d20 D&D RP (Closed)

Captain Awesome

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Name: Rain
Player: Lavi
Level: 1
Class: Druid
Experience: 0/1,000

Race: Shifter, Razorclaw
Size: Medium
Age: 38
Gender: Female
Height: 5'8"
Weight: 145 lb.

Alignment: Unaligned
Deity: the Primal Beast

Initiative: +3

Ability scores
Strength: 9 (-1)
Constitution: 15 (+2)
Dexterity: 17 (+3)
Intelligence: 10 (+0)
Wisdom: 17 (+3)
Charisma: 10 (+0)

Defenses
Armor Class: 16
Fortitude: 12
Reflex: 14
Will: 14

Speed: 6 squares

Senses:
Passive Perception: 18
Passive Insight: 18

Hitpoints: 27

Healing Surges: 9

Race Features

Low-Light Vision: You ignore concealment from darkness (but not total concealment)
Skill Bonuses: +2 Acrobatics, +2 Stealth
Razorclaw Shifting: You have the razorclaw shifting power.

Heroic Class Features:

Balance of Nature: Some druids favor being in beast form, while others prefer being in humanoid form. However, just as druids seek balance in the world between divine and primordial forces, druids pursue balance within their own minds and bodies.
You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword. By this means, you have access to useful attacks in either beast or humanoid form.

Primal Aspect - Primal Predator: Druidic lord speaks of the Primal Beast, the first spirit of the world's noble predators. A formless thing of shadows, fur, feathers, and claws, this creature appears in many druids' visions, and they speak of channeling the Primal Beast when using their wild shape and beast form powers. As a druid, you have chosen to manifest the Primal Predator aspect of the Primal Beast.
Because of this, while you are not wearing heavy armor, you gain a +1 bonus to speed.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger and another 1st level ritual.
Once per day, you can use Animal Messenger without expending components.

Wild Shape: As a druid, you have the ability to channel the primal energy of beasts into your physical form and transform into a beast. You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword and therefore can be used only while you are in beast form.
The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine. Your beast form might also be an indistinct shape of shadowy fur and claws, an incarnation of the Primal Beast of which all earthly beasts are fractured images. You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics or movement modes.
Your choice of Primal Aspect might suggest a specific form you prefer to assume, and certain beast form powers specify changes to your form while you use them. You might also resemble a more exotic beast when you're in beast form: a reptile such as a rae drake or a crocodile, or a fantastic beast such as an owlbear or a bulette.

Armor Proficiencies: Cloth, leather, hide

Weapon Proficiencies: Simple melee, simple ranged

Implements: Staffs, totems

Trained skills:
Acrobatics: +9
Nature: +8
Thievery: +9
Perception: +8

Other skills:
Acrobatics: +4
Stealth: +4
Streetwise: +1

Languages Known:
Common
Goblin

Feats:
Primal Fury: You gain a +1 bonus to attack rolls with primal powers against bloodied enemies.
Ritual Caster: You can master and perform rituals of your level or lower.

At-Will Powers

Ranged Basic Attack (Basic Attack): You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will, Weapon
Standard Action
Ranged Weapon
Target: One Creature
Attack: +5 vs. AC (Dexterity)
Hit: 1d8 damage (Dexterity)

Melee Basic Attack (Basic Attack): You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will, Weapon
Standard Action
Melee Weapon
Target: One Creature
Attack: +1 vs. AC (Strength)
Hit: 1d8 damage (Strength)

Melee Basic Attack, Beast Form: See savage rend.

Wild Shape (Druid Feature): You assume an aspect of the Primal beast or return to your humanoid form.
At-Will, Polymorph, Primal
Minor Action (Special)
Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you shift 1 square. Whild you are in beast form, you can't use the attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into a beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics or movement modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear.
You can use the properties and powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.

Flame Seed (Druid Attack 1): You hurl a seed infused with primal energy at your foes. When it strikes the ground, the seed explodes in a fiery burst.
At-Will, Fire, Implement, Primal, Zone
Standard Action
Ranged 10
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes 3 points of fire damage. (Wisdom)

Pounce (Druid Attack 1): You leap at your foe, catching it off guard.
At-Will, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d8+3 damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.

Savage Rend (Druid Attack 1): You rake your foe with claws, setting it up for the kill.
At-Will, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d8+3 damage, and you slide the target 1 square.
Special: This power can be used as a melee basic attack.

Encounter Powers

Razorclaw Shifting (Shifter Racial Power): You unleash the beast within and take on a savage countenance.
Encounter
Minor Action
Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.

Darting Bite (Druid Attack 1): With quickness and cunning, you bite your enemies and dodge to avoid a counterattack.
Encounter, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One or two creatures
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d10+3 damage. If at least one of the attacks hits, you can shift 3 squares. (Wisdom, Dexterity)

Daily Powers

Faerie Fire (Druid Attack 1): A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last itme, searing the flesh and dazzling the eyes.
Daily, Implement, Primal, Radiant
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +3 vs. Will (Wisdom)
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6+3 radiant damage, and the target grants combat advantage until the end of your next turn. (Wisdom)
Miss: 1d6+3 radiant damage, and the target grants combat advantage until the end of your next turn. (Wisdom)

Rituals

Animal Messenger: You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 10 gp
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message. When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.

Create Campsite: A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 8 hours
Component Cost: 15 gp
Key Skill: Nature
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, and your nature check result serving as the DC for the Perception checks to notice the hidden camp.
The spirits utilize your and your allies' gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual's duration, the spirits break down the campsite, pack up the gear, and restore the site to its original state, removing evidence that you and your allies camped there.

Other Equipment
Staff
Crossbow
Hide armor
Ritual book
Backpack
-Bedroll
-Flint and steel
-Hemp rope (50 ft.)
-Sunrod
-Waterskin
-Trail rations (10 days)
Belt Pouch (empty)
Case
-Bolts (20)
Climber's kit
-Grappling hook
-Hammer
-Pitons

Coins and Other Wealth
Gold pieces: 22

Total weight: 82 lbs.

Personality Traits: From her childhood years, Rain maintains a weary attitude towards unfamiliar peoples. She does not speak much to people she does not know very well, giving the impression of a somewhat shy girl. However, Rain gradually opens up as she becomes familiar with her companions. When the need arises, Rain would insert an idea or two of her own into a conversation for the others to consider.

She is overly protective of her personal equipment, which leaks into great loyalty towards those considered friends. However, Rain is not one to take great gambles unless no other options present themselves. When Rain does enter a risky situation

Mannerisms and Appearance: Rain's hair was cut short in her youthful criminal years, in order to make it more difficult for pursuers to grab her. However, she has let her hair run its course upon becoming a druid: it is now long, groomed well enough to keep dirt and grime out. She has felt embarrassed at her feline appearance, often resorting to covering them up with her beige traveling cloak. Her stance is straight, unlike her usual brethren, from living among the more prominent races for so long (and having to try and fit in), though Rain often slouches when sitting.

Her skin is lighter than the typical shifter, though it is still noticeably tan. Unmarked by scars or birthmarks, Rain's skin shines with natural beauty.

Character Background: Rain was raised in the dirty outskirts of a large city. Much of her early life was guided by a need for survival, forcing her to resort to criminal activity in order to have the food to live for the day. She did not dare leave the city for the outside world, as there was no telling what was outside the city walls, trapping the young shifter within. However, Rain learned to adapt to an orphaned life and met a diverse group of people of similar status. It was when she was caught trying to swipe a loaf of bread from a vendor, by a traveler, that changed Rain's life.

A wandering human druid named Ithel stopped Rain as she made a get-away, and consoled her for thievery. However, upon seeing of her ethnic status as a shifter, he took Rain in as his apprentice. As the years passed, Rain grasped the concepts of a druid with Ithel at her side. At first, she was frightened to leave the cityscape to give way for the wild forestry, but Rain eventually embraced it. It felt infinitely purer to be out in nature than stuffed within the confines of the cities. Now, as a druid of her own right, Rain very much rather sleep in the grass, among the trees, than on a comfy bed in an inn.

Backstory benefits: You add Thievery and Streetwise to your class skill list, and you gain a +1 bonus Thievery and Streetwise checks.
 
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Captain Awesome

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Alright, everybody's sheets are up, and I've worked out at least a rudimentary personality for everyone. So now what you need to do is figure out your height, weight, and age, along with your appearance and mannerisms, personality, and background (adhering to the guidelines posted - the prompts are optional, only ways to spur the creative process). You can post or PM me the results, and I'll edit the profiles accordingly.
 

Captain Awesome

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Campaign Setting

The Planes and Their Inhabitors

The world occupies a special place at the center of the universe. It’s the middle ground where the conflicts between gods and primordials, and among the gods themselves, play out through their servants both mortal and immortal. But other planes of existence surround the world, nearby dimentions where some power sources are said to originate and powerful creatures reside, including demons, devils, and the gods.

Before the world existed, the universe was divided into two parts: the Astral Sea and the Elemental Chaos. Some legends say that the two were once one realm, but even the gods can’t know for certain, for they had their origin in the Astral Sea.

The Astral Sea

The Astral Sea floats above the world, an ocean of silvery liquid with the stars visible beneath the shallow sea. Sheets of shimmering starlight like gossamer veils part to reveal the dominions, the homes of most of the the gods, like islands floating in the Astral Sea. These domains reflect the personality of their gods – Arvandor and Celeste are each beautiful and utopian realms in their own way, where such realms of Typherion and the Nine Hells are evil places of misery and grief.

The Elemental Chaos and the Abyss

At the foundation of the world, the Elemental Chaos churns like an ever-changing tempest of clashing elements – fire and lightning, earth and water, whirlwinds and living thunder. Just as the gods originated in the Astral Sea, the first inhabitants of the Elemental Chaos were the primordials, creatures of raw elemental power.

The Elemental Chaos approximates a level plane on which travelers can move, but the landscape is broken up by rivers of lightning, seas of fire, floating earthbergs, ice mountains, and other formations of raw elemental forces. However, it is possible to make one’s way slowly down into the lower layers of the Elemental Chaos. At its bottom, it turns into a swirling maelstrom that grows darker and deadlier as it descends.

At the bottom of that maelstrom is the Abyss, the home of demons. Tharizdun, the Chained God, planted a shard of pure evil in the heart of the Elemental Chaos before the world was finished, and the gods imprisoned him for this act of blasphemy. The Abyss is as entropic as the Elemental Chaos where it was planted, but it is actively malevolent, where the rest of the Elemental Chaos is simply untamed.

The World and the Primal Spirits

The world has no proper name, but it bears a wide variety of prosaic and poetic names among those people who ever find need to find it anything but “the world.” It’s the creation, the middle world, the natural world, the created world, or even the First Work.

The primordials formed the world from the raw materials of the Elemtal Chaos. Looking down on this work from the Astral Sea, the gods were fascinated with the world. Creatures of thought and ideal, the gods saw endless room for improvement in the primordials’ work, and their imaginings took form and substance from the abundance of creation-stuff still drifting in the cosmos. Life spread across the face of the world, the churning elements resolved into oceans and landmasses, diffuse light became a sun and moon and stars. The gods drew astral essence and mixed it with the tiniest bits of creation-stuff to create mortals to populate the world and worship them. Elves, dwarves, humans, and others appeared in this period of spontaneous creation.

Resentful of the gods’ meddling in their work, the primordials began a war that shook the universe. The gods slowly gained the upper hand, successfully imprisoning or banishing many of the primordials. However, this war threatened the very existence of the world. In the last days of the war, a new force made itself known in the cosmos: the spiritual expression of the world itself. These primal spirits declared an end to the conflict, asserting that the world would no longer be a battleground for the two opposing forces. The gods and the primordials were banished to their home planes, and the primal spirits of the world decreed a balance: The world would remain a place where matter and spirit mingled freely, where life and death proceeded in an orderly cycle, where the seasons changed in their unending wheel without interference. The gods and the primordials could still influence the world, but they could not rule it.

The Feywild and the Shadowfell

There were still scraps of the creation-stuff left over from the primordials’ initial creation. They had found some pieces too vivid and bright, and hurled them away. They found other pieces too murky and dark, and flung them away as well. These discarded bits of creation clustered and merged, and formed together in echoes of the shaping of the world. As the gods joined in the act of creation, more ripples spread out into the Feywild and the Shadowfell, bringing creatures to life there as echoes of the world’s mortals. Thus the world was born with two siblings: the bright Feywild and the dark Shadowfell.

The Shadowfell is a dark echo of the world. It touches the world in places of deep shadow, sometimes spilling out into the world, and other times drawing hapless travelers into its dark embrace. It is not wholly evil, but everything in the Shadowfell has its dark and sinister side. When mortal creatures die, their spirits travel first to the Shadowfell before moving on to their final fate.

The Feywild is an enchanted reflection of the world. Arcane energy flows through it like streams of crystal water. Its beauty and majesty is unparalleled in the world, and every creature of the wild is imbued with a measure of fantastic power.

theplanes.jpg


A model of the planes.

And Beyond

Scholars claim that the universe described here is not all there is – that something else exists beyond the Astral Sea and the Elemental Chaos. Evidence for this idea appears in the form of the most alien creatures know, aberrant anomalies of flesh and goo. These creatures don’t seem to be a part of the world or any known realm, and where they live in the world, reality alters around them. This fact has led sages to postulate the existence of a place they call the Far Realm, a place where the laws of reality work differently than in the known universe. In addition, the souls of the dead – though they travel first to the Shadowfell – pass beyond it after a time. Some souls are claimed by the gods and carried to the divine dominions, but others pass to another realm beyond the knowledge of any living being.
 

Captain Awesome

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I'll shortly be doing a second post on the history of the world itself and its inhabitants. In the meantime, how are you all doing with your personalities?
 

Captain Awesome

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The World

The earliest historical documents found on this subject speak of a time where numerous dragonborn kingdoms had passed into forgotten history, and unified array of dragonborn city-states formed the storied empire of Arkhosia. Dragon nobles integrated under a dragon emperor, mythically dubbed the Golden One. A dragonborn bureaucracy supported the nobles, protected by a military headed at first by the general Surina Moonscale. The Golden One and mighty Moonscale held their god and creator – Bahamut – in highest regard among the gods, and this faith helped establish central principles for the empire: principles of justice, and nobility. The golden empire expanded its territory with a goal of bringing civilization, knowledge, and safety to untamed places and ignorant peoples. It gained land as much through word, trade, and decency as it did through battle, with vicious blades and ferocious draconic might. Within mere centuries, Arkhosia ruled large portions of the known realms. Arkhosia seemed to be an unstoppable taming force that would eventually span the world, bringing progress and a measure of uprightness with it.

But an evil greater than ever before encountered on the earth had emerged in lands distant from Arkhosia’s central regions. Yes, the expanding borders of the empire of Arkhosia had careened into another - the fiendish kingdom of Bael Turath, an oppressive kingdom ruled by tieflings and devils. The Hellish masters of Bael Turath also held control of large portions of the world—both above and below the surface. Their enemies shuddered at rumors of extraplanar holdings that dwarfed even their sprawling empire in the world. Bael Turath rose to power when the empire of Arkhosia was at its peak, and it was inevitable that the upstart empire would come into conflict with the dragonborn.

Ideology, culture, and ambition smashed together as well. No common ground could be found between the two empires. For one to succeed, the other had to fall. War was inescapable. It came swiftly and brutally, and it spanned hundreds of years and engulfed the entire world. Dragonborn surged into the borders of Bael Turath by the thousands, and the wings of their masters darkened the sky. The devils responded in kind. Hellfire that could sizzle adamantine to slag rained on their foes, ending thousand-year lives in the blink of a succubus’s eye. The tainted ones turned the hearts of their foes black with corruption, sparking ancient feuds among the dragonborn.
Both sides suffered internal strife, mirroring the surface conflict. Bael Turath’s cults wormed away inside Arkhosia, weakening it. The desire of common folk to be free of infernal shackles poisoned Bael Turath’s well of power.

Bitterness strengthened the utter incompatibility of ethos between the two nations. Ever worse exchanges led the warring empires toward ruin. Bael Turath’s forces heaped atrocities upon Arkhosia, corrupting some lands to the point that neither side could hope to reclaim them. Many of Arkhosia’s stalwarts of Bahamut began to thirst for retribution more than justice, to look to vengeance more than protecting the defenseless. Bloody Arkhosian campaigns against Bael Turath led some idealistic Arkhosians to doubt, and the empire’s foundational beliefs faltered, causing political turmoil. Overextension of resources made it difficult for ironhanded Bael Turath to keep order in its core provinces.

Neither relented, eventually costing both everything. The Golden One and many dragon lords perished, some fleeing with their lives but without honor after the death of the dragon emperor. Lesser lords of the Nine Hells strode across battlefields, only to fall to draconic claws or the assaults of Arkhosia’s legions. That which didn’t disintegrate in direct combat crumbled under the stress inflicted by the seemingly endless and vicious war. But end that war did, when neither empire had the resources nor the will left to fight. When the dust settled and the smoke cleared, Bael Turath and Arkhosia were no more, there people left to fend for themselves. The magic worked on both sides was so dire that it tore reality and dreams. No one remembers what happened after the fall, but the glory of the two mighty empires was undone nonetheless.

As a result, the world is left in ruins. Decrepit citadels and kingdoms litter the lands, waiting to be explored. Scores of vicious monsters rove the land unchecked, forcing the broken peoples of the world to tread cautiously wherever they go. Even 100 years later, the vast majority of the world remains unexplored and filled with dangerous ruins and caverns, and civilization is just beginning to crawl back on its feet. Countless minor dynasties and noble houses of a myriad of races dot the world, staking out territories as their own and squabbling quietly amongst themselves. And all throughout that, small groups of extraordinary men and women, known as adventurers, leave the safety of their towns to brave the monster-infested wilderness and ruins, either to be rewarded with treasure beyond their wildest dreams, or with painful death…
 

Captain Awesome

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Well, that's done. When these profiles get up, we can start!

...Whenever you feel like getting the profiles up...
 

Lavi

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I'll shortly be doing a second post on the history of the world itself and its inhabitants. In the meantime, how are you all doing with your personalities?
I'm busy with school. I got spring break coming up, so I'll have it done by the end of the week.
 

Galykia

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I'm busy with school. I got spring break coming up, so I'll have it done by the end of the week.

Same here, ill try to finish my character before hand if I can.
 

Lavi

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Pretty much finished up with my character. I did the honors of editing it into my profile, already.
 

Captain Awesome

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Okay then. I edited your Background benefit to match with your history.

It's pretty good. Except your personality section breaks off in midsentance.
 

Lavi

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LOL. I'll get to that.
 
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