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About This Game

A game of Curses, Sins and Monsters in a world where they are neither good nor evil, the story of the Sinners, a class of people blessed with a supreme curse, who cover a key role in the society but face discrimination, everything come at a price and you know it well.

Game System

D&D 4e

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05/19/2024

Detailed Description

Who are you? You are a Sinner

And what is a Sinner? Well, that will take some time to explain.

 

Gamana, the world where we live, hasn’t always been like this, 817 years ago, at the end of the war of the gods, it was profoundly and irreversibly changed, most of the gods died and the things they had created disappeared with them; Edia and Ytar, the two remaining deities picked the broken pieces and repaired the world.

Every living being own their existence to Edia’s and Ytar’s efforts and for this we are eternally thankful but the world we live in now is not without problems and challenges, everything come at a price. 

With the death of the gods, the magical energy disappeared, killing all the creatures that depended on it and bringing the world into chaos, Edia replaced the source of power, saving the day, but in doing so tied the world’s magic to one of her domains: curse

Every act of magic inflict a curse,  crafting a magical item could curse the caster, the item, or the shop, healing someone may curse the receiver, or the healer, creatures of magic develop/spread curses.

Over time people got used to this new way of magic, studied it's rules and finally adapted.

 

Scholars rank curses by intensity: low, medium, high and supreme , if two curses conflict with each other the one of lower rank become dormant, until they are no longer in conflict, the exception is a supreme curse, occasionally called Sinner Curse, which make all those inferior dormant all the times.

Through a ritual a person can dedicate their soul to Edia, embrace a sin and be granted the ability to absorb curses, this paired with supreme curses gave life to the figures known as Sinners. 

Sinners are bearers of a supreme curse who dedicated their souls to Edia, becoming able to absorb inferior curses without ill effects, each kingdom handle sinners in their own way, in some places they are nothing more than servants, in others they are highly regarded for their services, in any case they have a key role in the modern society.

 

Monsters, that’s another problem that plague the life of the inhabitants of this world, there are plenty of monsters and they too are subject to curses, even more than people, they tend to acquire particularly quirky or crippling curses due to their strong connection with Edia, who is the goddess of monsters, sins and curses; since many monsters can spread curses like a disease, or carelessly cast magic, Sinners are often tasked to deal with them, not necessarily with violence, after all Sinners too have a strong connection with Edia and they can, sometimes, reason with monsters.

 

You are a Sinner of the kingdom of Barazin, currently living in the port city of Bewold at the south west border of the kingdom, in your country each Sinner formally belong to the Order of the Orange Glove, a knightly order created by the monarchy which allow the kingdom to call them when needed while granting them status and some degree of legal protection.  Sinners are free to manage their own lives and many become professionals, running their own “cleaning” business, you are one of them, a particularly lucky, connected or successful one as you are a member of the Seven Roses, a prestigious and wealthy society of Sinners, one of the most influential in Bewold, however unfortunate events threaten to destroy the society, all your hard work and you.

 

 

Game elements:

Themes:  Shades of gray morality, discrimination, everything come at a price, politics, comedy.

Starting level: 6

Map: will likely use roll20 for that

Looking for: 4-5 players, applications deadline 19/05.

  1. What's new in this game
  2. I'll see if I can dig up my old 4e books and come up with a better concept
  3. The psionic classes are valid, as long as you refluff them. A curse that make your character feel certain emotions when casting is valid. Influencing others emotions is only valid if the power has an effect or a keyword that say so (es. Fear keyword, or a charm power) Turning into what people desire is not a valid curse, I don't know if there is a power able to replicate it, as alternative I may suggest - I'm constantly chased by the wrong kind of men/women- as a valid curse. Edit. Of course nothing stop another player from role-playing emotional side effects of your powers(there are plenty if examples of power of friendship/love/hate/anger ) but that will be their choice
  4. I wasn't planning to apply for more games, but Rudra tipped me about this one. I have very fond memories of the games I've played with him, so I'm going to apply. A slight issue is that I'm rusty as hell on 4e mechanics, but it'll probably work out. While reading the description, I had an immediate idea: The psionic healer class that can affect people's feelings, based on the sin Lust. The twist is that he or she is also affected by other's feelings, and can turn into what people desire, based on some trigger. I realize the concept can devolve into some rather... uncomfortable territory. I intend to keep it PG-13. But if someone has issues with the concept, please let me know.
  5. Ok, thanks for the quick reply. The game is very attractive to me, now I need my inspiration to get a spark.
  6. No real time sessions, roll20 would be used exclusively to provide a combat map, a player would log in to roll20 to move their token, draw lines for area effects, place a sign for marked/debuffed enemies.
  7. Hello, everyone, Does this mean we need to log in to roll20 regularly to participate in the game? Does this mean there will be real-time sessions on roll20?
  8. Hit Points 51/51 Bloodies: 25 Healing Surge: 12 Str 11 Con 14 Dex 15 Int 12 Wis 19 Cha 8 Defense AC 22 Fort 18 Ref 19 Will 21 Race Features: bonus At- Will power, Bonus Feat, Bonus Skill, +1 Fort, Reflex, Will Class Features: Primal Predator, Ritual Casting, Wild Shape, Implements, +1 Reflex & Will, Balance of Nature Feats: Enraged Boar, Totem Focus, Primal Fury, Impending Victory Stat Block [url=http://www.myth-weavers.com/sheet.html#id=1179780][size=4][B]Crimsonbeard Millerson[/B][/size][/url], Human Druid- Primal Predator [B]Init[/B] +9 [B]HP[/B] 51/51 [B]Bloodied[/B] 25 [B]Healing Surge[/B] 12 ( used /8) [B]AC[/B] 22 [B]Fort[/B] 18 [B]Reflex[/B] 19 [B]Will[/B] 21 [B]Speed[/B] 7 [B]Str[/B] 11 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 15 (+2) [B]Int[/B] 12 (+1) [B]Wis[/B] 19 (+4) [B]Cha[/B] 8 (-1) [OOC='[color=green]Wild Shape[/color]'][B][color=green]Wild Shape[/color][/B] At Will- Polymorph, Primal Minor Action (special) Change fro Humanoid form to beast for or vice versa. When change from Beast form back to human shift 1 square. While in beast form can't use attack, utility or feat powers that lack beast form keyword though can sustain such power. Beast form is same size, equipment becomes part of beast form, but drop anything holding , except implements you can use. Continue to gain benefits of equipment you wear. [/OOC], [OOC='[color=green]Pounce[/color]'][B][color=green]Pounce[/color][/B] At-Will- Best form, Implement, Primal Standard Action Melee touch Target: one creature Attack: Wis vs Reflex Hit: 1d8+Wis (5)- grants combat advantage to next creature that attacks it EONT Special: When charging , you can use this power in place of a melee basic attack[/OOC], [OOC='[color=green]Savage Rend[/color]'][B][color=green]Savage Rend[/color][/B] At-Will Beast Form, Implement, Primal Standard Action Melee touch Attack: Wis vs Reflex Hit 1d8+W (5)- slide target 1 square Special: power can be used as basic melee attack[/OOC], [OOC='[color=green]Flame Seed[/color]'][B][color=green]Flame Seed[/color][/B] At Will Fire, Implement, primal, zone Standard action Ranged 10 Target: one creature Attack: Wis Vs Reflex Hit: 1d6 fire and squares adjacent to target become fiery zone till EONT. Any enemy that enters or starts there takes Wis (5) damage.[/OOC], [OOC='[color=green]Thorn Whip[/color]'][B][color=green]Thorn Whip[/color][/B] At-Will Implement, Primal Standard Action Ranged 10 Target: one creature Attack: Wis vs Fort Hit: 1d8+W (5) and pull target 2 squares.[/OOC], [OOC='[color=red]Darting Bite[/color]'][B][color=red]Darting Bite[/color][/B] Encounter Beast form, Implement, Primal Standard action Melee- touch target: one or two creatures Attack: Wis vs Reflex hit: 1d10+W (5), if at least one attack hits can shift squares = Dex (3)[/OOC], [OOC='Savange Frenzy'][B]Savange Frenzy[/B] Daily- Beast form, implement, Primal Standard Action Close burst 1 Target: each enemy you can see in burst Attack: Wis vs Reflex hit: 1d6 + W (5) - target dazed and slowed (save ends both) Miss: half damage and slowed EONT[/OOC], [OOC='Fleet Persuit'][B]Fleet Persuit[/B] Daily- Beast form, Primal Minor Action Personal Effect: Until end of encounter, gain a power bonus to you speed while you are in beast form equal to you Dex modifier (3)[/OOC], [OOC='[color=red]Predatory's Flurry[/color]'][B][color=red]Predatory's Flurry[/color][/B] Encounter- Best Form, Implement, Primal Standard Action Melee- touch Primary Target: one creature Primary Attack: Wisdom vs Reflex Hit: 1d6 + Wis (5) and the primary target is dazed UEoNT Effect: you shift Dex (3) squared and them make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack:Wisdom vs Reflex Hit 1d6+ Wis (5) and the secondary target is dazed UEoNT[/OOC], [OOC='Roar of Terror'][B]Roar of Terror[/B] Daily- Beast Form, Feat,Implement, Primal, Psychic Standard Action Close burst 5 Target: Each creature in blast Attack: Wis vs Will Hit 2d6+Wis (5) and the target is dazed, save ends Miss: half damage and the target is dazed UEoNT[/OOC], [OOC='Animal Messenger'][B]Animal Messenger[/B] Once per day can use Animal Messenger without expending components.[/OOC], [OOC='Enduring Beast Armor'][B]Enduring Beast Armor[/B] While you are in beast form you regain 2 additional hit points whenever you spend a healing surge. Power- Daily- Healing) minor action- you spend a healing surge. [/OOC], [OOC='Autumn Harvest Totem'][B]Autumn Harvest Totem[/B] Enhancement: Attack rolls and damage rolls Critical 1d6 per plus, 1d10 against bloodied. Attacks made though this totem deal extra damage 2 against bloodied creatures [/OOC], [OOC='[color=red]Camouflage Cloak[/color]'][B][color=red]Camouflage Cloak[/color][/B] Encounter, Primal Minor Action range 5 Target: you or ally Effect: The target becomes invisible until he or she moves or UEONT[/OOC], [OOC='Autumn Harvest Totem +2'][B]Autumn Harvest Totem +2[/B] Critical =2d6 or 2d10 against bloodied Property- does +2 extra damage against bloodied.[/OOC], [OOC='Endruing Beast Hide Armor +2'][B]Endruing Beast Hide Armor +2[/B] Armor: hide Enhancement: AC Property While in beast form regain 2 hit points whenever you spend a healing surge Power(Daily)+ Healing) minor actin. You spend a healing surge.[/OOC], 'Amulet of protection +2', [OOC='[color=green]Acrobat boots[/color]'][B][color=green]Acrobat boots[/color][/B] +1 check on acrobatics Power (at will) minor action- stand up from prone[/OOC] [B]Notes[/B] +1 hit, 1d6+2 damage on charge; +1 to attacks with primal power against bloodied +1 to attacks with at will power against bloodied +2 damage with basic melee attack +1 to attack with Totem Sin: Gluttony Curse: Everyday an appendage changes to take a beast form or an aspect of a beast manifests, be it feathers or tail or mane. At the start of the week he reverts back to his true form for a day. Favorite place of the guild: Walled garden that he attends and retreats to if his appearance changes too much. Half of the garden is taken up with raised beds where vegetables and herb are grown. A third s of the garden is seating area under an oak tree. There is also a small shack where tools and supplies are kept and also where Crimson sometimes sleeps.
  9. I've just been busy, honestly. Still fully intending to submit something when I can. Although no matter how much time passes, it's fun to see how strikers are the most popular apps overall
  10. Last year I started picking up all the 4e books / resources I could. Kept a look out on e-bay, thriftbooks, used bookstores, etc. and literally picked up everything I didn't have for a fraction of the original prices. I now have an almost complete 4e collection! Its awesome. I just don't get to play it because no one runs it, lol. :D
  11. Sorry. I haven't had much time on my character. Especially since I really want to play 4e DnD again after so many years. I'm hoping to have more time in the next few days to work out my application more.
  12. Indeed, cant say i'm surprised, i dont remember seeing a dnd4 game here on the new site and even on the old site it was a pretty rare sight in the last few years, i've spent a considerable amount of time debating if to pick dnd4(my preferred choice) or go for dnd5/pathfinder(the most popular choices), ultimately i went with the former, to have no regrets.
  13. House-rules: The Flaming weapon magic item convert all damage to fire, not just untyped damage
  14. Garrett Alexander Cook Race: Human - Size: Medium - Ability Scores: +2 to one ability score of your choice (Cha chosen) - Speed: 6 squares - Bonus Feat: ??? - Bonus Skill: ??? - Human Defense Bonus: Gain +1 racial bonus to Fortitude, Reflex and Will - Languages: ??? Ability Scores detailsStr 08 (0pts) Con 10 + 3 (3pts) + 1 (Lvl 4) Dex 10 + 6 (9pts) Int 10 + 1 (1pts) Wis 10 Cha 10 +6 (9pts) + 2 (human) + 1 (Lvl 4) Str Con Dex Int Wis Cha 11 14 16 10 08 19 +0 +2 +3 +0 -1 +4 Class: Storm Sorcerer 6 - Hit Points: Start with 12 + Constitution score = 26 +5/5 levels = 51 Hit Points total - Bonuses to Defenses: +2 to Will - Healing Surges per day: 6 + Constitution modifier = 8 Healing Surges - Armor Proficiencies: Cloth - Weapon Proficiencies: Simple melee, Simple ranged - Implements: Daggers, Staves Class Skills: +05 Arcana (Int) T +07 Athletics (Str) T +04 Bluff (Cha) U +04 Diplomacy (Cha) U -01 Dungeoneering (Wis) U +07 Endurance (Con) T +00 History (Int) U -01 Insight (Wis) U +04 Intimidate (Cha) U +04 Nature (Wis) T Class Features: - Spell Source: Storm Magic -- Storm Power: Bonus to damage rolls of arcane powers equal to your Dex Mod, +2 at 11th, and +4 at 21st. -- Storm Soul: Resist 5 thunder and 5 lightnining. Improves to 10 each at 11th and 15 at 21st. Your arcane powers ignore targets' resistance to those damage types up to the amount of your resistance. -- Storm's Embrace: When rolling a natural 20 on an attack roll for an arcane power you can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack's other effects. Powers (3AW/2E/2D/2U): Lightning StrikeSorcerer Attack 1 Lightning strikes your foe and then ricochets to another enemy. At-Will - Arcane, Implement, Lightning Standard Action - Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8 + Cha modifier lightning damage. A creature of your choice other than the target within 10 squares of the primary target takes lightning damage equal to your Dexterity modifier. Level 21: 2d8 + Cha modifier lightning damage. Storm Magic: You can apply your Storm Power bonus to only one of the targets, not both. - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? Theme: Windlord (HoEC) - Your origin becomes elemental. For the purpose of effects relating to creature origin, you are considered to be an elemental. - Add Primordial to the languages you can read, write, and speak. - +2 power bonus to Athletics and Perception checks. - Gain the Wind Fury Assault encounter power. Feats: - Tempest Magic (Lvl 1, AP): When you use an arcane power that has the lightning or thunder keyword you gain a +1 feat bonus to damage rolls (+2 while you are bloodied). This increases to a +2/+4 at 11th level and +3/+6 at 21st levels. - Mark of Storm [Dragonmark] (Lvl 1, Human Bonus Feat, ECS): Slide enemies 1 square when hit with your lightning or thunder powers. Gain a +1 bonus to your speed when flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat. - Staff Expertise (Lvl 2): You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This increases to +2 at 11th level and +3 at 21st level. When making a ranged or area attack with a staff as an implement you don't provoke opportunity attacks and when you make a melee weapon attack with a staff the reach for that attack increases by 1. - Superior Implement Training: Quickbeam Staff (Lvl 4, PHB3): You can use a single superior implement of your choice. You can take this feat more than once and select a different superior implement each time. - ??? (Lvl 6): ??? Equipment: 1800 gp to spend -1 level 5 item WIP -1 level 6 item WIP -1 level 7 item WIP - Adventurer's kit (15 gp, 33 lbs.): Contains a backpack (empty), bedroll, flint and steel, belt pouch (empty), trail rations (10 days), hempen rope (50 ft), sunrods (2) and waterskin. - Quickbeam Staff (15 gp, 4 lbs.): Energized (Thunder): +2 damage, Forceful: +1 to slide distance Age: 34 Alignment: Unaligned Sin: Wrath - Doesn't just get even, goes WAY too far! Anger / temper issues and a "stormy" personality. Supreme Curse: WIP - Glowy lightning and thunder aura/effect/touch? "non-damaging" but disruptive? Breaks objects? Penalty to Stealth checks? Bonus to Intimidate checks? Base: ??? Appearance: ??? Personality: ??? - Dislikes enclosed places, dungeons, underground areas, caverns, etc. Prefers open areas, mountains, plains, etc. Loves to climb to the highest places he can find. Loves storms and wind. Background: ???
  15. Or that you're ruling that the original, pre-errata version can be used.
  16. Between level 1 and 5 there are 8 bard implement powers that either have no damage keyword, have the fire keyword or have the fear keyword, Stirring Song of Baator require hitting not damaging so even attacks that deal no damage are valid for this feat. You said it yourself building for flaming weapon as implement is going to be expensive in feats&wealth, doing it "just" to hand out 5thp to one ally, once x round, if you hit doesnt seem particularly convenient, i'd suggest to drop the idea of the flaming weapon and simply chose 2 or 3 of these powers (maybe an at-will, an encounter and a daily) . But i admit that my resistance is because i'd rater limit houserules, i agree with you, the flaming weapon errata is strange and i dont understand the reason, so yes, lets pretend this specific bit of errata never happened.
  17. So I was thinking Bard and I remembered a fun little tiefling feat, Stirring Song of Baator, but then I remembered a snag. There are a lot of 4e weapons that can let you change the damage type of the powers used through them but for some reason only the Flaming weapon got a stealth errata so rather than converting whatever damage type it did before it only works with untyped damage which is a problem since most of Bard's implement powers are typed damage. I was wondering if I could use the original, non DM Kit version (since it literally only changed Flaming). I think it's still plenty balanced, I need to use multiple feats to use weapons as implements, make up for Flaming being in an expensive tier, and to get a benefit from it in the first place. That, and the secret Flaming change (while leaving all the similar and equally optimizable options alone) is just one of those dumb late design things that happened.
  18. Well, these are two handed weapons, closer to the polearm from a balance point of view( a whip user could grab a shield for example). But if your objective is style over mechanics(which i do like!) you can pick the kusari-gama(who has reach only on the flail end, while the light blade end has off-hand) and refluff it to be a whip and a light blade,
  19. Its all good and that seems like a fair solution. I figured I'd ask as whips actually were in the flail group originally. For a number of years before their "errata" eventually, lol. That being said the default has always been just using the spiked gain or the kusari-gama. I was trying to go more for style over mechanics and get away from the routine spiked chain build with dual whips instead. You are 100% correct about the controller-like setup with feats of course but that's baked in with the spiked chain and kusari-gama as superior weapons than the whip already. *shrug* Kusari-Gama (Superior Melee, Double Weapon, Dragon #404) Prof: +2/+2 Damage: 1d8/1d6 Range: -- Price: 10gp Weight: 3 lb. Group: Flail, Light Blade Properties: Defensive, Reach, Off-Hand Edit: All this being said I'm considering a standard wizard controller anyways, lol. :D
  20. -You can swap eldritch shot for another at-will, if you dont like it (i think having a ranged basic attack at-will is quite handy, but as said i wont prevent you from changing it) -Lesser planar ally cant be swapped, because its like a bonus power, hexblades get an utility 2 power, then at level 4 they get lesser planar ally, then another utility 6 power, standard classes dont get a power at level 4 -Dual implement spellcaster work with implement+pact weapon -intimidate to make bloodied enemy surrender? i have no problem with it, intelligent foes rarely fight to the death if they have the option to flee/surrender, i think this is the kind of tactic that need to be discussed with the party. no, i wont allow that, having whips count as flail would be a significant change(a significant boost i'd say) a one handed reach flail would end up being better than polearms at polearms job compare whip-flail+flail expertise+slide 1 to polearm+polearm momentum+push or slide 2, the former is significantly superior and easier to set up However there is a workaround i would allow: if you pick Fighter Arena training class feature(dark sun) and select Whip and Flail as your arena weapons, then you can apply the flail expertise feat to whips (it's not entirely clear if the feature is meant to apply only the numerical bonuses or the whole feat, so i'll say it's the latter)
  21. Would you allow whips to still be in the flail group? They were originally in the flail group (Dragon 368) but later had an errata that shifted them into their own group, which removed virtually all support they had. I've got a fighter build that specializes in whips using the flail feat support to be a controller-y defender. Whip (superior melee) Prof +3 Damage 1d4 Range -- Price 10gp Weight 2 lbs. Group Flail Properties off-hand, reach Whip DetailsA whip is an off-hand weapon. A character can use a whip to make attacks even while holding another one-handed weapon in the other hand, and can use the other one-handed weapon to make attacks even if it isn't an off-hand weapon. A whip also has reach, so a character wielding it can make attacks other than opportunity attacks on enemies either 1 or 2 squares away. No class has proficiency with the whip as a class trait, but any character can become proficient by taking a Weapon Proficiency feat. Martial classes may also gain proficiency with the Whip Training multiclass feat. The whip's price in Dragon magazine issue 368 and the Dark Sun Campaign Setting was 1 gp. Mordenkainen's Magnificent Emporium increased the price to 10 gp.
  22. Do you allow hexblades to retrain their eldritch bolt and lesser planar ally powers, insomuch as they are leveled powers? Do you allow a hexblade to avail of Dual Implement Spellcaster just for wielding both their implement and their pact weapon? Do you allow Intimidate to be used to force enemies to surrender?
  23. I'd say no, as long as you can refluff to fit the setting you can use whatever official material you want(but be kind and note somewhere what dragon magazine/setting material you are using, will save me time when I'll check it over) About house rules, I do remember the one you are mentioning, but I prefer to keep house rules to minimum so no
  24. Were there any other prohibitions on materials we can use apart from some of the races? Setting materials, Dragon Magazines, Essentials versus original stuff? Or any other house rules we should be aware of? I seem to remember getting an Expertise feat for free was a popular one back in the day.
  25. Name: Alex Deidland Race: Human -Size: Medium -Ability Scores: +2 to one ability score of your choice (Charisma chosen) -Speed: 6 squares -Vision: Low-light Vision (from Lv. 6 feat) -Bonus Feat: Implement Focus (Rod) -Bonus Skill: Arcana chosen -Human Defense Bonus: Gain +1 racial bonus to Fortitude, Reflex and Will -Heroic Effort: Gain Heroic Effort power -Languages: Common, Primordial (Bonus from feat) and choice of one other Level: 6 Ability Scores: -Strength: 10 -Dexterity: 10 -Constitution: 15 (+2) = 10 (base) + 4 + 1 (Lv. 4 ability score increase) -Intelligence: 14 (+2) = 10 (base) + 4 -Wisdom: 10 -Charisma: 19 (+4) = 10 (base) + 6 + 2 (ability score bonus chosen) + 1 (Lv. 4 ability score increase) Class: Hexblade Warlock -Hit Points: Start with 12 + Constitution score = 12 + 14 = 26 Hit Points total -Bonuses to Defenses: +1 to Fortitude, +1 to Will -Healing Surges per day: 6 + Constitution modifier = 6 + 2 = 8 Healing Surges -Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale (Pact Reward) -Weapon Proficiencies: Simple melee, Military melee, simple ranged -Implement Proficiencies: Rods, Wands Class Skills: -Arcana (Int) -Bluff (Cha) -History (Int) -Insight (Wis) -Intimidate (Cha) -Religion (Int) -Stealth (Dex) -Streetwise (Cha) -Thievery (Dex) Trained Skills: Bluff, Intimidate, Streetwise, Thievery, Arcana (Bonus Skill) Class Features and Powers: -Eldritch Bolt: Gain Eldritch Bolt power -Pact Reward: Gain proficiency with scale armor. Also gain bonus to damage rolls of your warlock and warlock paragon attack powers. The bonus equals your Constitution modifier (2). At 5th level, the bonus increases to 2 + your Constitution modifier (2) = 2 + 2 = 4. -Pact Boon: Gain Warding Chaos power -Pact Weapon (Blade of Chaos): While holding an implement in one hand, you can use a minor action to manifest your pact weapon. It persists until you no longer hold either it or the implement, or until you dismiss it as a free action. Your pact weapon shares your implement's enhancement bonus, critical hit effect, properties and powers. You can make weapon attacks with your pact weapon, using it's proficiency bonus and the appropriate damage die. When using a power associated with your pact weapon and the power has both the weapon and implement keyword, you are considered to be wielding both your pact weapon and your implement for the purposes of feats and other game elements. You also gain the Unraveling Strike and Elemental Wrath powers. -Daily Power (Lv.1): Gain Yan-C Bin's Breath Daily power. -Utility Power (Lv. 2): Gain Spider Scuttle Utility power -Improved Pact Weapon (Lv. 3): Gain one more use of Elemental Wrath power, but can only use it once per turn -Ability Score Increase (Lv. 4): Increase two ability scores of your choice by 1 (Charisma and Constitution chosen) -Lesser Planar Ally (Lv. 4): Gain Lesser Planar Ally Daily utility power -Daily Power (Lv. 5): Gain Tentacles of Cryonax Daily power -Utility Power (Lv. 6): Gain Chaos Armor Daily utility power. Theme: Tuathan -Continue the Story (Starting Feature): You gain a +1 bonus to death saving throws. In addition, whenever you make an Endurance check, you can roll twice and use either result. -Heightened Senses (Lv. 5 Feature): When you use your second wind, enemies gain no benefit from any cover or concealment against you until the end of your next turn. Feats: -Jack of All Trades (Lv. 1): You gain a +2 feat bonus to untrained skill checks. -Implement Focus (Rod, Bonus Feat choice): You gain a +1 feat bonus to the damage rolls of implement attacks you make with the chosen implement (Rod chosen). -Born of the Elements (Lv. 2): You gain a +2 feat bonus to Endurance checks and Intimidate checks. In addition, you can speak, read and write Primordial. -Child of Storm (Lv. 4): Whenever you take acid, cold, fire, lightning, or thunder damage from an enemy attack, you gain a +2 bonus to your next saving throw during this encounter. -Low-Light Adaptation (Lv. 6): You gain low-light vision. Equipment: 1800 gp to spend (1555 gp spent, 245 gp left) -Reading Spectacles (Lv. 2, 520 gp): You can read any language while wearing this item. -1 level 5 item (Gloves of Agility chosen): You gain a +1 item bonus to Acrobatics checks, Stealth checks, and Dexterity ability checks. -Cape of the Mountebank (Lv. 5, 1000 gp): Daily Power, Teleportation (Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.) -1 level 6 item (Magic Rod chosen) -1 level 7 item (Veteran's Armor scale armor chosen): When you spend an action point, you gain a +1 item bonus to attack rolls and all defenses until the end of your next turn. -Adventurer's kit (15 gp, 33 lbs.): Contains a backpack (empty), bedroll, flint and steel, belt pouch (empty), trail rations (10 days), hempen rope (50 ft), sunrods (2) and waterskin. -Thieves' Tools (20 gp, 1 lb.): Grants a +2 bonus to Thievery checks to open a lock or to disable a trap. Age: 26 Alignment: Unaligned Sin: Lust Supreme Curse: WIP Base: WIP Appearance: Alex is a young man of the age of 26 with slightly pale skin, standing at a height of 6'1" feet and weights 169 lbs. He has light green eyes and sandy brown hair that falls down to his neck. Alex also wears a simple gray shirt with a brown coat over it, big enough to cover scale armor also worn on the body, on his belt, he carries his rod, tied around a pair of black pants and wearing brown traveling boots on his feet. He also wears a pair of black gloves, missing the fingers on the ring and middle finger parts and has a pair of magical reading spectacles for whenever he needs to read. Personality: Alex is a very playful person, always with a cheeky smile on his face. He's a prankster by nature, enjoying messing with people if the moods suits him. However, who he messes with and how much depends on whether he likes the person or not. If he doesn't, he simply ignores them, feeling avoiding people he doesn't like to be better for avoiding conflict. That doesn't mean he isn't afraid to fight, since he's all too willing to do so and cheat in the process. It's better to be alive than dead in his opinion. He enjoys styling himself as a jack of all trades but in truth, just uses his street smarts and the arcane knowledge from his pact with the goddess Ytar. Those who are close to him knows that he just desires somewhere to belong, where someone can say he matters to them, genuinely matters like a person, not like a tool or something unclean that should be erased. Not an easy thing considering he's a Sinner, and bearing the sin of lust makes interactions worse when people figure out what his sin was. Background: WIP
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