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OOC Recrutement: Three Worlds Campaign

Started by Xeviat, September 24, 2008, 03:36:58 AM

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Ishmayl-Retired

I mentioned in a previous post that I was looking to being a triton swordmage, do you suppose that could be made to work for whatever leadership qualities you need?  I'll work on my character tomorrow, let me know if you see much of a way I could make a triton swordmage work in the aspects you need.
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

brainface

All the healing-touch tritons running around should give some staying power as well
"The perfect is the enemy of the good." - Voltaire

Ninja D!

The Swordmage is a defender.  That with the healing abilities of the Tritons should make things work out nicely.

If we are starting at level six, I have a question.  Do you want us to create a level one character and then level them up regularly five times?  Or should we follow the rules for starting above first level that are in the DMG?

Nomadic

Posting my stats here so everyone has an idea of them. Hopefully it will help Ninja D! stat himself out while avoiding any clone problems. I have never used 4e before so let me know if I screwed anything up (so that I can fix it).

[spoiler=stats]
Titus
Male Elf Rogue (Trickster) 6
XP: 7500

Age: 68
Height: 5' 7"
Weight: 144 lbs

Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)

Hitpoints: 47
Bloodied: 23
Healing Surges: 6/day (11 hp)

Speed: 35 ft (7 squares)
Initiative: 7 = 3 (dex) + 4 (improved initiative)

AC: 13 = 10 + 3 (dex)

Fort: +0 = 0 (con)
Ref: +5 = 3 (dex) + 2 (rogue)
Will: +4 = 4 (cha)

Racial Features:
- Weapon Proficiency: Longbow, Shortbow
- Low Light Vision
- Fey Origin (treated as fey in regards to effects related to origin)
- Group Awareness (+1 perception bonus to non-elven allies within 5 squares)
- Wild Step (ignore difficult terrain when you shift)
- +2 int
- +2 wis

Class Features:
- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
- First Strike (at the start of an encounter you gain combat advantage against and creatures who have not yet acted)
- Rogue Tactics: Artful Dodger (you gain an AC bonus equal to your Charisma modifier against opportunity attacks)
- Rogue Weapon Talent (when you wield a shuriken increase your damage dice by one size; when you wield a dagger, you gain a +1 bonus to attack rolls)
- Sneak Attack: +2d6 (1/round; must have combat advantage; using: light blade, crossbow, or sling)
- +2 reflex

Powers:
At-Will:
- Deft Strike (standard action/crossbow, light blade, or sling/Dex vs AC): You can move 2 squares before the attack. Deal 1[W] + dex mod as damage to the target.
- Sly Flourish (standard action/crossbow, light blade, or sling/Dex vs AC): Deal 1[W] + dex mod + cha mod as damage to the target.
- Walking Wounded (standard action/crossbow, light blade, or sling/Dex vs Fort): Deal 2[W] + dex mod as damage to the target. It is knocked prone. Until the end of the encounter if the target moves more than half speed in a single action, it falls prone at the end of its action.
Miss: Target takes half and is not knocked prone.
Encounter:
- Elven Accuracy (free action/personal): Re-roll an attack roll. Use the second roll even if it is lower.
- Positioning Strike (standard action/light blade/Dex vs Will): Slide the target a number of squares equal to your cha mod. Deal 1[W] + dex mod as damage to the target.
- Trickster's Blade (standard action/ crossbow, light blade, or sling /Dex vs AC): Deal 2[W] + dex mod as damage to the target. Add your Charisma mod to your AC until the start of your next turn.
Daily:
- Trick Strike (standard action/crossbow, light blade, or sling/Dex vs AC): Until end of encounter each time you hit the target you slide them one square. Deal 3[W] + dex mod as damage and slide the target one square.
Utility:
- Master of Deceit (free action/personal): Re-roll the Bluff check. You decide whether to re-roll before the DM announces the results.
- Slippery Mind (immediate interrupt/personal): Gain a +2 power bonus to your Will defense against an attack that targets your Will.

Feats:
- Elven Precision: When you use the Elven Accuracy power you gain a +2 bonus to the new attack roll.
- Improved Initiative: You gain a +4 feat bonus to initiative checks.
- Linguist: Each time you select this feat choose 3 new languages to learn.
- Quick Draw: Draw a weapon or other object and attack with or use it in the same action. You also gain a +2 initiative bonus.

Skills:
- Acrobatics: [3] = 3 (dex)
- Athletics:
  • = +0 (str)
- Bluff: [9] = 5 (trained) + 4 (cha)
- Dungeoneering: [2] = 2 (wis)
- Insight: [7] = 5 (trained) + 2 (wis)
- Intimidate: [4] = 4 (cha)
- Nature: [3] = 1 (int) + 2 (elf)
- Perception: [9] = 5 (trained) + 2 (wis) + 2 (elf)
- Stealth: [8] = 5 (trained) + 3 (dex)
- Streetwise: [9] = 5 (trained) + 4 (cha)
- Thievery: [8] = 5 (trained) + 3 (dex)

Languages:
Base:
- Common
- Human (Hunurst)
Intelligence:
- Fey
Linguist:
- Ancient
- Dwarven (Hill)
- Triton (Northern)
[/spoiler]

I will have my background done soon. To summarize it though, my character is a skilled speaker with plenty of knowledge in all the nuances of diplomacy. However, he had a rough upbringing before he found himself in the diplomatic field. He still retains some skill in areas considered uncivilized by most (thief related skills). The senator he serves makes use of these skills from time to time so they have been kept somewhat sharp. He grew up in a Hunurst orphanage (which is where he got his human mannerisms). After he became of age he wound up as a wanderer, looking for work wherever he could. In the process he learned of his heritage (and learned the fey language from some elves he spent time with). His travels also gained him an understanding of the Northern Triton language and culture (something the senators would find useful in such a representative). When he finally got into diplomacy he was able to take up a few "higher-end" hobbies. One of which ended in the learning of the Ancient language from a most curious scholar.

Ninja D!

Good plan, Nomadic.  I'm not going strictly the trickster route by the book.  Our abilities also look like they will be pretty different.

Xeviat

[spoiler=Nomadic]I'm not sure how you did your stats. I said that the ability score boost at 4th level was being improved to +2 to 2 stats. Going by the standard +1, your stats come out to:

Strength: 10 (2)
Dexterity: 14 (5)
Constitution: 10 (0)
Intelligence: 11 (+2 racial) (1)
Wisdom: 12 (+2 racial) (2)
Charisma: 18 (16)

You spent 26 points, when the pointbuy is 22 points. If you followed my +2 at level 2, you got the following points:

Strength: 10 (2)
Dexterity: 13 (3)
Constitution: 10 (0)
Intelligence: 11 (+2 racial) (1)
Wisdom: 12 (+2 racial) (2)
Charisma: 17 (12)

And that only cost 20 points.

Also, I'm giving bonus languages based on your intelligence bonus, so you won't have to take linguist unless you want even more languages.

I'm not sure how you did the stats. Perhaps you were mistaken about the elf stat bonuses.

I also want to check with you about your choice to go with such a "low" Dex. The game won't be focusing on combat, but there will be some combat.[/spoiler]

Ish, Swordmage is fine, I had forgotten you already had chosen. In fact, the Swordmages ability to "tank" someone they aren't near will actually work well for this party. As a Triton, you'll definately be with Brainface and Poseidon in the beginning.

Since there are no clerics or paladins in the group, I'll make it a story point that your quest is being done without the blessing of the church (since you're looking for the artifact of another god). That will make for some fun story stuff.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Nomadic

This is how I did it. I followed the PHB as best as possible (as well as my previous knowledge of point-buy) so I hope nothing went wrong there. Also I never saw 15 as low dex. It is a good middle of the road and I doubt that I could realistically make it any higher without messing up my character. He's a smooth talker, not a warrior.
Quote from: ElfStrength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (+0)
Quote from: +2 to 2 skills at 4thStrength: 10 (+0)
Dexterity: 15 (+2)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2) [+2]
Charisma: 19 (+4) [+2]

Update: the kapn has shown me how to better utilize my points. So with a quick shift I am now:

Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)

Poseptune

Just a heads up, they've updated the compendium.

There are sooo many staffs. *cries* I thought shopping in 3e was hard. :(



The focus for my character will be knowledge. Of the four feats we get at 6th level I'm thinking
Skill Training (Nature)
Skill Focus (Arcana)
Skill Focus (History)
Skill Focus (Religion)

Though fluff wise, he won't be the most knowledgeable of characters, his skill checks will be cantrip spells he casts to find information. He will have some knowledge (the +5 from training) the rest will come from magic(level bonus and Skill focus). His theory "why retain the information when you can pluck it from the air". Same with languages (Comprehend languages is one of his free rituals, since someone already said they would be a linguist I thought it was the best attitude for my character to have and why he hasn't learned many languages.)

While taking all of these my character should still be combat effective. Speaking of which if I decide to take the "Staff of Fiery Might" as the 7th level item can I instead make it "Frost Might" (same thing just with cold spells)? [Edit:] Nevermind I see they added a staff of winter that is meant for cold spells, but it is a 4th level item...

Rituals:
Comprehend Lanuages
Make Whole (If his staff ever broke he would be heartbroken)
Tenser's Floating Disk
Endure Elements
Traveler's Feast

Possibly buying:
Fastidousness (Why does adventuring have to be so dirty.)
Enchant Magic Item (If his staff ever gets stolen or lost he needs to have a temporary replacement)
Delay Affliction (I don't know, possibly)


Are there any others I should consider?

And yes the staff will mean a lot to him. Instead of picking up a new staff or finding one as part of treasure he would prefer to disenchant his and re-enchant it with a new power.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Tangential

I can't promise to get anything together until post-UnCon, but I'll see what I can do.

As for introduction, perhaps the Valkyries who discovered his abuse and 'freed' him were the ones that chose to send him away, in this case on business for the diviners. It would be as much to get this troubling element out of town as to actually set him up for work. Dunno?
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

brainface

[spoiler=Peldsten]
Peldsten the Clumsy, the Gambler
Male Triton Warlock (Star pact) 6 (Paladin)
XP: 7500

Age: young middle-aged
Height: short
Weight: slight

Strength: 13 (+1)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 13 (+1)
Charisma: 18 (+4)

Hitpoints: 51
Bloodied: 25
Healing Surges: 8/day (12 hp)

Speed: 30 ft (6 squares)
Initiative: 0

AC: 19 = 13 + 3 (int) + 3 (leather)
Fort: 17
Ref: 19
Will: 20

Racial Features:
- Low Light Vision
- +2 Bluff, +2 Insight
- Natural Swimmer
- Regeneration
- Water's Embrace
- +2 dex
- +2 int

Class Features:
- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Simple melee, simple ranged
- Implements: rods, wands
- Fate of the Void: When an enemy under your warlock's curse is reduced to 0 hitpoints or fewer, you gain a +2* bonus to any single d20 roll you make during your next turn.
- Prime Shot (+1 to hit if closest to enemy)
- Shadow Walk (concealment if move at least 3 squares on my turn)
- Warlock's Curse: minor action, +1d6 damage cursed enemy.
- +1 Reflex, +1 Will

Powers:
At-Will:
- Eldritch Blast
- Dire Radiance
Encounter:
- Dreadful Word
- Staggering Smite (Paladin)
- Divine Challenge (Paladin)
- Water's Embrace (Triton)
Daily:
- Curse of the Dark Dream
- Hunger of Hadar
Utility:
- Beguiling Tongue (Encounter)
- Dark One's Own Luck (Daily)

Feats:
- Soldier of the Faith (Religion)
- Linguist
- Improved Fate of the Void
- Encounter Power (Invigorating Smite)

Skills:
Bluff: [13]
History: [11]
Insight: [11]
Streetwise: [12]
Religion: [9]

Languages:
Racial (?)
- Common
- Triton (Southern)

Int-bonus
- Triton (Northern)
- Valkyrie
- Human (Hunurst)

Linguist
- Fey
- Human Language 2
- Orc

Equipment
- Quickcurse Rod +2
- Amulet of Protection +2
- Deathcut Leather Armor +1
- Pact Blade +1 (680 gp)

The S.A.K. (15 gp)
Torch (1 sp)
Holy Symbol (10 gp)
Fine Clothing (30 gp)
Alchemist's Acid (x3) (60 gp)
Clearsense Powder (x2) (40 gp)
Riding Horse (75 gp)

190 gp remained (190 silver pieces?)
[/spoiler]

Peldsten was apprenticed to a paladin of the water god, but showed little aptitude and was eventually expelled for having too great an interest foreign religions and occult legends, but mostly for involving the other junior paladins in too many games of chance. In order to find work, he joined on with a foreign merchant ship and traveled for a while, gaining knowledge of the languages spoken by the diverse crew, as well as the stories and legends they told. After the ship returned to port in South Triton lands again, Peldsten was left behind--he wasn't a particularly good sailor either, about as clumsy as any Triton could manage to be, and had lost more money than he could pay in gambling. Somewhere along the way he had turned his unhealthy fascinations into an actual magical talent, through a deal brokered with some unnamable powers. To him, it's just another wager--a way to tempt fate.

He was recruited for the mission for his uncommon knowledge of foreign culture and language, and given every indication that this was a job he best not fail at.

[spoiler=Paladinhood]: Peldsten still carries his holy symbol, and takes his paladin's oath to defend the righteous somewhat seriously: he will attempt to defend friends in dire situations, he just lacks the discipline to be good at it. As far as religious piety though, he tends to call on whatever god is most likely to aid at the time, and rarely, if ever, on the Giver and the Taker. He can't claim any benefits of belonging to a Paladin organization (whatever the tritons have), who probably think his beliefs are dangerous, naive, or just stupid. He may have a personal friend or two, however. I'm not sure how paladins work with the triton religion, honestly. Or what their god stands for. :)

Note: I saw the note about no-paladin/clerics after I came up with my character concept. Considering he's kind of a heretical ex-paladin, I'm hoping it doesn't matter and the story-point stays. Also, technically a character can't switch classes leaving his old class as a multiclass. I really, really don't care, but if it bothers you Xeviat I can modify the backstory? Honestly I took the class mostly to grab healing, but it seemed to work well with the character after I was done.
[/spoiler]

The idea behind this guy is that he isn't anything like an actual hero, and any skill he has is more thru accident than anything else. I'm trying to base it off an archetype like might be seen in the Dirty Dozen or something along those lines--someone who really isn't that awesome but has to step up. (or, you know, fail miserably)

Also, I had trouble finding skills no one else had, but playing a warlock between rogues on one hand and mages on the other, that's kind of difficult. :/ I could switch out a skill if someone really wants me to. I could also lose Improved Fate of the Void to grab a skill someone thinks is necessary.

ALSO: Nomadic, if you want to have a language(s) unique to yourself, let me know and I'll switch some out.
"The perfect is the enemy of the good." - Voltaire

Nomadic

I see you used my sheet hehe (you forgot to get rid of some of the stuff like the racial features). As to languages I am fine with what you have. The only one I think I hold special to me is ancient. I doubt that will be a problem though as from what I see it isn't exactly a language that many people learn. In fact Titus only learned it because of his insatiable curiosity. I am somewhat interested though as to how someone with such good charisma got the label "the clumsy" :P

brainface

Yeah dude, first to post a character sheet in a thread sets the standard. That's the rule. Anyone copying it will inevitably also forget to change at least one thing (that may apply only to me).

Also, Xeviat: Are there any racial-specific feats for Tritons, Valks, or Ifrits? Some of the core ones are pretty spiffy.

QuoteI am somewhat interested though as to how someone with such good charisma got the label "the clumsy"
He's got the lowest dex possible for a triton. A fast-tongue can make up for some things, but it's hard after falling face-first on the ground. :(
"The perfect is the enemy of the good." - Voltaire

Nomadic

Finally finished the back story. Hope it fits ok.

[spoiler=backstory]
Where he is originally from is anyone's best guess. The name Titus is most certainly Human; however the person it accompanies is not. That he was named by a Human though might explain that. He is a charming and fine looking fellow; one would not know he is pushing 70 (indeed he doesn't look a day over 25). Yet, he has the experience of any Human elder. However, with everything he has learned, Titus retains no knowledge of his parents. As an infant, he was abandoned to one of the many orphanages within Hunurst. When the orphanage fell on hard times the young Elf found himself transferred to another home and his past records have long since vanished.

Life was never easy. For a child without true parents though, it could be very brutal indeed. Titus, like most of the other orphans was drawn into illegal activities. The promise of reward was a great lure to many without hope at a real life. The Elf took up pickpocketing alongside many others, though it was a dangerous game based heavily on luck. While he was decent at it, Titus found he was even better at talking his way through things. After learning a bit from a retired con artist, he decided to give it a try. Success came easily here and Titus quickly became a capable conman. The Elf built up his own small business based on separating fools from their money. It did not last forever, though it kept him fed for many years after he had been kicked out of the orphanage. Eventually though, he was found out. Unfortunately, a prominent senator uncovered his con and sent the city guard after the young thief. No longer welcome in Hunurst, Titus snuck out of the city and hitched a ride on a merchant caravan.

He spent many years traveling from place to place, working wherever he could find a job. More often than not it was with various merchants and salesmen. One of which saw some potential in Titus and gave him several lessons on making the sale. For a while, he was even managing small sales himself. The traveling work become more static when he came across some Elves who were returning home from a long journey. It was from them that he discovered his ancestry and learned the native tongue of his people. Many years he spent helping as he could with the various Elven families in the region. In return, they tutored him in their ways. Bowmanship, swordplay, the ways of nature, all of it Titus soaked up and longed to discover what else was out there. He had been raised by Humans and his desire to discover and experience was something the Elves found odd, and at times alarming. Feeling that his ways would always clash with others of his kind, Titus picked up and once again took to the road. Jobs were less common than they had been, but he managed (and even learned new skills along the way).

The wanderings eventually led him back to Hunurst where he once again tried his hand at tricking people out of their money. It just was not the same though, after so many years finding his way with honest work, it felt wrong somehow to go back to living like a thief. So Titus began looking for work. He eventually found himself as a minor aid to a senator and for a while quietly made his way, happy that he finally had a home of his own. His ability to talk his way out of anything though quickly brought him to the senator's attention. He was brought on as his head aid and representative. It was hard work, but Titus enjoyed it and quickly learned the nuances of politics. He was excitedly discovering how good he had really become at outwitting others. Ever since, he has remained with politics, moving from senator to senator (and becoming quite well known in the process). While at times his position as a major aid has forced him to do some more unscrupulous things, the battle of words that he takes part in almost daily has kept him interested in his job ever since he came back to Hunurst.
[/spoiler]

He's had a rough and varied life that has given him a wide variety of skills. As a person he is generally good. When it comes to diplomacy though he can be fairly vicious and underhanded as he sees it as a battle to be won. His driving force has always been curiosity. Even working in the field he is in he continues to seek out new things to try and learn. It is for that reason he learned the ancient writing styles.

On a side note I updated my character sheet to reflect the finished version (sans equipment which I am currently working on). I also realized I was missing a language so I shifted things around and added in hill dwarf. Here are my stats for those to lazy to look up above :P

[spoiler=Updated Stats]
Titus
Male Elf Rogue (Trickster) 6
XP: 7500

Age: 68
Height: 5' 7"
Weight: 144 lbs

Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)

Hitpoints: 47
Bloodied: 23
Healing Surges: 6/day (11 hp)

Speed: 35 ft (7 squares)
Initiative: 7 = 3 (dex) + 4 (improved initiative)

AC: 13 = 10 + 3 (dex)

Fort: +0 = 0 (con)
Ref: +5 = 3 (dex) + 2 (rogue)
Will: +4 = 4 (cha)

Racial Features:
- Weapon Proficiency: Longbow, Shortbow
- Low Light Vision
- Fey Origin (treated as fey in regards to effects related to origin)
- Group Awareness (+1 perception bonus to non-elven allies within 5 squares)
- Wild Step (ignore difficult terrain when you shift)
- +2 int
- +2 wis

Class Features:
- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
- First Strike (at the start of an encounter you gain combat advantage against and creatures who have not yet acted)
- Rogue Tactics: Artful Dodger (you gain an AC bonus equal to your Charisma modifier against opportunity attacks)
- Rogue Weapon Talent (when you wield a shuriken increase your damage dice by one size; when you wield a dagger, you gain a +1 bonus to attack rolls)
- Sneak Attack: +2d6 (1/round; must have combat advantage; using: light blade, crossbow, or sling)
- +2 reflex

Powers:
At-Will:
- Deft Strike (standard action/crossbow, light blade, or sling/Dex vs AC): You can move 2 squares before the attack. Deal 1[W] + dex mod as damage to the target.
- Sly Flourish (standard action/crossbow, light blade, or sling/Dex vs AC): Deal 1[W] + dex mod + cha mod as damage to the target.
- Walking Wounded (standard action/crossbow, light blade, or sling/Dex vs Fort): Deal 2[W] + dex mod as damage to the target. It is knocked prone. Until the end of the encounter if the target moves more than half speed in a single action, it falls prone at the end of its action.
Miss: Target takes half and is not knocked prone.
Encounter:
- Elven Accuracy (free action/personal): Re-roll an attack roll. Use the second roll even if it is lower.
- Positioning Strike (standard action/light blade/Dex vs Will): Slide the target a number of squares equal to your cha mod. Deal 1[W] + dex mod as damage to the target.
- Trickster's Blade (standard action/ crossbow, light blade, or sling /Dex vs AC): Deal 2[W] + dex mod as damage to the target. Add your Charisma mod to your AC until the start of your next turn.
Daily:
- Trick Strike (standard action/crossbow, light blade, or sling/Dex vs AC): Until end of encounter each time you hit the target you slide them one square. Deal 3[W] + dex mod as damage and slide the target one square.
Utility:
- Master of Deceit (free action/personal): Re-roll the Bluff check. You decide whether to re-roll before the DM announces the results.
- Slippery Mind (immediate interrupt/personal): Gain a +2 power bonus to your Will defense against an attack that targets your Will.

Feats:
- Elven Precision: When you use the Elven Accuracy power you gain a +2 bonus to the new attack roll.
- Improved Initiative: You gain a +4 feat bonus to initiative checks.
- Linguist: Each time you select this feat choose 3 new languages to learn.
- Quick Draw: Draw a weapon or other object and attack with or use it in the same action. You also gain a +2 initiative bonus.

Skills:
- Acrobatics: [3] = 3 (dex)
- Athletics:
  • = +0 (str)
- Bluff: [9] = 5 (trained) + 4 (cha)
- Dungeoneering: [2] = 2 (wis)
- Insight: [7] = 5 (trained) + 2 (wis)
- Intimidate: [4] = 4 (cha)
- Nature: [3] = 1 (int) + 2 (elf)
- Perception: [9] = 5 (trained) + 2 (wis) + 2 (elf)
- Stealth: [8] = 5 (trained) + 3 (dex)
- Streetwise: [9] = 5 (trained) + 4 (cha)
- Thievery: [8] = 5 (trained) + 3 (dex)

Languages:
Base:
- Common
- Human (Hunurst)
Intelligence:
- Fey
Linguist:
- Ancient
- Dwarven (Hill)
- Triton (Northern)
[/spoiler]

On equipment though I do have some questions. You said something about converting money to a different scale and starting off with 1000 sp alongside our level 5, 6, and 7 items. I am confused though, do you mean convert all gold costs in the book to silver (including things like the adventuring gear) or just magical items? Also are we being provided with gear or should we add that into the cost?

Ishmayl-Retired

Here's my character's stats, background coming late, but he's going to be grouchy and mean I think.  Possibly a veteran of some war/major battle.

[spoiler=Kurstile]
Kurstile Boxenfeet
Male Triton (Assault) Swordmage
XP: 7500

Age: The equivalent of a 30-year-old human
Height: Tall (for a triton)
Weight: Sturdy Build (for a triton)

Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 11 (+0)
Intelligence: 18 (+4)
Wisdom: 13 (+1)
Charisma: 14 (+2)

Hitpoints: 55
Bloodied: 27
Healing Surges: 8/day (12 hp)

Speed: 30 ft (6 squares)
Initiative: 2

AC: 22 (10 + 3(level) + 4(leather armor) +1(Swordmage Warding) + 4(Int bonus))
Fort: 15  (10 + 3(level) +2 (Str))
Ref: 17 (10 + 3(level) + 4(Int))
Will: 17 (10 +3(level) +2(Cha) +2(Class Bonus))

Racial Features:
- Low Light Vision
- +2 Bluff, +2 Insight
- Natural Swimmer
- Regeneration
- Water's Embrace
- +2 dex
- +2 int

Class Features:
- Swordbond
- Swordmage Aegis (Assault)
- Swordmage Warding

Feats:
- Blade Opportunist - +2 bonux to opportunity attacks
- Burning Blizzard - +1 bonus to damage w/ powers using acid or cold
- Student of Sword Magic - Book allows multiple dailies to be switched
- Improved Swordbond - Call weapon as minor action/20 squares

Armor-Related Ability:
-With the Sunleaf Leather armor, I have the ability to deal 1d10 + dex mod in Radiant Damage to anyone hitting me with an opportunity attack.

Skills:
- Arcana (Int)
- Diplomacy (Cha)
- History (Int)
- Insight (Wis)
- Intimidate (Cha)

Special Abilities
At-Will Spells
- Booming Blade - Level 1 (pg 27)
- Sword Burst - Level 1 (pg 27)

Encounter Spells
- Chilling Blow - Level 1 (pg 27)
- Corrosive Ruin - Level 3 (pg 29)

Daily Spells
- Whirling Blade - Level 1 (pg 28)
- Deep Freeze - Level 5 (pg 29)

Utility Spells
- Dimensional Warp - Level 2 (pg 28) (CASTLING!!!)
- Silversteel Veil - Level 6 (pg 29)

Equipment:
- Sunleaf Leather Armor (Level 7) (Ac +4)
- Shadowfell Gloves (Level 6)
- Scythe of Life-Drinking (Level 5)
- Standard Adventurer's Kit
- Fine Clothing in Gray and Purple
- Flask
- Tent
- Riding Horse:
   Kripstick, a Roan Stallion

[/spoiler]
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.