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[OPEN] Start of Darkness

Coloursfall

THIS IS HOW WE BLEED
Start of Darkness

Plot=====================================

It was just after dawn when you boarded the might airship Wandering Mountain on her maiden voyage. The massive ship was the pinnacle of technology and magic, able to fly as well as any dragon. The first half of the trip was smooth flying, soaring through clouds as the sky became brighter and more colourful as the sun rose. The great ship was well equipped with the very best in accommodations for the time - rooms to stay in for long voyages, kitchens of skilled cooks, and a fully-stocked tavern.

But as the ship started over the vast swath of wilderness between the port it had left and the destination, a great white monster appeared from the clouds. The beast set upon the ship, tearing into the wooden hull with powerful claws and breathing great torrents of cold over the propellers and deck. The ship was brought down quickly, and despite the attempt of any magic-user on board, it crashed into a mountainside, shattering and killing most of the passengers and crew. The monster disappeared into the sky.

But you, along with a few others, managed to survive with minimal injuries. But now you are stranded in the uncharted, untamed wilds known to be infested with monsters and wild magic, with no way home except your own feet. So now begins your journey across wild Okarthel.

Rules====================================
--Don't be an asshat
--Respect the forum rules, as well as normal RP manners.
--Read EVERYTHING IN THIS POST. It is important.
--Fill out all given slots on the character sheet to the best of your ability.
--This may get rather complex or difficult, keep this in mind. Dice rolls will be required for some actions.
----As well, report all your dice rolls as they fall. If you are discovered fudging rolls, I will take over the rolling.

Sheet====================================

Name......:
Level.....:
Class.....:
Race......:
Size......:
Age.......:
Gender....:
Height....:
Weight ...:
Alignment.:
Deity ....:

==== Ability scores ====
strength ...: (+0)
constitution: (+0)
dexterity ..: (+0)
intelligence: (+0)
wisdom .....: (+0)
charisma ...: (+0)

==== Skills ====
acrobatics ..: +0 -- (+0 dex)
arcana ......: +0 -- (+0 int)
athletics ...: +0 -- (+0 str)
bluff .......: +0 -- (+0 cha)
diplomacy ...: +0 -- (+0 cha)
dungeoneering: +0 -- (+0 wis)
endurance ...: +0 -- (+0 con)
heal ........: +0 -- (+0 wis)
history .....: +0 -- (+0 int)
insight .....: +0 -- (+0 wis)
intimidate ..: +0 -- (+0 cha)
nature ......: +0 -- (+0 wis)
perception ..: +0 -- (+0 wis)
religion ....: +0 -- (+0 int)
stealth .....: +0 -- (+0 dex)
streetwise ..: +0 -- (+0 cha)
thievery ....: +0 -- (+0 dex)

==== Weapons and Armour ====

==== Other equipment ====

==== Coins and other wealth ====
# gp

==== Languages known====
common
1 other

==== Appearance ====

==== Personality ====

==== History ====


Instructions================================
-->Information regarding Races, Classes, Gods, and languages can be found where linked
---->Dice Rollers can be found here, here, and here. Chose whichever you feel comfortable with.
------>For languages, here is a translator. NOTE: it does not translate back to common, so you may wish to provide a translation.

To find your ability scores:
--1. Load up your dice roller
--2. Choose the d10, roll it six (6) times, recording each result.
--3. Add 10 to each result. This is your "ability pool".
--4. Assign each result from the pool to the stats as desired.

To find your modifiers, see this chart:

Ability Score - Modifier
10–11 --- +0
12–13 --- +1
14–15 --- +2
16–17 --- +3
18–19 --- +4
20–21 --- +5

To find your skill bonuses:
--Add the ability modifier of the indicated skill
--You may select four (4) skills to be 'trained' in, and they receive an additional +5 bonus

On class-related abilities:
--Some classes have abilities others do not. For example, Clerics can heal, Paladins channel holy (or not so holy, depending on the god) power, Wizards and Warlocks cast spells.
---Clerics are capable of healing wounds, infection, or poisons given the ability to touch the victim and a bit of time. They have to concentrate to do this, and if interrupted will have to start again.
---Paladins can also heal, but not as easily. They can also call down the wrath of their god if they have a holy symbol or other implement.
---Wizards can cast spells such as Ray of Frost or Magic Missile to inflict damage.
---Warlocks can also inflict damage with spells, though they are more skilled with spells with effects.
---Bards and Warlords can inspire confidence and hope in their teammates, Bards through their musics and Warlords through their powerful presence and orders.
-----Other classes have their own abilities; use your common sence with these, or ask if you are unsure.

Other:
--We will begin at level one (1); I will inform players when they increase a level.
--When you go up a level, some of your stats may go up: every four (4) levels, you may add one (1) to two (2) stats.
--Add your half-level to the modifiers. For example, a level two (2) ccharacter would add a +1, while a level four (4) would add +2 and so on.
--To find your starting gold, roll 5d20
--Think about your class when you select armour and weapons. Rogues wouldn't do well in full plate and a warhammer, and conversely, a Paladin would be rather lost with leather and a dagger.
--Other equipment includes traveling rations, a tent, other equipment such as ropes and thieves' tools or a climbing kit.
--Most characters will be Medium-sized. Some races, such as gnomes and kobolds, will be Small.
--Some races have special abilities. Dragonborn can breath fire/cold/acid/lightning, for example.
--Your alignment should be appropreate to your diety (if any). This page is a good description of the alignments.

Players=====================================
--Exo-Raikou
--Zora of Termina
--Flareth
--Arylett Dawnsborough
--Glace
--DJ P0N-3/Aureole
--Kali the Flygon
 
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And I will have to reserve too... with all those numbers, it looks like I'll probably need some time to get tangled up and then untangle myself.
 
Pfff it's not that bad you guys! :Bc Only takes a few years experience and you have it down to the dime.... whatever that means.
(Though if anyone needs help, feel free to ask me - apparently I'm quite experienced with this stuff... or at least able to figure it out semi-adequately.)

Aaaaanyway, Reserve, I'll fudge up a sheet in a little while~




Sheet====================================

Name......: Aureole
Level.....: 1
Class.....: Warlord
Race......: Shardmind
Size......: Medium
Age.......: /
Gender....: X [Perceives Female]
Height....: 182cm
Weight ...: 91kg
Alignment.: True Neutral
Deity ....: Ioun

==== Ability scores ====

Roll(6d10)+0:
2,1,9,10,10,7,+0
Total:39

strength ...: 20 (+5)
constitution: 12 (+1)
dexterity ..: 11 (+0)
intelligence: 22 (+6) [+2 Racial]
wisdom .....: 17 (+3)
charisma ...: 21 (+5) [+2 Racial]

==== Skills ====
acrobatics ..: -1 -- (+0 dex, -1 Armour)
arcana ......: +8 -- (+6 int, +2 Racial)
athletics ...: +9 -- (+5 str, Trained, -1 Armour)
bluff .......: +5 -- (+5 cha)
diplomacy ...: +5 -- (+5 cha)
dungeoneering: +3 -- (+3 wis)
endurance ...: +8 -- (+1 con, +2 Racial, Trained)
heal ........: +8 -- (+3 wis, Trained)
history .....: +6 -- (+6 int)
insight .....: +3 -- (+3 wis)
intimidate ..: +12 -- (+5 cha, +2 Racial, Trained)
nature ......: +3 -- (+3 wis)
perception ..: +3 -- (+3 wis)
religion ....: +6 -- (+6 int)
stealth .....: -1 -- (+0 dex, -1 Armour)
streetwise ..: +5 -- (+5 cha)
thievery ....: -1 -- (+0 dex, -1 Armour)

==== Weapons and Armour ====
- Chainmail [+6 Armour Bonus, -1 Speed, -1 Check]
- Light Shield [+1 Shield Bonus]
- War Pick [1d8, High Crit, Versatile]

==== Other equipment ====

==== Coins and other wealth ====
Roll(5d20)+0:
19,13,3,8,20,+0
Total:63
-40
-15
-5
3 gp

==== Languages known====
Common
Deep Speech
Draconic

==== Extra: Race Features ====
Ability Modifiers: +2 Intelligence, +2 Charisma
Skill Modifiers: +2 Arcana, +2 Endurance, +2 Intimidate

Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.
Crystalline Mind: You have resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level.
Living Construct: You are a living construct/ You don't need to eat, drink, breathe, or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation.
Immortal Origin: You are native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Shard Swarm: You have the Shard Swarm power.

==== Extra: Class Features ====
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to Initiative.
Tactical Presence: When an ally spends an Action Point to make an extra attack, the ally gains an attack bonus equal to half your Int modifier.
Inspiring Word: Using the Inspiring Word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

==== Extra: Feats ====

Improved Inspiring Word [Add Cha modifier to Inspiring Word HP restored.]

==== Extra: Powers ====

-=At-Will Powers=-

Furious Smash
You slam your shield into your enemy, bash him with your weapon's haft, or drive your shoulder into his gut. Your attack doesn't do much damage-but your anger inspires your ally to match your ferocity.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies you Charisma modifier as a power bonus to the attack roll and damage roll on their next attack against the target. If the ally does not attack the target by the end of their next turn, the bonus is lost.

Viper's Strike
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
[Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.

-=Encounter Powers=-

Improved Inspiring Word
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) * Martial, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use Inspiring Word three times per encounter.
Minor Action Close Burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 + Charisma modifier hit points.
[The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level]

Hammer and Anvil
You land a ringing blow against your foe, inspiring a nearby ally to strike a blow of their own.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Charisma modifier to the damage.

-=Daily Powers=-

Bastion of Defence
"Honourable warriors never fall!"
Daily * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defences until the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.

==== Appearance ====

==== Personality ====

==== History ====
 
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My knife is the log. (i.e. Reserve)

Edit: and now it's up!


Name......: Darrestine Valashar
Nickname: Dar
Level.....: 1
Class.....: Fighter
Race......: Dragonborn
Size......: M
Age.......: 28
Gender....: Male
Height....: 6' 4"
Weight ...: 270 lbs
Alignment.: CN (I use 3.5 wheel, deal w/it)
Deity ....: None (curses by Kord's name however)

==== Ability scores====

Roll(6d10)+0:
1,5,9,4,2,9,+0
Total:30

strength ...: 21 (+5) (+2 Racial Bonus)
constitution: 19 (+4)
dexterity ..: 15 (+2)
intelligence: 12 (+1)
wisdom .....: 14 (+2)
charisma ...: 13 (+1) (+2 Racial Bonus)

==== Skills ====
acrobatics ..: +0 -- (+2 dex) (Total = 2)
arcana ......: +0 -- (+1 int) (Total = 1)
athletics ...: +0 -- (+5 str) (Total = 5)
bluff .......: +0 -- (+1 cha) (Total = 1)
diplomacy ...: +0 -- (+1 cha) (Total = 1)
dungeoneering: +0 -- (+2 wis) (Total = 2)
endurance ...: +5 -- (+4 con) (Total = 9)
heal ........: +0 -- (+2 wis) (Total = 2)
history .....: +0 -- (+1 int) (+2 Racial) (Total = 3)
insight .....: +5 -- (+2 wis) (Total = 7)
intimidate ..: +5 -- (+1 cha) (+2 Racial) (Total = 8)
nature ......: +0 -- (+2 wis) (Total = 2)
perception ..: +5 -- (+2 wis) (Total = 7)
religion ....: +0 -- (+1 int) (Total = 1)
stealth .....: +0 -- (+2 dex)(Total = 2)
streetwise ..: +0 -- (+1 cha)(Total = 1)
thievery ....: +0 -- (+2 dex) (Total = 2)

==== Weapons and Armour ====
Scale Male (+7 Armor Bonus, -1 Speed)
Broad Sword (1d10,. Versatile)
Kukri (1d6, Brutal 1, Off-hand)
Throwing Axe (2) (1d6, range 5-10)
==== Other equipment ====
Adventurer's Kit
--Backpack
--Bedroll
--Flint/Steel
--Belt Pouch
--Trail Rations
--Hemp Rope
--2 Sunrods
--Waterskin
Tent
Grappling Hook

==== Coins and other wealth ====
Roll(5d20)+0:
12,7,18,7,12,+0
Total:56

56 gp

==== Languages known====
Common
Draconic

====Extra: Race Features====
Ability Modifiers: +2 Strength, +2 Charisma
Skill Modifiers: +2 History, +2 Intimidate

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.

==== Extra: Class Features ====
Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target.
Fighter Weapon Talent: One Handed (+1 Bonus to attack rolls)
Combat Superiority: Fighters are especially vicious with opportunity attacks.
• You gain a bonus to opportunity attacks equal to your Wisdom modifier.
• An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

==== Extra: Feats ====
Two Weapon Fighting: +1 Damage while holding a weapon in each hand

==== Extra: Powers ====

-=At-Will Powers=-

Cleave
You hit one enemy, then cleave into another.
At-Will* Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Str vs AC
Hit: 1[W] + Str Modifier damage, and an enemy adjacent to you takes damage equal to your Str Modifier

Reaping Strike
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.
At-Will* Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Str vs AC
Hit: 1[W] + Str Modifier damage.
Miss: Half Strength modifier damage, if wielding two weapons, then Strength modifier damage.

-=Encounter Powers=-

Dragon Breath
Dragonborn Racial Power
Encounter * Fire
Minor Action
Close Blast 3
Target: All Creatures in Area
Attack: Strength +2 vs. Reflex
Hit: 1d6 + Con Modifier Damage
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6+ Consititution modifier damage at 21st level.
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power's damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character's life and do not change the power's other effects.

Steel Serpent Strike
You stab you opponents knee or foot viciously to slow him down. No matter how tough he is, he's going to be favouring that leg for a time.
Encounter* Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Str vs AC
Hit: 2[W] + Str Modifier damage, and the target is slowed and cannot shift until the end of your next turn.

Covering Attack
You launch a dizzying barrage of thrusts at your enemy, compelling him to give you all of his attention, Under the cover of your ferocious attack, one of you allies can safely retreat from that same foe.
Encounter* Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Str vs AC
Hit: 2[W] + Str Modifier damage, and an adjacent ally can shift two squares.



-=Daily Powers=-

Brute Strike
You shatter armour and bone with a ringing blow,.
Daily* Martial, Reliable, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Str vs AC
Hit: 3[W] + Str Modifier damage.



==== Appearance ====
Image Here
With read scales instead (borrowing art is necessary, don't feel like going into details...)

==== Personality ====

Dar is essentially that "I love to kill anything that moves and so even thinks to raise a weapon my way." kind of person. He's a jerk, a drunkard, and he's the one who took the ride on the airship in hopes that this disaster did happen. There's little reason to believe that he'll be your friend, and he has a hard time making them (no surprise). Those who manage to get through his drunk, violent, odorous exterior can find a loyal friend who will die fighting to protect those he feels is necessary to defend.
==== History ====

Dar is an expert combatant, and has been around the block, in a manner of speaking. He afforded the ride on the airship through the plundered loot of many a dead creature that had nested near his home village. Dar was raised by his militia captain father, as his mother passed away in childbirth. Dar was raised to attack without mercy, and how to use two blades in a formidable combination of damage and power. However, he was not taught social graces, and never did cope with the fact that his mother was dead. After his father died in a failed raid, he resorted to drinking to hide his sorrows, and continued to kill things in the never-ending quest to find his peace at heart, or at least a big enough horde of gold to tie him over until he drops dead.
 
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Name......: Kojol Daxi
Level.....: 1
Class.....: Druid
Race......: Human
Size......: Medium
Age.......: 19
Gender....: Male
Height....: 6'2"
Weight ...: 175 lb
Alignment.: Lawful Neutral
Deity ....: Melora

Rolls for Ability scores:

1: 6 (+10 = 16)

2: 1 (+10 = 11)

3: 5 (+10 = 15)

4: 4 (+10 = 14)

5: 2 (+10 = 12)

6: 5 (+10 = 15)

==== Ability scores ====
strength ...: (+0)
constitution: (+0)
dexterity ..: (+0)
intelligence: (+0)
wisdom .....: (+0)
charisma ...: (+0)

==== Skills ====
acrobatics ..: +0 -- (+0 dex)
arcana ......: +0 -- (+0 int)
athletics ...: +0 -- (+0 str)
bluff .......: +0 -- (+0 cha)
diplomacy ...: +0 -- (+0 cha)
dungeoneering: +0 -- (+0 wis)
endurance ...: +0 -- (+0 con)
heal ........: +0 -- (+0 wis)
history .....: +0 -- (+0 int)
insight .....: +0 -- (+0 wis)
intimidate ..: +0 -- (+0 cha)
nature ......: +0 -- (+0 wis)
perception ..: +0 -- (+0 wis)
religion ....: +0 -- (+0 int)
stealth .....: +0 -- (+0 dex)
streetwise ..: +0 -- (+0 cha)

==== Weapons and Armour ====

==== Other equipment ====

==== Coins and other wealth ====
5d20+0
19,6,8,3,16+0 = 52

# gp: 52

==== Languages known====
Common



==== Appearance ====

==== Personality ====

==== History ====

I'm going to finish this later; I'm posting it for a reference point (4e is more complex than I thought)
 
I finally finished! Many thanks to DJ PON-3 and Zora for helping me with this thing. I hope it's good enough... and yes, I'm going with the good ol' self-insert... well, sort of. I've put a different spin on this one (like me, except more psychotic! And able to backflip):

Name......: Arylett C. Dawnsborough
Level.....: 1
Class.....: Wizard
Race......: Human
Size......: Medium
Age.......: 19
Gender....: Female
Height....: 5'0"
Weight ...: 120 lbs
Alignment.: Neutral Good
Deity ....: Pelor

==== Ability scores ====
strength ...: (+1) 13
constitution: (+2) 14
dexterity ..: (+5) 20
intelligence: (+5) 20
wisdom .....: (+5) 20
charisma ...: (+3) 16

==== Skills ====
acrobatics ..: +10 -- (+5 dex TRAINED)
arcana ......: +10 -- (+5 int TRAINED)
athletics ...: +1 -- (+1 str)
bluff .......: +3 -- (+3 cha)
diplomacy ...: +3 -- (+3 cha)
dungeoneering: +5 -- (+5 wis)
endurance ...: +2 -- (+2 con)
heal ........: +5 -- (+5 wis)
history .....: +10 -- (+5 int TRAINED)
insight .....: +5 -- (+5 wis)
intimidate ..: +3 -- (+3 cha)
nature ......: +5 -- (+5 wis)
perception ..: +5 -- (+5 wis)
religion ....: +10 -- (+5 int TRAINED)
stealth .....: +5 -- (+5 dex)
streetwise ..: +3 -- (+3 cha)
thievery ....: +5 -- (+5 dex)

==== Weapons and Armour ====
1 Quarterstaff (5 gp)
1 Robe
==== Other equipment ====
Starter Kit (15 gp)
Spell Book (50 gp)
==== Coins and other wealth ====
Roll(5d20)+0:
17,13,19,13,12,+0 = 74
Total:74
#74 gp – 5 – 15 – 50 =
#4 gp


==== Languages known====
Common
Argon

==== Appearance ====
Dark brown eyes, dark brown curly hair, wears a small red flower in her hair and glasses on her eyes. She is of a short height for her age, only reaching 5 feet tall. Also wears a somewhat form-fitting robe that is a bit short and varying shades of red with odd symbols on it, having a large red jewel on the chest. The sleeves of the robe are pretty thick and somewhat floppy, but still short and only reach up to the higher part of her wrists, each of which have bracelets on them. Around the waist of the robe, there is a crimson sash. Lastly, wears scarlet boots with tiny spikes on them.

Here's a sloppily done and very quick picture for reference.

==== Personality ====
Chances are, she'll be a bit awkward and probably quiet. She doesn't really bode well with strangers, but believes ultimately in the good in people and overall attempts to be sweet and kind. Also has a tendency to be unflinchingly polite in her mannerisms, and speaks rather softly, carefully avoiding blunt words and often dressing up unpleasant things with flowery language filled with euphemisms. At random moments, however, she is unable to hold up her polite façade… and becomes surly, moody, and silent. In other words, she can have quite some mood swings, which she hides very poorly and often show. If certain buttons are pushed, though she has a high amount of patience and tolerance for this sort of thing, she is also very likely to fly off the handle and display the true fiery temper within her.

Also is a large history dork, and enjoys regaling anyone who will listen with long lectures. In addition to that, she is highly religious, which is what leads to her strict observance of being polite and nice and trying to restrain her negative characteristics due to believing herself unworthy of her god. If she becomes confident enough or if someone shows even the slightest bit of interest, she'll often go into a very long ramble about how her god is a great and wonderful god and how everyone should praise him ON TOP OF a history lecture. Yes, the two can happen simultaneously. Oh and lastly, she's also quite acrobatic and has a lot of energy in her body, springing and moving around, and enjoys to backflip. So not only will she regale one in religion and history, but she might also do it whilst doing a backflip.


==== History ====
Growing up, Arylett's parents instilled a large amount of religious fervor within her mind, and had already pre-arranged much of her life, including a marriage, and their high desire for her to become a Cleric. And so she did follow most of their commands for most of her life, being a good, obedient, and polite girl. However, it became more apparent that her talents in the divine arts were… somewhat challenged, as she would've said. Or in more blunt words, she was downright awful and showed no talent at all at healing. Everytime she would attempt, she would burst a different sort of art from her fingers, that of the arcane arts, of magic, which she didn't really have much control over… and would often destroy random objects with. Her parents were very disappointed in her, but as hard as she attempted, it just wasn't meant to be.

One day, seeing her skill in the arcane, a scholar offered to teach her how to harness these abilities, and be her private tutor for a certain fee. Her parents reluctantly agreed, knowing that she needed to get her power under control. And thus, she was taught many things and gained her notorious love for history, as well as being trained to become a Wizard. Although she was satisfied with her progress, she still couldn't help but feel disappointed and guilty inside about this development, which she would not speak of due to her habit of hiding her troubles. One day, noticing her in a rather extreme surly mood, her tutor decided to take her out on a fun and interesting field trip, on the Wandering Mountain. However, when the ship crashed, she and her tutor were separated, and she has been unable to find him since.
 
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This is what I have so far... I'll try to finish within the next day or two.

Name......: Kali Shadiya
Level.....: 1
Class.....: Warlord
Race......: Dragonborn
Size......: Medium
Age.......: 20
Gender....: Female
Height....: 7'2” tall
Weight ...: 310lbs
Alignment.: Lawful Neutral
Deity ....: Erathis

==== Ability scores ====
Roll(6d10)+0:
8,7,8,4,10,10,+0
Total:47

strength ...: (+5) 20 (Racial +2)
constitution: (+5) 20
dexterity ..: (+2) 14
intelligence: (+4) 18
wisdom .....: (+3) 17
charisma ...: (+6) 22 (Racial +2)

==== Skills ====
acrobatics ..: +1 -- (+2 dex, -1 Armor)
arcana ......: +4 -- (+4 int)
athletics ...: +9 -- (+5 str, trained, -1 Armor)
bluff .......: +6 -- (+6 cha)
diplomacy ...: +11 -- (+6 cha, trained)
dungeoneering: +3 -- (+3 wis)
endurance ...: +5 -- (+5 con)
heal ........: +3 -- (+3 wis)
history .....: +11 -- (+4 int +2 race, trained)
insight .....: +3 -- (+3 wis)
intimidate ..: +13 -- (+6 cha +2 race, trained)
nature ......: +3 -- (+3 wis)
perception ..: +3 -- (+3 wis)
religion ....: +4 -- (+4 int)
stealth .....: +1 -- (+2 dex, -1 Armor)
streetwise ..: +6 -- (+6 cha)
thievery ....: +1 -- (+2 dex, -1 Armor)

==== Weapons and Armour ====
Chainmail (+6 Armor, -1 speed)
Longspear (1d10, Reach)


==== Other equipment ====

==== Coins and other wealth ====
Roll(5d20)+0:
9,13,2,20,13,+0
Total:57
-40
-10
=
7 gp

==== Languages known ====
Common
Draconic

==== Defenses ====
Hit Points: 32
Armor Class: 16 (10 + 0 (level) + 6 (Armor))
Fortitude: 16 (10 + 0 (level) + 5 (Strength) + 1 (Class))
Reflex: 14 (10 + 0 (level) + 4(Intelligence))
Will: 17 (10 + 0 (level) + 6 (Charisma) + 1 (Class))

==== Appearance ====

==== Personality ====

==== History ====
 
I'm gonna reserve a Tiefling Warlock, but I'd also like to say that the links to classes and races contain next to no actual information.

Also I don't really know a lot about D&D but I'll try.
 
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Did this crash-ed?

Such a sham, such a shame...

I've just been a bit busy lately, and waiting for the players to all finish their forms.

Also, I put together a collection of the basic books if anyone wants them; contact me via PM/VM/MSN and I can give you them, or more, since I have most of the 4e books.
 
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