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Christabel



Posts : 174
Join date : 2008-08-27

PostSubject: Christabel   Sat Apr 18, 2009 10:44 pm

Deva Shaman7; Initiative +6 (+8 near Artichoke); Speed 6; HP 62 (Bloodied 31); Healing surges/day 9 (15 hp); AC 19, Fort 18, Ref 17, Will 21; Dagger +6 (1d4); Unaligned; Str 11, Con 15, Dex 8, Int 14, Wis 20, Cha 13; resist 8 necrotic and resist 8 radiant

Feats: Distant Advantage, Improved Initiative, Protector Spirit Adept (allies adjacent to spirit companion get +1 to Fort, Ref, Will), Toughness

Special abilities: Companion Spirit (Protector Spirit)

Languages: Common + 2

Skills: Heal +13, History +7, Nature +13, Perception +13, Religion +12

Equipment: Feral Spirit Totem +2 (8th), Warding Spirit Leather Armor +2 (7th), Amulet of Protection +2 (6th)

Automatic:
Warding Spirit Armor - Gain a +4 power bonus to AC against opportunity attacks while spirit companion is present in the encounter.

At-will powers:
Call Spirit Companion – Minor; close burst 20; Effect: Summon spirit companion in unoccupied square. Spirit lasts until you fall unconscious or until you dimiss as a minor action. It occupies 1 square. Enemies cannot move through its space but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks. If a single attack deals 13+ damage, it disappears and you take 8 pts damage. Otherwise, it is unaffected.

Protecting Strike – Standard; Melee spirit 1; +11 vs. Will (1d8 + 7 damage, and each ally adjacent to your spirit companion gains 2 temporary hit points)

Spirit’s Shield – Opportunity Action; At-Will; Melee spirit 1; Trigger: An enemy leaves a square adjacent to your spirit companion without shifting; Target: The triggering enemy; +11 vs. Reflex (7 pts damage); Effect: One ally within 5 squares of your spirit companion regains 5 hit points

Wrath of Winter – Ranged 5; +11 vs. Fort (1d10 + 7; can teleport spirit companion to a space adjacent to the target)

Encounter powers:
Bonds of the Clan – Immediate interrupt; ranged 10; trigger: an ally within 10 takes damage; effect: you and the ally each take half the damage

Call to the Savage Elder – Melee spirit 1; +11 vs. Ref; 2d8 + 7 and until the end of your next turn, any ally adjacent to your spirit companion gains a +5 power bonus to melee damage

Healing Spirit – Usable 2/encounter, but no more than 1/rd; minor; Close burst 5; You or one ally in burst can spend a healing surge and one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points.

Memory of a Thousand Lifetimes – No action; after you make an attack, saving throw, ability check or skill check, you can add 1d6 to the roll

Speak with Spirits – Minor; during this turn, gain a +5 bonus to your next skill check

Thunder Bear’s Warding – Ranged 5; +11 vs. Fort; 1d6 + 7 thunder damage & until the end of your next turn, you and all allies gain resistance 2 to all damage while adjacent to your spirit companion. Extra: You or an ally within 5 gain 2 temporary hit pts.

Winter Wind Spirit – Ranged 5; +11 vs. Fort; 1d10 + 7 cold damage & before the end of your next turn, as an immediate interrupt, you can grant an ally adjacent to your spirit companion +5 AC bonus against an attack that hits.

Daily powers:
Blessing of the Iron Tree – Minor; one bloodied ally in close burst 5 gains resist 5 to all damage till end of encounter

War Chieftain’s Blessing – Ranged 10; +11 vs. Will; 2d10 + 7 damage (Miss: Half damage); Effect: Until the end of the encounter, you and your allies get a +2 bonus to attack rolls against the target

Wrath of the Spirit World – Each enemy in close burst 2 and each enemy adjacent to your spirit companion; +11 vs. Will; 3d6 + 7 psychic damage, and you knock the target prone. Miss: Half damage.

Feral Spirit Totem - Free; Trigger: You bloody an enemy with a primal ranged attack power; effect: one enemy adjacent to spirit companion takes 2d6 damage.


Her spirit companion is a spectral armadillo named Oothoon. I will type a little thing about her later.
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Christabel



Posts : 174
Join date : 2008-08-27

PostSubject: Re: Christabel   Mon Apr 20, 2009 11:31 pm

The most recent of Christabel’s many lives started in the Interior. There she wandered for many years, communing with nature and contemplating the gods—most of them remembered from past lives. In this lifetime, however, unlike the preceding ones, she gradually grew dissatisfied with this subject. Her memories of the divine were mostly negative anyway, involving entities which seemed both fickle and arbitrary in their nature and functions. Ultimately Christabel decided that the gods could look after themselves.

A significant reason for this decision was that the glory of nature had completely claimed Christabel’s attention. Temporal matters became her primary concern, and reverence for her surroundings replaced worship of the gods. The wilderness was not abstract, and it came with an immediacy that the divine lacked. For a time Christabel was happy learning what she could from nature, slowly harnessing its primordial energies to protect and maintain herself. As her affinity for nature began to strengthen, she also developed the ability to speak to the spirits of animals, which were often more intelligent than they had been in life. One—an unusually large armadillo, of all things—took particular interest in communing with the deva, urging her to protect his fellow (living) creatures from inimical forces. Eventually, Oothoon (affectionately named by Christabel after some strange messianic writing she recalled reading during a former life) revealed that his primary concern lay with the reckless poaching of the more dangerous animals in the Interior, especially as these transgressions had a tendency to lead to unnatural, macabre deaths (his own being one).

Learning that the Port was the primary source of such poaching, Christabel—after some contemplation—traveled into the city, bent on talking to whatever persons or organizations insisted upon extracting animals from their natural home. Unfortunately for her grandiose plans, the deva became distracted by all the amenities of “civilized” life, which she had long been without. Partially due to her disregard for time—Christabel was sort of immortal, after all—she abandoned her quest for awhile, participating instead—and excessively—on eating, drinking, sex, and other physical pleasures. In order to facilitate such activities, and much to Oothoon’s disappointment, she began writing pamphlets and reviews for various eateries in the Port, only to spend her money recklessly on bright, garish clothing, gaudy jewelry and badly written literature.

One day, after a series of arguments with Oothoon, Christabel suddenly discovered that she had lost the magical abilities she had developed in the Interior, no longer being able to call on the powers of nature. This discovery shocked her back into awareness of her backsliding and she decided to resume her mission. In order to get back into fighting trim, she joined Emmanuel Raze’s academy, where she underwent a period of severe training and detoxification. There she met Captain Artichoke, who was both canvassing for recruits for his League and mentioned the work that his group had been doing against the Ethical Circus. Christabel saw this as a good opportunity to actually start doing some good in the Port, and was certain that this was the right choice when Oothoon reappeared to her, to express his agreement. Being the one person around when Artichoke hurried out of the academy, she went along to go rescue his companions.

Before coming to the Port, Christabel was a tall and slender ethereal being, as she usually is whenever reborn. Having come to not give two fucks about appearance, the deva ate and relaxed herself into severe obesity (after all, she had spent many lives looking the exact. same. way). Even after her stint at the academy, she currently possesses a plump, slightly unbecoming, figure, which doesn’t bother her in the least. In fact, she enjoys accentuating her generous curves with lots of bright armor, as well as the aforementioned gaudy jewelry.
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Christabel



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PostSubject: Re: Christabel   Mon Apr 20, 2009 11:40 pm

And because Shil was suspicious of the idea of bright leather armor...

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gridley

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PostSubject: Re: Christabel   Tue Apr 21, 2009 12:02 am

Go go, Power Rangers!
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Mallus

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PostSubject: Re: Christabel   Tue Apr 21, 2009 7:46 am

So she rides a Japanese race bike?
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Christabel



Posts : 174
Join date : 2008-08-27

PostSubject: Re: Christabel   Wed May 27, 2009 9:30 am

Deva Shaman8; Initiative +7 (+9 near Artichoke); Speed 6; HP 68 (Bloodied 34); Healing surges/day 12 (18 hp); AC 20, Fort 20, Ref 18, Will 22 (+1 to all defenses against attacks by bloodied creatures); Dagger +7 (1d4); Unaligned; Str 11, Con 16, Dex 8, Int 14, Wis 21, Cha 13; resist 9 necrotic and resist 9 radiant

Feats: Distant Advantage, Durable, Improved Initiative, Protector Spirit Adept (allies adjacent to spirit companion get +1 to Fort, Ref, Will), Toughness

Special abilities: Companion Spirit (Protector Spirit)

Languages: Common, Draconic, Supernal

Skills: Heal +14, History +8, Nature +14, Perception +14, Religion +13

Equipment: Feral Spirit Totem +2 (8th), Warding spirit leather armor +2 (7th), Amulet of Protection +2 (6th), Belt of Vigor (2nd), Acrobat Boots (2nd), 760 gp

Automatic:
Spirit Boon – Any ally adjacent to your spirit companion regains 3 extra hp when using second wind or when you use a healing power on her.

Warding Spirit Armor – Gain +4 power bonus to AC against OA while spirit companion is present in the encounter.

At-will powers:
Acrobat Boots – Minor; stand up from prone

Call Spirit Companion – Minor; close burst 20; Effect: Summon spirit companion in unoccupied square. Spirit lasts until you fall unconscious or until you dimiss as a minor action. It occupies 1 square. Enemies cannot move through its space but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks. If a single attack deals 14+ damage, it disappears and you take 9 pts damage. Otherwise, it is unaffected.

Protecting Strike – Standard; Melee spirit 1; +12 vs. Will (1d8 + 7 damage, and each ally adjacent to your spirit companion gains 3 temporary hit points)

Spirit’s Shield – Opportunity Action; At-Will; Melee spirit 1; Trigger: An enemy leaves a square adjacent to your spirit companion without shifting; Target: The triggering enemy; +12 vs. Reflex (7 pts damage); Effect: One ally within 5 squares of your spirit companion regains 5 hit points

Wrath of Winter – Ranged 5; +12 vs. Fort (1d10 + 7; can teleport spirit companion to a space adjacent to the target)

Encounter powers:
Bonds of the Clan – Immediate interrupt; ranged 10; trigger: an ally within 10 takes damage; effect: you and the ally each take half the damage

Call to the Savage Elder – Melee spirit 1; +12 vs. Ref; 2d8 + 7 and until the end of your next turn, any ally adjacent to your spirit companion gains a +5 power bonus to melee damage

Healing Spirit – Usable 2/encounter, but no more than 1/rd; minor; Close burst 5; You or one ally in burst can spend a healing surge and one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points.

Memory of a Thousand Lifetimes – No action; after you make an attack, saving throw, ability check or skill check, you can add 1d6 to the roll

Speak with Spirits – Minor; during this turn, gain a +5 bonus to your next skill check

Thunder Bear’s Warding – Ranged 5; +12 vs. Fort; 1d6 + 7 thunder damage & until the end of your next turn, you and all allies gain resistance 3 to all damage while adjacent to your spirit companion. Extra: You or an ally within 5 gain 3 temporary hit pts.

Winter Wind Spirit – Ranged 5; +12 vs. Fort; 1d10 + 7 cold damage & before the end of your next turn, as an immediate interrupt, you can grant an ally adjacent to your spirit companion +6 AC bonus against an attack that hits.

Daily powers:
Blessing of the Iron Tree – Minor; one bloodied ally in close burst 5 gains resist 5 to all damage till end of encounter

Feral Spirit Totem – Free; Trigger: You bloody an enemy with a primal ranged attack power; effect: one enemy adjacent to spirit companion takes 2d6 damage.

War Chieftain’s Blessing – Ranged 10; +12 vs. Will; 2d10 + 7 damage (Miss: Half damage); Effect: Until the end of the encounter, you and your allies get a +2 bonus to attack rolls against the target

Wrath of the Spirit World – Each enemy in close burst 2 and each enemy adjacent to your spirit companion; +12 vs. Will; 3d6 + 7 psychic damage, and you knock the target prone. Miss: Half damage.
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Rolzup

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PostSubject: Re: Christabel   Wed May 27, 2009 12:30 pm

Shil has, I hope, explained to you our new combat metric? We're rating fights by the number of times that Oothoon needs to be resummoned.

So Friday night was a Three Armadillo battle.



I'm aiming to make the next one a five.
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shilsen

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PostSubject: Re: Christabel   Wed May 27, 2009 12:38 pm

Rolzup wrote:
Shil has, I hope, explained to you our new combat metric?

Yup. I thought it was a very important addition to the game.

Quote :
We're rating fights by the number of times that Oothoon needs to be resummoned.

So Friday night was a Three Armadillo battle.


That's awesome!

Quote :
I'm aiming to make the next one a five.

Bah! Sticks and stones...

Wake us up and let's see what your NPCs can do.
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gridley

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PostSubject: Re: Christabel   Wed May 27, 2009 8:16 pm

Rolzup wrote:

Nice!
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shilsen

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PostSubject: Re: Christabel   Thu Sep 03, 2009 10:59 am

Posting Christabel for Amber, since she's having trouble getting online:

Deva Shaman9; Initiative +7 (+9 near Artichoke); Speed 6; HP 73 (Bloodied 36); Healing surges/day 12 (19 hp); AC 20, Fort 20, Ref 18, Will 22 (+1 to all defenses against attacks by bloodied creatures); Dagger +8 (1d4); Unaligned; Str 11, Con 16, Dex 8, Int 14, Wis 21, Cha 13; resist 9 necrotic and resist 9 radiant; resist 5 poison

Feats: Distant Advantage, Durable, Improved Initiative, Protector Spirit Adept (allies adjacent to spirit companion get +1 to Fort, Ref, Will), Toughness

Special abilities: Companion Spirit (Protector Spirit)

Languages: Common, Draconic, Supernal

Skills: Heal +14, History +8, Nature +14, Perception +14, Religion +13

Equipment: Feral Spirit Totem +2 (8th), Warding spirit leather armor +2 (7th), Amulet of Health +2 (8th), Belt of Vigor (2nd), Acrobat Boots (2nd), 760 gp

Automatic:
Spirit Boon – Any ally adjacent to your spirit companion regains 3 extra hp when using second wind or when you use a healing power on her.

Warding Spirit Armor – Gain +4 power bonus to AC against OA while spirit companion is present in the encounter.

At-will powers:
Acrobat Boots – Minor; stand up from prone

Call Spirit Companion – Minor; close burst 20; Effect: Summon spirit companion in unoccupied square. Spirit lasts until you fall unconscious or until you dimiss as a minor action. It occupies 1 square. Enemies cannot move through its space but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks. If a single attack deals 14+ damage, it disappears and you take 9 pts damage. Otherwise, it is unaffected.

Protecting Strike – Standard; Melee spirit 1; +12 vs. Will (1d8 + 7 damage, and each ally adjacent to your spirit companion gains 3 temporary hit points)

Spirit’s Shield – Opportunity Action; At-Will; Melee spirit 1; Trigger: An enemy leaves a square adjacent to your spirit companion without shifting; Target: The triggering enemy; +12 vs. Reflex (7 pts damage); Effect: One ally within 5 squares of your spirit companion regains 5 hit points

Wrath of Winter – Ranged 5; +12 vs. Fort (1d10 + 7; can teleport spirit companion to a space adjacent to the target)

Encounter powers:
Bonds of the Clan – Immediate interrupt; ranged 10; trigger: an ally within 10 takes damage; effect: you and the ally each take half the damage

Call to the Savage Elder – Melee spirit 1; +12 vs. Ref; 2d8 + 7 and until the end of your next turn, any ally adjacent to your spirit companion gains a +5 power bonus to melee damage

Healing Spirit – Usable 2/encounter, but no more than 1/rd; minor; Close burst 5; You or one ally in burst can spend a healing surge and one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points.

Memory of a Thousand Lifetimes – No action; after you make an attack, saving throw, ability check or skill check, you can add 1d6 to the roll

Speak with Spirits – Minor; during this turn, gain a +5 bonus to your next skill check

Thunder Bear’s Warding – Ranged 5; +12 vs. Fort; 1d6 + 7 thunder damage & until the end of your next turn, you and all allies gain resistance 3 to all damage while adjacent to your spirit companion. Extra: You or an ally within 5 gain 3 temporary hit pts.

Winter Wind Spirit – Ranged 5; +12 vs. Fort; 1d10 + 7 cold damage & before the end of your next turn, as an immediate interrupt, you can grant an ally adjacent to your spirit companion +6 AC bonus against an attack that hits.

Daily powers:
Blessing of the Iron Tree – Minor; one bloodied ally in close burst 5 gains resist 5 to all damage till end of encounter

Feral Spirit Totem – Free; Trigger: You bloody an enemy with a primal ranged attack power; effect: one enemy adjacent to spirit companion takes 2d6 damage.

Raging Storm Spirit – Area burst 5 within 10; Target one enemy in the area; +12 vs. Ref; 3d6 + 7 lightning damage; Effect: The burst creates a zone of thunder until the end of the encounter, and any ally does 1d6 extra thunder damage when hitting an enemy that is within the zone.

War Chieftain’s Blessing – Ranged 10; +12 vs. Will; 2d10 + 7 damage (Miss: Half damage); Effect: Until the end of the encounter, you and your allies get a +2 bonus to attack rolls against the target

Wrath of the Spirit World – Each enemy in close burst 2 and each enemy adjacent to your spirit companion; +12 vs. Will; 3d6 + 7 psychic damage, and you knock the target prone. Miss: Half damage.
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Christabel



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PostSubject: Re: Christabel   Thu Sep 03, 2009 1:06 pm

shilsen wrote:
Posting Christabel for Amber, since she's having trouble getting online:

I don't think I'd call not having an Internet connection whatsoever for God knows how long "having trouble getting online"!
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