickle, or Throwing Hammer: +6, 1d6+3
Steel Serpent Strike Encounter ✦ MartialWeapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: Hit: 2[W] + Strength modifier damage (+3)and the target is slowed and cannot shift until end of your next turn. Handaxe, Sickle, or Throwing Hammer: +6, 2d6+6
Knee Breaker Daily ✦ InvigoratingMartialWeapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damageand the target is slowed (save ends). If the target is already slowedit is instead immobilized (save ends). Weapon: If you’re wielding an axea hammeror a macethe attack deals extra damage equal to your Constitution modifier. Miss: Half damageand the target is not slowed or immobilized. Handaxe, Sickle, or Throwing Hammer: +6, 2d6+8
Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
When wielding two weapons+1 attack with offhand weapons; gain Two-Weapon Defense; in light armor or chainmail+1 damage with melee or close weapons+2 with offhand weapons