The Rain of the Samurai

Discussion in 'THREAD ARCHIVES' started by Alarice, May 29, 2012.

  1. Name: Rain
    Level: 1
    Age: 18
    Sex: Female
    Alignment: Unaligned
    Appearance: Rain is a Razorclaw Shifter. She basically resembles a human with tiger features. She has a wide, flat nose, large yellow-green eyes, pointed ears and long sideburns. She has a tail that measures about two feet long. Like others of her race, she likes to move in a crouched posture, springing and leaping along the ground.
    Height: 5'6"
    Weight: About 130 lbs.
    Personality: She's not the smartest student in the class and her way of meeting people is pouncing on them. She thinks of things in terms of hunter and prey and is naturally curious but will exercise caution in areas that "don't feel right." She's a friendly individual who prefers the outside and is wary of closed spaces.
    History: Rain never knew her true family and was raised by an elven Seeker alongside her biological daughter. They lived in a forest although Rain often woke up late for lessons. She was always too busy staring up at the sky at night. She knew she wanted to become a Seeker for as long as she could remember and was leaning toward forming a Spiritbond.

    On the night of her fifteenth birthday, orcs suddenly appeared and burnt the forest to the ground. Rain's adopted family were killed in front of her eyes. She barely escaped. She returned to find their bodies and out of grief, she made a Bloodbond instead. She received amnesia soon after and began recreating her past. She remembers being a Seeker and having a family but she's certain she's a Spiritbond Seeker who left them to travel out on her own.

    However, the voices in her head calling for blood and vengeance are making her think otherwise ...

    Show Spoiler

    STR 10 (+0)
    CON 11 (+0)
    DEX 16 (+3)
    INT 12 (+1)
    WIS 16 (+3)
    CHA 13 (+1)

    HP 23
    Bloodied at: 11
    Surges per day: 7
    Surge Value: 5

    AC: 10/+3/+0/13
    Fort: 10/+0/+0/10
    Ref: 10/+3/+1/14
    Will: 10/+3/+1/14

    Acrobatics +10
    Stealth +10
    Heal +8

    Average Height: 5 ́ 7 ̋–6 ́ 0 ̋
    Average Weight: 130–180 lb.
    Size: Medium Speed: 6 squares
    Vision: Low-light
    Languages: Common, choice of one other
    Ability Scores: +2 Dexterity
    Skill Bonuses: +2 Acrobatics, +2 Stealth
    Razorclaw Shifting: You have the razorclaw shifting

    Razorclaw Shifting:
    You unleash the beast within and take on a savage countenance.
    Minor Action Personal
    You must be bloodied.

    Until the end of the encounter, your speed increases

    by 2, and you gain a +1 bonus to AC and Reflex.

    Role: Controler
    Power Source: Primal
    Armor Proficiencies: Cloth, leather
    Weapon Proficiencies: Simple melee, simple ranged,
    military ranged
    Bonus to Defense: +1 Reflex, +1 Willi
    Class Features: Inevitable shot , Seeker's Bond

    Prerequisite: Seeker, Bloodbond class feature
    Benefit: When you are bloodied by any attack.
    you can shift 1 square as a free action


    Ranged Basic Attack:
    Attack: +6 (+3 dex mod, +3 Bow Prof) vs. AC
    Damage: 1d10 + 3 (dex mod),

    At-Will Abilities:

    1) Elemental Spirits: Taking the form of blazing flame, crackling ice, sizzling lightning, or thunderous storm, elemental spirits shoot forth to do your enemy harm. You get to pick whatever damage you do each time you use this ability. Anything next to the target also takes a bit of damage.

    Attack: +6 (+3 wis mod, +3 Bow Prof) vs. AC
    Damage: 1d10 + 3 (wis mod),
    On Hit: Enemies starting their turn next to the target receive 3 damage.

    2) Thorn Cloud Shot: Thorn-covered vines sprout up from the ground around the enemy your strike. Does extra poison damage.

    Attack: +6 (+3 wis mod, +3 Bow Prof) vs. AC
    Damage: 1d10 + 3 (wis mod)
    On Hit: Burst 1 zone dealing 3 Poison Damage centered on target until end of next turn.

    Encounter Powers:

    Possessing Spirits: From your foe's wound, a possessing spirit takes hold, making the foe attack its companion.

    Attack: +6 (+3 wis mod, +3 Bow Prof) vs. Will
    Damage: 1d10 + 3 (wis mod)
    On Hit: Target makes a basin melee attack against adjacent enemy and both are dazed until the end of you next turn.

    Daily Powers:

    Swarming Bats: Your attack brings with it a flutter of bat spirits that confuse your enemies.

    Attack: +6 (+3 wis mod, +3 Bow Prof) vs. Ref
    Damage: 1d10 + 3 (wis mod)
    On Hit: Slide target 1 square. Burst 2 of difficult terrain even for flaying creatures. enemies within zone grant combat advantage. You can move the zone 4 squares as a move action.

    Normal Load: 100 lbs
    Heavy Load: 200 lbs
    Maximum Drag: 500 lbs

    EQUIPMENT - Starting gold 100 gp
    Leather Armor - armor bonus of +2, no armor check or speed penalty - 15 lbs - 25g
    Longbow - Bow - Prof bonus +2, Damage 1d10, Range 20/40, Load Free property - 3 lbs - 30g
    Arrows - 3lb - 1G per quiver of 30.
    Daggers - Light blades - Proficiency bonus +3, Damage 1d4, Range 5/10, Off-hand and Light Thrown properties - 1 lb each - 1g each

    Earned XP Points:
    (First goblin encounter) 100 points
  2. Name: Moto Takahiro
    Race: Human (Rokugani)
    Class: Fighter
    Languages: Rokugani

    Level: 1
    Clan: Unicorn
    Height: 6' 2"
    Weight: 203 lbs
    Eyes: Green
    Hair: Black, long and feint highlights slightly more golden than the rest. Usually kept back and out of the way but often comes lose.

    EXP: 100

    Alignment: Lawfull Good


    STR: 16 (+3)
    CON: 12 (+1)
    DEX: 14 (+2)
    INT: 13 (+1)
    WIS: 13 (+1)
    CHA: 10 (+0)

    HP: 27
    Bloodied: 13
    Hit Points per Level Gained: 6
    Healing Surges per Day: 10
    Surge Value: 6

    AC: 10|0|7|17
    Fort: 10|3|1+2+1|17
    Ref: 10|2|1+1|14
    Will: 10|1|1+1|13

    Race Traits:

    Average Height: 5'6" – 6'2"
    Average Weight: 135–220 lb.
    Ability Scores: +2 to one ability score of your choice
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Languages: Common, choice of one other
    Bonus At-Will Power: You know one extra at-willpower from your class.
    Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
    Bonus Skill: You gain training in one additional skill from your class skill list.
    Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

    Class Features:

    Role: Defender
    Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
    Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
    Trained Skills: From the class skills list below, choose three trained skills at 1st level.
    Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
    Fighter Weapon Talent (one handed)


    Athletics: 8
    Endurance: 6
    Heal: 6
    Intimidate: 5

    Two weapon fighting. (+1 damage while holding a melee weapon in each hand)
    Charger of the Unicorn Clan. (When you charge, increase your speed by 2 per tier. You may give this ability to any mount you ride.)



    Basic Melee Attack
    Attack: +7 (+3 prof, +3 str mod, +1 Weapon talent) vs. AC
    Damage: 1d10 + 4 (+3 str mod + 1 two weapon fighting)

    Attack: +7 (+3 prof, +3 str mod, +1 Weapon talent) vs. AC
    Damage: 1d10 + 4 (+3 str mod + 1 two weapon fighting)
    Additional target receives 3 damage.

    Reaping Strike
    Attack: +7 (+3 prof, +3 str mod, +1 Weapon talent) vs. AC
    Damage: 1d10 + 4 (+3 str mod + 1 two weapon fighting)
    On Miss target receives 1 damage. (1/2 str mod)

    Sure Strike
    Attack: +9 (+3 prof, +3 str mod, +1 Weapon talent + 2) vs. AC
    Damage: 1d10


    Steel Serpent Strike
    Attack: +7 (+3 prof, +3 str mod, +1 Weapon talent)
    Damage: 2d10 + 4 (+3 str mod + 1 two weapon fighting)
    On Hit: Target is slowed and cannot shift until the end of your next turn.


    Villain's Menace
    Attack: +7 (+3 prof, +3 str mod, +1 Weapon talent)
    Damage: 1d10x2 + 4 (+3 str mod + 1 two weapon fighting)
    On Hit: +2 to attack rolls and +4 to damage against that foe until the end of the encounter.
    On Miss: +1 to attack rolls and +2 to damage against that foe until the end of the encounter

    Normal load: 160lbs
    Heavy load: 320lbs
    Maximum drag: 800lbs



    Ancestral Daisho
    - Ancestral Katana (+3/1b10/-/6lbs/Heavy Blade;Versatile)
    - Ancestral Wakizashi (+3/1d6/-/2lbs/Light Blade;Off-hand)

    Partial Armor (+7/-/-/-1/45lbs; Heavy)

    Backpack (2lbs) 2sp
    Bedroll (5lbs) 1sp
    Waterskin (4lbs) 1gp
    Pouch,belt (0.5lbs) 1gp
    Rations, trail (10 days;0.5lbs) 5gp
    Flint and steel 1gp
    Flask, sake (3lbs)3cp+3sp

    71lbs TOTAL (light load)


    Bound to the samurai principals of the bushido yet inheriting his mother's free spirit Takahiro is willing to interpret the letter of the law in unconventional ways so long as the spirit behind them remains intact. The counterpoint between his parent's personalities yet still berry much his own person to upholds the principals of both clans as best he can.

    Takahiro loves a good joke and growing up in the country has left him naive in some ways but parallel to the softer side is the stubbornness inherited from both his parents.


    When a lordless Lion samurai married a Unicorn he because a part of her family and the two retired to a quiet village far from the ever more improbable stories of their adventure that spoiled a plot to infiltrate and overthrow the empire. Having chosen a life away from pressure and wild stories for the child Ryoko carried their conflicting personalities mellowed under the absence of stress and they were able to make a functional family.

    Takahiro received wildly different tutelage from each parent, the rigorous and strict instruction from Kiyoshi and the more improvising and flexible bouts with Ryoko eventually were combined into his own distinctive style and he fights as well on foot as he does on horseback.

    Even in the country his father made sure to teach him the works of Akodo and would spend hours reading passages to Takahiro and telling him different ways they could be interpreted while Ryoko watched, this continued for the young samurai until his cooing of age.

    It was a quiet evening in the Moto household as Takahiro mulled over his decision in him mind, and to his surprise when he announced he was going on a journey with no destination neither parent was shocked. It because apparent they had already discussed it among themselves as they exchanged significant looks and Kiyoshi led Takahiro to a room he had never been into before. On a stand in a place of honor was a Daisho, ancient and revered as a relic for many generations, and now his to bear.

    Promising his younger sister he'd return soon with something "exciting and exotic" for her he set off to prove himself in the world.


  3. Rolling to see if Rain can sneak in on Takahiro (stealth). She gets +10 added to the results.

    [roll0] +10=?
  4. Perception to notice Rain.

    [roll0] +0
  5. Initiative roll. Adding DEX modifier to the result.

    [roll0] +3= ?
  6. Initiative..

    [roll0] +2
  7. Strength roll for grabbing Takahiro. STR modifier is 0.

  8. Rolling again to grab Takahiro for round 1 with STR modifier +0. Previous roll was for the surprise round.

  9. Desired action: Escape grab

    Athletics vs fortitude.

    Takahiro's Athletics: +8

    Rain's Fortitude: 10

    [roll0] + 8

    Need a 2 or more.
  10. Takahiro initiative: +2


    Takahiro stealth: +2


    Goblin Initiative: +5


    Goblin perception: +1

  11. Rain's initiative. Add DEX modifier (+3) to result and half of level (+0):


    Rain's stealth roll. Add stealth points (+10) to result:


    She needs an 8 or higher to remain hidden from goblins.
  12. Rain's stealth check roll. Adding +10 to the result. Rain is not going to move more than 2 squares so she doesn't suffer the -5 penalty.


    She needs 3 or more to succeed.
  13. Warrior attack +6 vs takahiro's AC of 17

    [roll0] +6

    Damage (if it hits)

    [roll1] +2
  14. Takahiro cleave against the two closest goblins after a charge.

    Total attack bonus +7 (+3 str mod, +3 proficiency bonus, +1 from charge)

    [roll0] +7

    Goblin cutter AC: 16

    Damage (if hits) +3 (str mod) +1 (two weapon fighting)

    [roll1] +4
  15. Rolling for attack and adding WIS modifier. Taking -2 on attack roll because she is switching targets to the cutter in the middle.

  16. Rolling for attack, Swarming Bats, adding +3 (WIS modifier)

  17. Rolling nature skill check. Adding +5 and WIS modifier, +3.

  18. For perception: [roll0]

    For initiative: [roll1] + dex modifier (3)
  19. Takahiro initiative:


    Goblin stealth