Droaam: Legacy of Monsters

Discussion in 'ROLEPLAY GRAVEYARD' started by Boss Frost, Sep 18, 2009.

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    Droaam is a land of monsters, creatures that—to the outside eye-make even the goblin tribes of Darguun look civilized. The mountain passes of Droaam teem with giants and gargoyles, and the forests are thick with trolls and orcs more savage than the fiercest tribes of the Eldeen Reaches.
    Yet the region contains more than random horrors. Ruled by the mysterious Daughters of Sora Kell, Droaam grows ever more disciplined, ever more structured-and the people of Khorvaire grow ever more frightened.

    The Treaty of Thronehold does not recognize Droaam as a nation. But its rulers, the Daughters of Sora Kell—a covey of hags—govern it as one. A decade ago, Droaam was a region in anarchy, its monstrous tribes and people warring against one another. Today, a number of regional warlords, including the medusa Sheshka (the Queen of Stone) and the oni mage Drul Kantar, rule regions of Droaam, and all swear fealty to the Daughters. The nation functions, roughly but effectively, as a cohesive whole despite the violence, chaos, and bloodshed that is still the norm within individual territories.

    For years, Breland claimed the region now called Droaam, but few humans ever attempted to establish colonies there; it is the abode of monsters. Droaamish mercenaries were effective during the Last War, and fear of their strength—and the hope that the Droaamites might prove valuable allies should war come again—has prevented the Five Nations from moving against them. This has not calmed public nervousness at having monsters on Breland's borders, or halted those monsters' occasional raids into civilized lands.

    Show Spoiler
    The Daughters of Sora Kell organized the construction of the major Droaamish fortresses and cities over the past ten years; many of these communities are built on the ruins of ancient Dhakaani goblin enclaves. Most Droaamites dwell in tiny villages, without even formal roads to provide connections between towns.

    Graywall: The gateway between Droaam and Breland, Graywall has a quarter devoted to humans and other nonmonstrous humanoids from beyond the mountains. Legitimate merchants, mercenary employers, and criminals from all over Khorvaire can be found here amid the native goblins, orcs, and gnolls.

    Cazhaak Draal: The seat of Sheshka's power, the Stonelands is a rocky region surrounding an ancient hobgoblin ruin. A great evil in eons past petrified all life in the region, leaving statues of hobgoblins, other goblins, humanoid slaves, and even plants. Today, the city is occupied primarily by medusas and their basilisk hounds.

    The Great Crag: The capital of Droaam is a winding city of new construction, old goblin ruins, and warrens running through the mountain at the nation's center. The Daughters of Sora Kell rule a population of harpies, gargoyles, and other monstrous humanoids. House Tharashk maintains an enclave here, from which it negotiates mercenary contracts with the Droaamites.

    Lost: The legendary city of the doppelgangers, Lost is said to be able to change the shape of its buildings and even its roads as easily as its inhabitants change theirs. Only the city's inhabitants and the Daughters of Sora Kell know its location.

    The Venomous Demesne: This region is a tiefling fiefdom, ruled by Lord Bal Molesh. Recently discovered by the Daughters of Sora Kell, these tieflings
    are slowly integrating into the feudal structure of Droaam, adding their eldritch might to the physical strength of the other natives.

    Znir: The Droaamish gnoll tribes meet in Znir—one of the primary gnoll communities in Droaam—once a year to honor their ancestors and renew their pact to avoid the demonic influences that rule the gnolls of other lands.

    The inhabitants of Droaam are mostly monsters: Gnolls, orcs, and goblins make up the greater portion of the population. Shifters and doppelgangers are not uncommon, and trolls, ogres, primitive giants, harpies, gargoyles, minotaurs, and even more exotic beasts—as well as small populations of humans and tieflings—are found in reasonable numbers as well.

    Character Creation Rules
    All published races allowed - including Monster races.
    No Swordmage class.
    2nd-level characters, 30 point buy. 4th edition style point buy.
    120 starting gold.

    Plot to be announced when I've got some characters up in here.
  2. ^ I'm going with this idea now.
  3. Will join...
    **falls asleep**
    Another time though. But I will.

    There shalt be a warlock.
    That is all.
  4. I think we may have to remind Kitti.
  5. Character Name: Faramond
    Race: Tiefling
    Class: Bard
    Level: 2

    Str: 10 | +0
    Con: 12 | +1
    Dex: 10 | +0
    Int: 18 | +4
    Wis: 12 | +1
    Cha: 18 | +4

    HP: 29 (Bloodied at 14, Surge heals 7, Surges per day: 8)
    AC: 15 | 11 | 4 |
    Fort: 12 | 11 | 1 |
    Ref: 16 | 11 | 4 | 1
    Will: 16 | 11 | 4 | 1

    Race Features:
    +2 Intelligence, +2 Charisma
    +2 Bluff, +2 Insight
    Low-Light Vision
    Bloodhunt: You gain a +1 on attack rolls against bloodied foes.
    Fire Resistance: You have resist fire 5 + half your level.

    Restful Healing: After you take a short rest or an extended rest, any healing power you use before the start of your net encounter restores the maximum number of hit points available.
    Bardic Knowledge: +2 Arcana, Dungeoneering, Nature, Religion, and Streetwise.

    Trained Skills:
    Bluff: +12
    Diplomacy: +10
    Insight: +7
    Streetwise: +12
    Arcana: +12
    (+1 to all other skills)

    Class Features:
    -Bardic Training: You gain the Ritual Caster feat for free, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that has bard as a prerequisite and another 1st level ritual. In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must still pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three.
    -Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number of squares equal to 5 + your Intelligence modifier (9 squares), you can slide that ally 1 square as a free action.
    -Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.
    -Skill Versatility: You gain a +1 bonus to untrained skill checks.
    -Song of Rest: When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge.

    At-Will Powers:
    -Misdirected Mark:
    Standard Action.
    Ranged: 10 squares.
    Target: One creature.
    Attack: Charisma vs. Reflex.
    Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
    Level 21: 2d8 + Charisma modifier damage.

    -Vicious Mockery:
    Standard Action.
    Ranged: 10 squares.
    Target: One creature.
    Attack: Charisma vs. Will.
    Hit: 1d6 + Charisma modifier damage, and the target takes a -2 penalty to attack rolls until the end of your net turn.
    Level 21: 2d6 + Charisma modifier damage.

    Encounter Powers:
    -Majestic Word:
    Minor Action.
    2/encounter, Close Burst (5)
    Target: You or one ally in burst.
    Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier.
    Level 6: 1d6 + Charisma additional hit points.
    Level 11: 2d6 + Charisma additional hit points.
    Level 16: 3d6 + Charisma additional hit points.
    Level 21: 4d6 + Charisma additional hit points.
    Level 26: 5d6 + Charisma additional hit points.

    -Words of Friendship:
    Minor Action.
    Effect: You gain +5 power bonus to the next Diplomacy check you make before the end of your turn.

    -Infernal Wrath:
    Minor Action, Personal
    Effect: You can channel your fury to gain a +1 power bonus to your next attack roll

    Standard Action.
    Ranged: 5 squares.
    Target: One creature.
    Attack: Charisma vs. Will.
    Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.
    Virtue of Cunning: The power bonus to the attack roll is 1 + your Intelligence modifier.

    -Stirring Shout:
    Standard Action.
    Ranged: 10 squares.
    Target: One creature.
    Attack: Charisma vs. Will.
    Hit: 2d6 + Charisma modifier psychic damage.
    Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.

    -Inspire Competance, Encounter
    Minor Action, Close Burst 5
    Target: You and each ally in burst.
    Effect: Choose a skill. Until the end of the encounter, each target gets a +2 bonus to his or her next check using that skill.

    Equipment: -50
    -Short Sword: +3 Prof, 1d6 damage, 2lbs, Light Blade.
    -Leather Armor: +2 Armor bonus, 15lbs.
    -Standard Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs
    -Ritual Book: Create Campsite, Traveler's Chant.

    yeah... it's a character ported from one RP to another....
    and yeah~ thanks Boss Frost for helping me with this.
  6. Level 2, Megane. I jsut glanced over your sheet so I'm not sure if you just forgot to change the level at the top, but included all the additional stuff for being level 2, or if you jsut completely missed that part.
  7. S'got the utility and the next feat, and the +1 to the proper stuff, so it just needs that one number altered.
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