[ Character Sheets ]
- (Will list more if needed...)
Team of Surina and Leucis] Surina - Dragonborn Paladin and Leucis - Teifling Warlock
Team Corellon's Wreath]Si'lass'yius Au'ai'nayus, Eladrin Avenger
F'ni'tai'cius Jei'm'mayi, Eladrin Invoker
Team....]
Team....]
[ Premise/Foreword ]
No one knows how long the Garden has stood, the earliest Devaian and Dragonborn records says it was found nearly 10 millennia ago, though they disagree who found it first. Though the tribes disagree, The Van Grand'e family now holds the Garden use the holy building as a battle ground, scars of countless battles now adorn the walls. It is the one location where King and peasants have equal footing and a fair chance at victory.
The Van Grande's champions, Thriving Fury, have held the title for the last 80 years. And the family had said, and repeated at every challenger's event, that if Thriving Fury ever falls, the family would give the Garden to the victor... Do you have what it takes?
[ Setting Information/Background ]
[ Game Introduction/Plot ]
The player will create a two man team. His/her team will then group up with a second player to accomplish their current task. Each task the paired teams will change, if we have more than just two teams. Or facing each other in a team verses team battle, should players wish to try PVP.
You can give your team a name, if you don't it will take the default name of your character's first names... like; The Team of Rayne and Eric.
[ Character Creation ]
Available Sources: See House rule 1.
Banned Resources: Anything, not of House rule 1
ECL: 5
Gold: 900 Yellow metal shines, a Level 4, Level 5 and Level 6 Magic Item
Races: See House rule 1
Ability Scores*: 18d6 Dice pool
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The point equivalent(if you add all your numbers together) of 70 or below, can take a reroll without my consent.
Alignments: Open.
Pantheon: Open
Backgrounds: Not really needed, but I love to read them.
[ House/Optional Rules ]
1] I have access to: Player's Handbook 1, 2, and 3, Martial Power 1 and 2, Arcane Power, Divine Power, Primal Power, Psionic Power, Forgotten Realms Player's Guide, Adventurer's Vault, Adventurer's Vault 2, and Mordenkainen's Magnificent Emporium. But, do to my limited time online, and don't want to spend my off-line time looking up seventeen things per character, I ask that each character only pull from a two books total, equipment is free of this rule. Do put down where your found the item/power/feat/etc.
2] If one of your character's die in combat, and the second still lives, you can spend the market price of the Raise dead ritual to bring them back, or if you have know the ritual pay the component price. Other wise, your team will be on hold until you can make an other level 5 character, as long as your living character is heroic tier, level 11 for Paragon, and 21 Epic. If both players fall, the player is free to build another team. The likely hood of one or both character's falling increases with each level. Best of luck smile
3] Stealing Rain's rule number 7 and 8
Quote:
7.) After each battle, every participating player will gain the following benefits:
All their HPs will be restored to maximum. (Exception, if one or both character's fall in combat.)
Their Encounter powers (and items providing Encounter effects) will be restored.
They also gain an action point.
All ammo/thrown weapons/dropped or damaged equipment will be restored/replenished/repaired. Expendables such as potions and the such are not.
8.) After each battle, every participating player THAT SURVIVES will gain ONE of the following benefits, of their choice:
Restore all their healing surges
Restore all their Daily powers (and items providing Daily effects). Wizards may alter their prepared Daily/Utility spells with this option.
Re-equip their character with the standard starting equipment for a character of their new level (and replacing their item Daily effects as well).
Retrain their character. They must keep their Race, Class, and Equipment, but any other class-related features and feats may be switched, as well as swapping ability scores around. Powers of the respective levels remain expended. You cannot retrain any powers or feats by leveling, since you do not have the time to do so.
Gain another action point.
All their HPs will be restored to maximum. (Exception, if one or both character's fall in combat.)
Their Encounter powers (and items providing Encounter effects) will be restored.
They also gain an action point.
All ammo/thrown weapons/dropped or damaged equipment will be restored/replenished/repaired. Expendables such as potions and the such are not.
8.) After each battle, every participating player THAT SURVIVES will gain ONE of the following benefits, of their choice:
Restore all their healing surges
Restore all their Daily powers (and items providing Daily effects). Wizards may alter their prepared Daily/Utility spells with this option.
Re-equip their character with the standard starting equipment for a character of their new level (and replacing their item Daily effects as well).
Retrain their character. They must keep their Race, Class, and Equipment, but any other class-related features and feats may be switched, as well as swapping ability scores around. Powers of the respective levels remain expended. You cannot retrain any powers or feats by leveling, since you do not have the time to do so.
Gain another action point.
And add to it, the prize money for that round, that can be saved or spent on any thing the player wishes.
4] I reserve the right to add more, if needed.