Ghetto role playing & senior citizen harassment

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1 Characters! on Sun Sep 25, 2011 12:48 pm


Character Sheet: (updated to level 4)

Inari "Sweet Tofu!" De La Arcutio, Level 4
Human, Rogue, Artful Dodger
Human Power Selection: Heroic Effort

Str 10, Con 12, Dex 21, Int 8, Wis 10, Cha 14.

Str 10, Con 11, Dex 18, Int 8, Wis 10, Cha 14.

AC: 20 (22 vs OA) Fort: 15 Reflex: 21 Will: 16
HP: 39 Surges: 7 Surge Value: 9

Acrobatics +12, Athletics* +9, Bluff +9, Insight +7, Stealth* +14, Streetwise +9, Thievery +12

Arcana +1, Diplomacy +4, Dungeoneering +2, Endurance +3, Heal +2, History +1, Intimidate +4, Nature +2, Religion +1, Streetwise +9.
(pontang school = dunno anything)

DM (free): Versatile Expertise (Light Blade & Crossbow)
Human: Backstabber
Level 1: Nimble Blade
Level 2: Weapon Focus - Light Blade
Level 4: Slaying Action

Rogue at-will 1: Sly Flourish & Acrobatic Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Press the Advantage
Rogue utility 2: Tumble
Rogue encounter 3: Low Slash

Iron Armbands of Power (Level 6)
Cloak of Resistance (Level 5)
Flowform Leather Armor +1 (Level 4)
Frost Dagger +1 (Level 3)
Siberys Shard of Merciless Cold (Level 2)
Acrobat Boots (Level 2)

4 Matching Heirloom Daggers from Mom (4 gp)
Hand Crossbow (25 gp) & 40 bolts (2 gp)
Standard Adventurer's Kit; school backpack, camping bedroll, flint & steel, pikachu belt pouch, 10 days "healthy snackies" trail rations, 50 ft rope, 2 sunrods, water bottle (15gp)
Climber's Kit; grappling hook, hammer, pitons (2 gp)
Thieves Tools; disguised as math pencil case (20 gp)
50ft silk rope (10gp)
Furry Yeti Hat (made by Chaar'zen)
White Furry Yeti Pelt (made by Azshaura)

22 gp left; stored in pikachu belt pouch and socks (but don't tell Granpa Fen).


Inari alias "Tofu" is 14 years old. Her juvie rapsheet indicates that her eyes are a nondescript brown, hair - shoulder length mousy brown, height - average. No distinguishing marks or tattoos. She would have been completely indistinguishable if it were not for her weight - baby fat that she has been trying to lose since she was a baby - which admittedly, is probably a wee bit on the generous side. She still has a set of steel bracers on her teefsch that she feels ought to have been removed a while ago. Her favourite colour is green and her fav food are jars of peanut butter that she hides under her bed. When unhappy, she often seeks refuge in her stash of peanut butter. Her chubby benign countenance often belies a vicious streak that she had developed in juvie to survive the larger Year 4 bullies. Why do they even let bugbears in here?

She is currently attends Year 2 at the Infants of the Holy Pelorian Reform School, at the main Azure City branch (a corrective boarding house for wayward juveniles). Although the school has 30 ft high walls, barbed wire fences, nuns with guard dogs patrolling, she is still manages to slip past the school's defenses at night, and is often found illegally fishing for midnight trout with her childhood friends just off the docks. Despite having no natural aptitude at fishing (Nature +1), she has often resorted to wading into the murky waters to catch fish or prawns with her bare hands (Dex 20) lest she goes hungry by the end of the night. Occasionally, she moonlights at the Mended Arrow Entertainment Hub (a wandering circus that has since rooted itself in Azure City) as a juggling outdoor tightrope walker for extra pocket money. Her BFF (best friends forever) outside school is Durt, a dirty street urchin of indeterminate sex working for the Beggars Guild. Her BFF within school is her roommate - Jazzy Six-Fingers - a modern jazz pianist with gifted fingers. They meet in Detention after classes and often assist each other in shenanigans ranging from pontanging classes, pilfering entire roast pigs from the kitchens, pranking new teaching assistants from the nunnery, sneaking out after the sun sets, flanking bullies that pick on Inari and call her "Chubbo".

Her father is a dreamy half-elf diplomat who has taken little interest in his daughter's shenanigans, opting to let Inari's (paragon-level) rogue mom handle their undisciplined progeny instead. Inari's mother used to have more time for her daughter, but with all the paperwork that has been piling up at the Ministry of Interior Affairs, she barely has time to finish her evening assignments as well as discipline her difficult child. She has asked her father, Grandpa Fen (as played by Edmund) to take Inari to the countryside for a change of pace, and to keep an eye on her during these summer holidays.

Last edited by jo on Fri Dec 30, 2011 2:05 pm; edited 13 times in total (Reason for editing : Level siah)

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2 Re: Characters! on Sun Sep 25, 2011 7:40 pm

Nicely written Jo. Keep up the great work!



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3 Tomas Sculgin on Sun Oct 23, 2011 2:38 pm

Tomas Sculgin, Smuggler and Gentleorc.


Tomas Sculgin, level 4
Half-Orc, Monk
Monastic Tradition: Stone Fist

Str 17, Con 11, Dex 21, Int 10, Wis 10, Cha 8.

Str 14, Con 11, Dex 18, Int 10, Wis 10, Cha 8.

AC: 22 Fort: 16 Reflex: 18 Will: 14
HP: 38 Surges: 8 Surge Value: 9

Acrobatics +12, Thievery +12, Stealth +12, Athletics +10

Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +2, Endurance +4, Heal +2, History +2, Insight +2, Intimidate +3, Nature +2, Perception +2, Religion +2, Streetwise +1

Level 1: Unarmored Agility
Level 2: Crashing Tempest Style
Feat User Choice: Versatile Expertise
Level 4: Thirst for Battle

Monk at-will 1: Crane's Wings
Monk at-will 1: Five Storms
Monk encounter 1: Open the Gate of Battle
Monk daily 1: Masterful Spiral
Monk utility 2: Fighting Fury
Monk encounter 3: Eternal Mountain

Monk Unarmed Strike, Wagon, Riding Horse, Club, Cobra Strike Ki Focus +1, Bloodthread Cloth Armor (Basic Clothing) +1, Gauntlets of Blood (heroic tier)

Born in the mean streets of Sharn, Sculgin (as he's known to associates and colleagues) is a smuggler and a hoodlum with a heart of gold. He lives in a one room apartment with his girlfriend, Lola, under the tyranny (really!) of the rich and uppercrust of the Dragonmarked Houses. What can you do when the world you know is run by Houses of rich, privileged merchants and craftsmen. Most either join them, or work against them, but Sculgin likes to do his own thing, y'see. So he's turned to transporting things around for a fee. He smokes excessively even though Lola tells him not to, cus he's gotta think of their kids someday. He's also a big fan of famous Githzerai monk and philosopher, Liricosa and aspires to be just like him. He carries a big stick around with him all the time.
He's got two friends, Worgles Yarly, a bullywug with eighty tadpoles and Damon 'Puffin' MacGuffin, an overweight but surprisingly nimble drow who was brought up in a halfling orphanage. Worgles, driven by his constant need for money (where does it all go?!) always comes up with get rich schemes which never go well, while Puffin, unable to reconcile his drow heritage with his halfling upbringing always goes along for a bit of mischief. So, what's Sculgin to do, right? He can't say no to his friend and his eighty kids.
So, recently, when he was driving with his mates in his wagon, a beat down, classically styled 4 seater (lovingly cared for- it was left to him by his dear Uncle Tremulo, may he rest in peace) to try his luck at a kobold fighting ring, Worgles sensed that they were being tailed.

"Don't look now, but that bloke on the horse has been followin' us for the last quarter mile."
Puffin looked and Sculgin quickly protested. "Hey, stop that now. Hell, you've already looked- who is it?"
"House Tharashk, mate," Puffin said, "Right there on his tunic. What'd you do, Sculgin?"
"What did I - What? You havin' a go, mate?" Sculgin said as he pulled the reins for a hard left swerve.
"You lot have gotten me into more trouble than --" Sculgin said, as the wagon skidded on the cobblestones.
"Sculgin. Mate," Worgles interrupted, pulling out a box measuring a foot long and half as wide. "You do anything with House Cannith?" The bullywug tossed the box, clearly marked with the sigil of House Cannith on the cover. Puffin picked it up and opened it.
"Shite," he said.
"Well?" Sculgin said, looking over his shoulder at his pursuant. Well, they were pursuants now, as two more riders came out of an alleyway to join the chase. "The fuck is it, mate?"
Puffin shrugged. "Don't know, but we got to leg it."
"Or hand it over," offered Worgles.
"It's not their stuff, innit?" Puffin said, "You see the sign on the box, and the sign on their shirts? It don't match, does it?" The large drow heaved and said, "I know what to do." before a black inky darkness materialized around him.
"Shit!" Sculgin yelled. "What are you doing?"
"I'm hiding us, what do you think?" Puffin yelled back.
"Mate, for one, I can't see where I'm going. And two, they're still gonna be following a black cloud." It was the last thing Sculgin said before being thrown into the air.

When he came to, he was in a ditch, his friends nowhere to be found. The box laid somewhere close to him, and its contents, a.. thingamajig, sat half covered in shit.
"The hell is this thing?" he said, as a part dangled limply. He put it back into the box. "Bloody hell, man," he said to himself, as the sounds of hooves came thundering overhead. He shrugged. House Cannith should have an answer for him, and some gold if he were to return it to its owners, right?

Last edited by josh on Thu Nov 24, 2011 10:54 pm; edited 2 times in total

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4 Azshaura (HJ) on Sat Nov 05, 2011 8:17 pm

Azshaura, level 3
Elf, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style
Ranger: Prime Shot

Str 10, Con 11, Dex 20, Int 10, Wis 16, Cha 8.

Str 10, Con 11, Dex 18, Int 10, Wis 14, Cha 8.

AC: 20 Fort: 12 Reflex: 17 Will: 14
HP: 33 Surges: 6 Surge Value: 8

Nature +11, Perception +11, Stealth +10, Acrobatics +10, Heal +9

Arcana +1, Bluff, Diplomacy, Dungeoneering +4, Endurance, History +1, Insight +4, Intimidate +1, Religion +1, Streetwise, Thievery +5, Athletics

Level 1: Lethal Hunter
Level 2: Weapon Proficiency (Greatbow)
Feat User Choice: Weapon Expertise (Bow)

Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Sure Shot
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Disruptive Strike

Adventurer's Kit, Greatbow, Longsword, Screaming Hide Armor +1, Bracers of Archery (heroic tier)

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5 New Character - Psion on Thu Nov 17, 2011 9:44 am

Azni, level 3
Shardmind, Psion
Build: Telepathic Psion
Discipline Focus: Telepathy Focus
Shardmind: Perception Bonus

Str 11, Con 10, Dex 10, Int 20, Wis 8, Cha 16.

Str 11, Con 10, Dex 10, Int 18, Wis 8, Cha 14.

AC: 17 Fort: 11 Reflex: 16 Will: 16
HP: 30 Surges: 6 Surge Value: 7

Bluff +9, Insight +5, Arcana +13, Perception +7

Acrobatics +1, Diplomacy +4, Dungeoneering, Endurance +3, Heal, History +6, Intimidate +4, Nature, Religion +6, Stealth +1, Streetwise +4, Thievery +1, Athletics +1

Psion: Ritual Caster
Level 1: Improved Initiative
Level 2: Psychic Focus

Psion at-will 1: Dishearten
Psion at-will 1: Memory Hole
Psion daily 1: Ravening Thought
Psion utility 2: Intellect Fortress
Psion at-will 3: Fuse Form

Adventurer's Kit, Climber's Kit, Accurate orb of Nimble Thoughts +1, Repulsion Cloth Armor (Basic Clothing) +1, Wavestrider Boots (heroic tier)

Lv 2: Repulsion Armor + 1 (AV1) - already equipped
Lv 3: Orb of Nimble Thoughts +1 (PHB3)- already equipped
Lv 4: Wavestrider Boots (PHB1) - already equipped
Lv 5: Resplendent Gloves (AV2)

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6 Re: Characters! on Fri Nov 18, 2011 2:17 am

Hi Heng,
Mark here, Raihan asked me to provide some input and suggestions.

1. Got free versatile expertise feat. To put it in CB click the little HOUSE icon in the FEAT CHOICE CHECKLIST box.

2. I'd go for an 18,13,13,10,10,8 stat allocation. 18 INT, 13 CHA/WIS, 8 STR or DEX, 10 in the rest. Alternatively you can put 13 CON instead of WIS, this will give you some decent FORT defence and HP/surges.

3. While Memory Hole is a nice power to have, I'd suggest a more controlly-type at-will like, Static Mote - auto slow, nice burst radius (unfriendly tho), then again it's only a suggestion.
Or if you wanna go for a more damage focused at-will, you can consider Mind Thrust - targets will, can be used as a RBA, thus you get +2 damage with Resplendent Gloves, used together with the Bracers of the Perfect Shot and Psychic Focus feat, you get a total of 1d10+11 damage with an unaugmented at-will. (you may even wanna consider the Vicious Intrusion feat for an additional +3 damage when you use Distract, look at point no.6 Idea )

4. Dishearten is a staple at-will Psion power king

5. I personally prefer the Mind Shroud utility power, makes you slowed but gives u TOTAL COVER that's +5 to all defences!

6. Feat-wise, can consider Discipline Adept (let you use Distract and Send Thoughts twice per encounter) & Mind Link (use Send Thoughts to ignore cover & concealment against the target for the whole encounter, combo with Discipline Adept, you can ignore C&C for 2 targets)

7. Level 3 at-will, I personally like Kinetic Trip, some people prefer Betrayal, basically when playing a Psion you'd wanna focus your powers for more funky ways to screw up the DM's actions Twisted Evil

Alrighty, that's all for now Sleep time

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7 Psion (post test-drive) on Sat Nov 19, 2011 7:56 pm

Hi Mark - Have taken on board some of your suggestions, thanks!

Hi Rai,

As discussed I've made some changes to my character after having the opportunity to "transform and roll out" last night.

Azni, level 4
Shardmind, Psion
Build: Telepathic Psion
Discipline Focus: Telepathy Focus
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Orb)
Shardmind: Diplomacy Bonus

Str 8, Con 13, Dex 10, Int 21, Wis 10, Cha 16.

Str 8, Con 13, Dex 10, Int 18, Wis 10, Cha 13.

AC: 18 Fort: 13 Reflex: 17 Will: 17
HP: 37 Surges: 7 Surge Value: 9

Diplomacy +12, Insight +7, Arcana +14, History +12

Acrobatics +2, Bluff +5, Dungeoneering +2, Endurance +5, Heal +2, Intimidate +5, Nature +2, Perception +2, Religion +7, Stealth +2, Streetwise +5, Thievery +2, Athletics +1

Psion: Ritual Caster
Level 1: Mindlink
Level 2: Discipline Adept
Feat User Choice: Versatile Expertise
Level 4: Superior Implement Training (Accurate orb)

Psion at-will 1: Dishearten
Psion at-will 1: Static Mote
Psion daily 1: Living Missile
Psion utility 2: Intellect Fortress
Psion at-will 3: Kinetic Trip

Adventurer's Kit, Climber's Kit, Wavestrider Boots (heroic tier), Elusive Cloth Armor (Basic Clothing) +1, Aversion Accurate staff +1, Accurate orb of Nimble Thoughts +2

During the Last War:

Within a small bog in the nation of Breland, some time in the middle of Eberron's Last War, the Shardmind, Azni came to sentience - not knowing where he was or how he came to be. Driven to learn of his origins, he wandered the nearby villages, town and cities, looking out for some clue that might give him the answers he sought. This endeavor was not especially easy; as a Shardmind wholly ignorant of the local customs, humanoid emotions and subtle nuances of the folk around him, his bluntness often worked against him. The fact that a war was raging on didn't help very much either. Undeterred, he resorted to using his innate telepathic talents to continue his search for leads whilst simultaneously learning about the other races around him.

One day, while "eavesdropping" on a nearby group of Breland(ian/ic?) soldiers, he picked up a curious emotion he had never encountered before; treasonous betrayal. A member of the company was a spy for the nation of Cyre. Intrigued, Azi blatantly strode up and casually questioned the soldier why he had defected despite being born and raised Breland(ian/ic?). The spy was taken completely by surprise and panicked, immediately fleeing the scene. He was arrested shortly after and never seen again. News of this event reached the ears of the local army's intelligence division who promptly approached Azni with an offer; serve as a mole-spotter for them and they would share with him any information they knew about his kind. Azni immediately agreed. Over the next few years, he served his employers well and consequently learnt a great deal from their vast information network; about the demise of the Living Gate and that there were others like him with similar/differing philosophies (some noble, others fatalistic). With the abrupt ending of the War, Azni is now free to pursue his ambition of inheriting the purpose of the Living Gate as a God Shard.

Personality Traits:
To Azni, cold infallible logic is the answer to any solution. He may not win any popularity votes amongst his companions from time to time but it matters little to him. He believes it futile to attempt to remake the Living Gate. Where the Gate failed in their purpose as a whole, perhaps the answer lies in the now individualistic Shardmind. His is quietly reserved but always cautious, ever on the lookout for his more extremist brethern who strive to reunite them all (usually quite fatally) as the Living Gate once more.

Mannerisms & appearance:
To any common observer, Azni appears as a collection of milky-white crystalline shards given humanoid shape. The pattern in which he has gathered his shards however emulate certain humanoid visual characteristics; long hair, large forearms and claw like hands, high cheekbones and talon-like feet. He wears simple robes; more so to blend in with the citizens of Sharn rather than shield him from the elements.

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8 Re: Characters! on Tue Dec 06, 2011 7:55 pm


RW-003, level 4
Deva, Artificer
Build: Warrior Forge Artificer
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Background: Occupation - Military, Surgeon, Geography - Urban, Jorasco Medic, Deva - Brink of Enlightenment, Recent Life - Mercenary Work (+2 to Arcana, Religion, Dungeoneering)

Str 8, Con 14, Dex 10, Int 20, Wis 16, Cha 10.

Str 8, Con 13, Dex 10, Int 18, Wis 13, Cha 10.

AC: 20 Fort: 16 Reflex: 18 Will: 17
HP: 41 Surges: 8 Surge Value: 10

Arcana +14, Dungeoneering +12, Heal +10, Perception +10, History +14

Acrobatics +2, Bluff +2, Diplomacy +2, Endurance +4, Insight +5, Intimidate +2, Nature +5, Religion +11, Stealth +2, Streetwise +2, Thievery +2, Athletics +1

Artificer: Master Mixer
Feat User Choice: Versatile Expertise
Level 1: Potent Restorables
Level 2: Mark of Healing
Level 4: Skill Power

Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Healing Infusion: Healing Infusion: Resistive Formula
Skill Power: Healer's Gift
Artificer encounter 1: Drain Speed
Artificer daily 1: Life-Tapping Darts
Artificer utility 2: Restorative Infusion
Artificer encounter 3: Altered Luck

Ritual Book, Rod of Repair +1, Healer's Brooch +1, Residuum (Any) (10), Adventurer's Kit, Disguise Kit, Climber's Kit, Everburning Torch, Hunter's Kit, Inquisitive's Kit, Thieves' Tools, Travel Papers, Standard Identification Papers, Identification Papers with Portrait, Leather Armor of Sudden Recovery +1, Woundpatch (heroic tier) (13), Dagger, Hand Crossbow, Crossbow Bolts (40)
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole

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