Westgate is a dangerous city at any time, but today it’s about to live up to its name.
Today, a band of pious Silverstars have arrived in your precinct and they need a little help with renovations ...
and removals.
Group 1 'The Black Dragons' are moments from the completion of 'CORM1-1 - The Black Knight of Arabel' and group 2 'The Green Dragons' are progressing well with the same. Next in the series will be 'DRAG1-1 - Many Hands Make Light Work' and I am looking to bring each party to six characters before starting them on that adventure.
Currently I am just looking for two players to join the Black Dragons and will close this advert once they are chosen and reopen it (or repost it) when the Green Dragons are near to completing their adventure.
I will be seeking feedback from the existing players before choosing. Just to reiterate that following my application guidelines to the letter is a sure way to improve your chances of being selected.
See the Game Description and Game Information thread for application process and requirement. Feel free to ask any questions you may have in this thread or via pm.
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.
Vilthos is a tall being, standing just over 6 feet with blonde hair that he keeps cut short and piercing grey eyes. He walks with the aid of a staff, though doesn't appear to need the help of it in walking. He also proudly wears a holy symbol in the shape of the sun, showing his devotion to Amaunator, though he will give praise and kind words to both Ilmater, who he previously followed, and Kelemvor, though less so with the latter.
Under normal situations, he is compassionate and kind-hearted, showing mercy where others, especially Tempites, probably wouldn't. However, when faced with any undead, he loses that compassion, and a fierce rage can be felt from him.
Vilthos is highly compassionate, as well as head-strong. He prefers to try to talk his way out of most situations rather than fight his way out, but knows that there are times when battle is unavoidable. During these times, he can be heard softly apologizing to Ilmater for the pain he might be causing. However, when faced with undead, he has no regrets over what he does.
Vilthos grew up knowing a hard life in the city of Glarandar. One in which there was constantly a fearful eye towards the eastern borders, looking towards Thay. He grew knowing only one thing, fear the undead for if you don't, you shall become one of them. Although normally more a pacifist when he was a teen, he came to understand that line only too well, seeing both his parents first killed by undead, and then turned into the foul creatures. This changed the once devout follower of Ilmater, causing him to throw away his pacifist ways and to instead embrace the one thing all undead can't stand, the light. Ever since that fateful day, Vilthos has been a follower of Amaunator, hoping to give his country the rebirth that his god has recently had, as well as trying to fight of the undead legions from Thay, though he knows it to be very difficult.
Vilthos has known for awhile now that the threat from Thay is only growing. He has meant to journey out, hoping to find allies against the undead hordes, but also wished to remain close to his homeland. After about a year of deciding to go, then changing his mind, Vilthos finally found the courage to do what he needed, leave those he cared about and the only home he ever knew in order to try to give them the aid they needed. He set out on his journey to find whoever would lend aid to Aglarond.
Vilthos Serenor, Kalashtar Cleric Init +2 HP 24/24 Bloodied 12 Healing Surge 6 (0 used /8) AC 16 Fort 11 Reflex 12 Will 16 Speed 5 Str 9 (-1) Con 12 (+1) Dex 14 (+2) Int 10 (+0) Wis 18 (+4) Cha 16 (+3)
Astral Seal
At-Will * Divine, Healing, Implement
Standard Action RANGED 5
Target: One creature
Attack: Wisdom + 2 vs Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits the target before the end of your next turn regains hit points equal to 2 + your Charisma modifier.
Sacred Flame
At-Will * Divine, Implement, Radiant
Standard Action RANGED 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Channel Divinity: Divine Fortune
Encounter * Divine
Free Action PERSONAL
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead
Encounter * Divine, Implement, Radiant
Standard Action CLOSE burst 2
(5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wisdon vs Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Healer's Mercy
Encounter * Divine, Healing
Standard Action CLOSE burst 5
Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge. You are weakend until the end of your next turn.
Solar Enemy
Encoumter * Divine
Minor Action CLOSE burst 2
Target: Each enemy in burst
Effect: Each target gains vulnerability 5 radiant, or its existing vulnerability is increased by 5.
Bastion of Mental Clarity
Encounter
Immediate Interrupt CLOSE burst 5
Trigger: An enemy hits or misses you with an attack against your Will defense.
Target: You and each ally in burst.
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Divine Glow
Encounter * Divine, Implement, Radiant
Standard Action CLOSE blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Beacon of Hope
Daily * Divine, Healing, Implement
Standard Action CLOSE burst 3
Target: Each enemy in burst.
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your alliesin the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.
At the start of your turn, you can make a saving throw against each affect currently rendering you either dazed or dominated. If you fail the saving throw, you do not make a saving throw against it at the end of your turn.
You can communicate with any other creature that has a language, is within your line of sight, and within 5 squares of you. This allows for two-way communication.
Once per encounter you can invoke divine power, filling yourself with the might of your deity. You can use either the [color="red]Channel Divinity: Divine Fortune[/color], Channel Divinity: Turn Undead, or Channel Divinity: Healer's Mercy once per encounter. Regardless of the number of Channel Divinity powers you have, you can only use one of them per encounter.
Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your Cleric powers that has the healing keyword, add your Wisdom modifier to the hitpoints the recipient regains.
Choose a language you have heard or a piece of writing you have seen within the past 24 hours.
If heard, you can understand the language when spoken. On an Arcana check of or or higher, to speak the language fluently for the duration.
If seen, you can read the language. On an Arcana check of or or higher, to write the language in its native script or any other script you know for the duration.
Level: 1
Category: Restoration
Time: 1 Hour
Duration: Special
Component Cost: 10 GP
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Would you have a problem with me applying with two characters instead of the normal one?
No problem here. Though for both to be considered they should each meet all the application requirements. I also think to simplify the thread they should both be in the same post each within a separate fieldset.
I'm intrigued by the LFR thing, although I'm having trouble getting a request in for an RPGA number. I can get to this page, but then when I click on the link at the bottom of the answer my browser just shows a blank page. Any help you can offer would be great.
Assuming I can find someway to get that working, I'd like to put together a ranged Cleric of some variety to advance the religious undertones of the campaign arc. Is there any way to take a glance at the storyline so far for the Black Dragons group?
Unfortunately, according to the LFR guidelines you can't have games viewable to people who didn't take part in them, so that's out. However, you can take a look at the character descriptions from the original application thread to get a feel for the characters.
Just to point out, the campaign is not necessarily a religious one, it's just one adventure of many we'll make
I don't know about the rest, but I'll give you a hint on what I would want, most of it obvious.
Of the character:
We're looking for two new companions. From the party composition, one will surely be a leader, the other will probably not be a striker (at least without a strong secondary role).
A character that complements ours will be placed higher than one that is redundant.
A well written background (but not too long!), a well written sheet and a good picture of the character really brings it to life.
Of the player:
Somebody capable of posting twice a day or more is better than somebody that can log on only a half an hour a day and disappears on weekends.
Somebody that follows Cyco's rules, no repeated one-liners.
Must love to roleplay AND combat AND social encounters AND problem solving.
Wow I'm getting stricter than the DM! . Apply people, Cyco is awesome.
I just gotta get this guy a game, haha. As well, I'm still working on getting the MW character sheet up, so I'll just leave the DDI build here... Name: Alrahir Gender: Male Race: Half-Elf Class: Valorous Bard Region: Cormyr DCI#:1205615762
Alrahir sports a rather cheerful demeanor. Usually seen with a smile on his face, Alrahir has a habit of keeping spirits up amongst his friends. Rarely serious, what mostly pass Alrahir’s lips are playful jibes or jokes. When it comes to the arcane, however, Alrahir grows misty-eyed memorizing the knowledge and considering what he could do with it.
Alrahir takes after his father in his slim, slender appearance. He has shaggy blond hair, and warm, brown eyes. Despite looking like he’s seen not more than 16 winters, Alrahir assures most bartenders, that it’s the elf in him.
Alrahir is a rather simple fellow, delighting chiefly in song, dance, good drink, and the deep mysteries of the Arcane. Perhaps the last one isn’t too simple, but he found his love for the Arcane during his teachings in an elven bardic college.
Alrahir was the unfortunate end result of a young elf’s lust. His father was said to be a warrior of the highest calibre; master of spear and bow. Alrahir’s mother, Gwen Applebottom, was a ravishing bar wench serving at an inn near the Sembia-Cormyr border. Taken by her beauty, the elven warrior bedded Gwen, and left without a word. Understandably, Gwen was furious.
Born Alrahir Applebottom, he grew up not knowing of his heritage. Raised as a mostly normal child, most didn’t call attention to his slightly pointed ears, or how small he was for a child his age. It was more or less assumed he already knew. His mother assured him that he was normal, just a bit different than everyone else; no one is the same, of course. Around his 16th birthday, Alrahir finally dragged who his father was. He was ecstatic to learn he was an Elf. Thus began the whirlwind of elven study that was Alrahir’s teenaged years.
Eager to learn more of his new found people, Alrahir left for Tol Alamar, Cormyr’s most prominent bardic college. It was here he took the name Perldar, elvish for “half-elven”. Here, he learned his trade. Always a charismatic fellow, Alrahir found the schooling quite easy, and began a hobby of studying the arcane. Soon after graduating, Alrahir began travelling as a mercenary. He mostly stuck to jobs that were rather low risk, or had some link to arcane knowledge. When money was tight, he would put on musical acts, gaining some notoriety among lovers of music due to his lyrical voice, and mastery of the lute.
Alrahir Perldar, Half-elf Bard Init +0 HP 35/35 Bloodied 17 Healing Surge 8 (0 used /11) AC 17 Fort 13 Reflex 14 Will 15 Speed 5 Str 8 (-1) Con 16 (+3) Dex 11 (+0) Int 14 (+2) Wis 12 (+1) Cha 18 (+4)
Vicious Mockery
At-Will | Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the
target takes a –2 penalty to attack rolls until the end of
your next turn.
Level 21: 2d6 + Charisma modifier damage.
Guiding Strike
At-Will | Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target
takes a –2 penalty to the defense of your choice until the
end of your next turn.
Level 21: 2[W] + Charisma modifier damage.
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
Majestic Word
Encounter (Special) | Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
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. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet the requirements.
Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level.
When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time.
====== Created Using Wizards of the Coast D&D Character Builder ======
Alrahir Perldar, level 1
Half-Elf, Bard
Bardic Virtue: Virtue of Valor
Background: Cormyr (General) (Cormyr (General) Benefit)
FINAL ABILITY SCORES
Str 8, Con 16, Dex 11, Int 14, Wis 12, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 11, Int 14, Wis 12, Cha 16.
POWERS
Bard at-will 1: War Song Strike
Bard at-will 1: Vicious Mockery
Dilettante: Enfeebling Strike
Bard encounter 1: Shout of Triumph
Bard daily 1: Stirring Shout
ITEMS
Ritual Book, Implement, Wand, Lute, Adventurer's Kit, Light Shield, Chainmail, Longsword
RITUALS
Glib Limerick, Tenser's Floating Disk
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Btw, there isn't any rules about playing out of your region, is there? Just wondering if I had the option of playing this guy elsewhere. Anyways, here's hoping I get in!