Alatea grew up as a younger sister, a much younger sister. She never felt like she could live up to the expectations everyone had of her with her sister 15 years older and seemingly perfect. While she wandered the feywilds one day to clear her head, a spirit of the wind approached her, sensing her troubled mind. The spirit offered her powers with a vaguely described service to the feywilds in return. Alatea jumped at the chance to get powers without the years of study her older sister put in. Her parents were less than thrilled when she returned and she left in a fit of pique to go prove to everybody that she is a “grown up” and should be treated as such. Her only regular contact with her family now is her grandfather, who is a wizard but seems to understand her. She is slowly learning to live with other races that she had not met before and is sometimes puzzled by their reaction to her.
She is striking in appearance with pale silvery hair that nearly glows in full sunlight and apple green eyes in a very clear, fair complexion. She wears robes of intense purple with intricate designs along the borders.
Tristan has been roaming the lands for the past 5 years. Lending out his skills for his next meal and trying to stay low. Every chance he gets he tries to get some information on what exactly is so important about the amulet entrusted to him by his Mother. He also tries to find out what happened to his father during the war. I have come to Fallcrest after 5 years in hopes that time has made the city safe. It is there at the Moonsong Temple that i seek information about my ward. As well as seek information from the garrison about the war and my father. For the most part i have heard little about my hometown or the outcome of the war. After 5 years of hiding Tristan is desperate for answers to a number of questions.
Potential hooks: Tristans Village was attack by an unknown enemy ... After the amulet he now carries for some unknown reason .... He left his mother and village in the hands of the villains unaware of their fate... While his father fights in a war no ones heard any news of .... all along instructed to run but not told where to go or whom to run from.
Last edited by Bones on Sun Jun 22, 2008 12:00 pm; edited 1 time in total
Personality:
Supremely confident (sometimes off-puttingly so), charismatic, hot headed and unable to admit when he’s wrong. Always up for a fight, Vontaras is seemingly incapable of backing down from one; even when the odds are stacked against him. His overwhelming self-confidence has been well-earned, but he is unaccustomed to traveling in mixed (i.e.; non-mercenary) company. It will take some time for him to adjust to the idea that not everyone is a professional soldier.
Background:
40 years ago, the daughter of the second highest ranking priest in the elven empire gave birth to a half-human child and scandal swept through the upper reaches of elven society. Almost as quickly as the rumors had started, though, the child was secreted away from the city. No one has ever officially acknowledged the existence of the half-breed born of the priest’s daughter, but it is still an active ingredient in castle gossip to this day.
Unbeknownst to the mother, the infant was left in the woods by the priest, in the hopes that the elements would claim him and cleanse the stain from his family’s honor. With a heavy heart, the ancient elf laid the child on a rock in a clearing and turned his back on him, returning to the temple to pray to his god for forgiveness. Returning a few days later, and finding no sign of the child, the old priest was left to assume that his prayers had been answered; either by his god, or by wolves.
In truth, it was wolves that had stepped in, but wolves of a different sort. A human mercenary troupe, enlisted by the elves to hold off the latest ogre landgrab, had happened upon the child mere moments after the priest had left. The leader of this particular unit, big man bearing the scars of many battles, took pity on the child and decided to rescue the babe.
Mercenaries make somewhat unconventional father-figures. Growing up in the camp and marching from one campaign to another, Vontaras’ (or just “Von”) youth was a period of hardship and excitement. He learned to fight, he learned to lead, and he learned all about mortality. Von quickly came to understand that the men under his father’s command, no matter how likable or highly skilled, had a good chance of never coming back from any given campaign.
As an elf in a human mercenary company, Von also experienced more than his fair share of bigotry. A week didn’t go by that the young half-elf wasn’t threatened or beaten by arrogant, xenophobic soldiers. His father stepped in at one point to try and protect him, but his edicts only served to inflame the rage of Vontaras’ tormentors. It’s little surprise, then, that Von decided at a very early age that he was going to ensure his own safety.
In the coming years Vontaras developed his own, very impressive, style of fighting, an extremely aggressive two-weapon style. He trained in weapons and maneuvers with the other soldiers, pushing himself until he outshined all of them (which didn’t really improve his relations with the xenophobes). Once he had proven himself in battle, his father gave him command of his own unit and sent him on a campaign to aid the local prince in cleansing his province of a horde of nuisances (Kobolds and their allies). Returning months later, his command still completely intact without a single casualty, Vontaras was confronted with the news of his father’s death.
With the only person he had ever really considered family gone, and his company splitting into competing factions or dissolving into chaos, Von decided it was time to set out on his own. Viewing it as an opportunity to experience more of the world and make a name for himself outside of his father’s shadow, he’s taken to adventuring like a duck to water.
Potential Hooks:
Cause of father’s death unknown, potentially foul play.
Former mercenaries joined military outfits across the region, including the king’s army and raider groups.
Elven Priesthood/Mother[/b]
Powers At Will
Careful Attack – +7 vs. AC, 1d4 (melee) or 1d10 (ranged)
Twin Strike - +5 vs. AC, 1d4 (melee) or 1d10 (ranged) each attack
Encounter
Two Fanged Strike - 2 attacks; +5 vs AC, 1d4+2 (melee) or 1d10+2 (ranged) for each
Charging Pounce - Make a charge attack ending with one of your at-will powers, claws only (racial power)
Daily
Hunter's Bear Trap - +5 vs AC, 2d4+2 (melee) or 2d10+2 (ranged) slowed and ongoing 5 damage, Miss:1/2 damage and slowed till end of turn
Feats
Toughness, Sure Climber
Ranger Traits
Two Bladed Fighting Style - can use weapon in offhand no penalty, Toughness
Prime Shot – +1 to ranged attack if closest
Hunter's Quarry – designate a target (minor), do 1d6 extra damage
Possesions
Leather Armour
Paired daggers
Quarterstaff
Longbow with 30 arrows
Standard Adventurers Kit with 2 extra waterskins
Tent
10gp in coins
(Total weight - 68.2lbs)
Powers
At Will
Magic Missile - Int vs Ref, 2d4+Int
Illusory Ambush - Int vs Will, 1d6+Int
Grasping Shadows - Int Vs Will, 2d8+Int
Phantom Chasm - Int Vs Will, 2d6+Int
Ghost Sound
Light
Mage Hand
Prestidigitation
Encounter
Fey Step – Teleport up to 5 squares
Daily
Acid Arrow - Int Vs Ref, 2d8+Int
Sleep - Hit=unconscious / Miss=slow
Feats
Expanded Spellbook
Rituals
Comprehend Language
Make Whole
Animal Messanger
Eladrin Traits
4hr trance instead of sleeping
+5 to saving throw against charms, +2 to Arcana and History
Low Light Vision
Eladrin Weapon Proficiency
In a time of ignorance and gilded security in an empire built on a frosty mountain range one soldier saw the end coming years in advance. As the people grew lazy or pre-occupied the local officials saw their chance to take freedom after freedom. Taxes were increased and welfare was overly distributed. Problems aroze that made hearts weep. Natural resources were overly mined and horded by a few local officials to use in political battles. Priorities had become twisted and corrupt. Many would save a spotted owl before the life of a child. As crime rose martial law became constant. Finally all resources, every scrap of food, and most of the dwellings were controlled and distributed by the local officials.
When the people of Kenda finally became aware of their plight desperation arose and a civil war erupted. After some years of nightmarish battles and mindless bloodshed Kenda was in ruins. Food stores had been destroyed long ago. Water had been poisoned and all game had run to safer lands. With every faction starving and loosing all hope of peace. Militia and Soldier alike deserted their commanders. I was one such deserter.
My name is Night Shadowflake. My father died long ago in a rain of arrows. My mother died in a fire set by the Kenda Reformation Forces during an attack on my home city, Reethe. That is when my two brothers and I became orphans. Orphans are trained to join the Kenda Defense Force. They are taught that the KRF is an evil, murderous group out for innocent blood. When I became of age I joined the Kenda Defense Force. I fully believed every member of the KRF I killed was an evil demon. Then I began taking a closer look at them and realized they weren't what I, at first thought.
I fought as long as I could find reason to, but now I was done. I know now that it was political from the start. I realized I wasn't fighting treacherous criminals. I was fighting hopeful citizens, family in some cases. Then one night I saw my chance. I was given sentry duty on a maneuver to go down the mountain and plow an opening to the enemies' backs. When everyone fell asleep I collected supplies for three days. I belted on my wand and my spellbook. I put my pack on my back, and snuck out of camp.
After 2 days of hiking I entered the first stand of trees. On day 4 I found a calm flowing stream despite the frigid temperatures. I camped the stream and was rewarded when a stag came up for a drink. I put away my hand insulators and put a stone into my sling. With fingers that were numb I began swinging the sling and took aim. When I loosed the stone it whistled into the creature with a soft thud right behind the front leg. It fell to the bank in a puff of snow. I dragged it back to my camp and began to make a fire. After I stripped the hide and butchered the meat I skewered some onto a stick. When the first bits were done I ate it gratefully. That night i fell asleep with more hope then I had known for decades.
A New Night:
I woke up to a sudden noise in the wee hours of morning. It was a sound I've heard when I was in the mountains. It is a sound that scares entire towns. The sound of a large snow drift falling on your home.
I knew I had to fight the panic, but such a thing is difficult when you can hardly breathe. Somehow I managed to maintain control long enough to start pushing the snow away from my hands. Then I began the upper body of a 3-D snow angel. My angel became a domed cavity. That's when I began to free my feet and legs. After I was free of the pressure I began to push the snow into a sort of tunnel directed away from the tree I had slept under.
After what seemed like hours of slowly pushing, compacting the snow on all sides of me I came into a blinding light. I sat down to a meager breakfast of cold venison to replenish my strength. The sun was shining from directly across the snow and I could see a few painted clouds. As soon as I felt rested I crawled back through my tunnel. I began compacting the roof of my dome until I could stand in the middle and only had to hunch a little bit at the walls.
By the time this was finished the sun was high outside so I searched for the buried stag somewhere just outside my dome. It didn't take long to find it. I then went outside to find some wood for a fire so that I could thaw the frozen meat. I built the fire outside my new shelter. After lunch I explored the area until nightfall.
When I awoke the next morning I chose to let Nature guide me where it will. I traveled for a number of months; wandering through trees and into some mountains unfamiliar to me. When I came down the other side I found myself in a rather nice looking landscape.
Lucien Starfall Level 1 Ranger (Striker)
Medium Elf (Fey)
Initiative +7; Senses Insight +3; Perception +10; low-light vision
HP 26; Bloodied 13; Healing Surge 6; Number of Healing Surges 9
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 7
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M Longsword (standard; at-will) ✦ Martial, Weapon
+4 vs. AC; 1d8+1 damage.
R Longbow (standard; at-will) ✦ Martial, Weapon
+5 vs. AC; 1d10+3 damage.
R Nimble Strike (standard; at-will) ✦ Martial, Weapon
+5 vs. AC; 1d10+3 damage. Special: Shift 1 square before or after you attack.
M or R Twin Strike (standard; at-will) ✦ Martial, Weapon
+5 vs. AC (two attacks); 1d10 damage per attack.
M or R Fox's Cunning (immediate reaction; encounter) ✦ Martial, Weapon
Trigger: An enemy makes a melee attack against you.
Attack: You can shift 1 square, then make a basic attack against the enemy.
+8 vs. AC; 1d10+3; Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier (already added in).
Elven Accuracy (Free Action; Encounter) ✦ Personal
Reroll an attack roll. Use the second roll, even if it's lower.
R Split the Tree (standard; daily) ✦ Martial, Weapon
+5 vs. AC(Two targets. Two attack rolls, use higher and apply to both targets); 2d10+3 damage.
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Ability Scores
+2 Dexterity, +2 Wisdom
Skill Bonuses
+2 Nature, +2 Perception
Elven Weapon Proficiency
Lucien gains proficiency with the longbow and the shortbow.
Fey Origin
Lucien's ancestors were native to the Feywild, so he is considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness
Lucien grants non-elf allies within 5 squares of him a +1 racial bonus to Perception checks.
Wild Step
Lucien ignores difficult terrain when he shifts (even if he has a power that allows him to shift multiple squares).
Archer Fighting Style
Because of his focus on ranged attacks, Lucien gains Defensive Mobility as a bonus feat.
Hunter's Quarry
Once per turn as a minor action, Lucien can designate the enemy nearest him as his quarry. Once per round, he deals +1d6 damage to his quarry. This effect lasts until the end of the encounter, until the quarry is defeated, or he designates a new quarry. He can have only one quarry at a time.
Prime Shot
If none of his allies are nearer to his target than he is, Lucien receives a +1 bonus to ranged attack rolls against that target.
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Alignment Good; Languages Common, Elven
Skills Acrobatics +8, Athletics +6, Nature +10, Perception +10, Stealth +8
Feats WP (simple melee, martial melee, simple ranged, martial ranged), AP (cloth, leather, hide), Defensive Mobility, Improved Initiative
Str 12 (+1) Dex 16 (+3) Wis 16 (+3)
Con 14 (+2) Int 12 (+1) Cha 11 (+0)
Equipment leather armor, long sword, long bow, 60 arrows (2 quivers), standard adventurer's kit, climber's kit, 11gp
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