
The Undying One |

Available Sourcebooks: PHB I and II, Martial Power, Forgotten Realms Player's Handbook (though the PBP is not set in Forgotten Realms, hence, no regional benefits). Dragon Mag is also available, particularly those interested in pursuing an epic destiniy mentioned in the article Masters of the Planes.
We shall be using the backgrounds found in PHB II and Scales of War.
Character Generation: 22 Point buy, as per PHB.
Equipment: one (1) 23rd level item; one (1) 22nd level item; and one (1) 21st level. Plus gold equivalent to the cost of 21st level item.
Alignment: I strongly urge staying away from Evil and its nastier cousin, Chaotic Evil.
Any other matter not covered just ask.

Rev Rosey |

Hmm de tum te tum. What does everyone fancy playing?
I'm don't play defenders usually, but I'm willing to give that a try. Would rather not play a cleric as both my home game pcs are healers right now, so splatty damage is what I don't get - hence the plethora of splatty pbp characters.
Starpact warlock?

Genryu Yeegar |

The old man sits quietly at the table watching the young pups go about their business.
Not done, but here's a rough idea of what we're dealing with
Goliath Warden Stoneblessed Demigod Level 22
Male Medium natural humanoid
Initiative +11 Senses Passive Perception 28; Passive Insight 23; Perception +18
HP 190 (43+147), Currently , Temp ; Bloodied 95
Healing Surges 17/day, Currently 16 ; Regain 47 hit points
AC 29; Fortitude 30, Reflex 23, Will 25; see mountian's tenacity
Speed 6
Action Points 1, Currently 1
Warden’s Fury (At-Will) * Primal, Weapon
Immediate Interrupt Melee 2
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Strength vs. Fortitude; Hit: 2[W] + Strength modifier damage,
and the target grants combat advantage to you and your
allies until the end of your next turn.
Warden’s Grasp (At-Will) * Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of
you makes an attack that does not include you as a target
Effect: You slide the target 1 square. The target is slowed
and cannot shift until the end of its turn.
Howling Strike (At-Will) * Primal, Weapon
Requirement: You must be wielding a two-handed weapon.
Melee 2; Strength vs. AC; 2[W] + 3d6 + Strength modifier damage.
Special: When charging, you can use this power in place
of a melee basic attack. If you are raging, you can move 2
extra squares as part of the charge.
Weight of Earth (At-Will) * Primal, Weapon
Melee 2; Strength vs. AC; 2[W] + Strength modifier damage,
and the target is slowed until the end of your next turn.
Stone’s Endurance (Encounter, Minor)
You gain resist 15 to all damage until the end of your
next turn.
Curtain of Steel (Encounter) ✦ Primal, Weapon
Immediate Reaction Melee 2
Trigger: An enemy adjacent to you hits or misses you
Strength vs. AC; 3[W] + Strength modifier damage.
Mountain Sweep (Encounter) * Weapon
Melee 2; One or two creatures; Strength vs. AC;
2[W] + Strength modifier + Constitution modifier
damage.
Storm of Blades (Encounter) * Primal, Weapon
Melee 2; Strength vs. AC; 1[W] + Strength modifier damage.
Then repeat the attack against the target or against another
creature within reach. You can make the attack 8 times.
Eager Vine Strike (Encounter) * Primal, Weapon
Melee 2; Strength vs. AC; Hit: 2[W] + Strength modifier damage,
and the target is immobilized until the end of your next turn.
Earthstrength: Until the end of your next turn, the target
also takes a -8 penalty to AC and Reflex.
Oak Hammer Rage (Daily) * Primal, Rage, Weapon
Melee 2; Strength vs. AC; 3[W] + Strength modifier damage,
and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the oak hammer. Until the
rage ends, whenever you hit a target with a melee attack,
you knock that target prone. If that target is already
prone, the attack instead deals 8 extra damage
Form of the Stonecrusher (Daily, Minor) * Polymorph, Primal
Effect: You assume the guardian form of the stonecrusher until the end
of the encounter. While you are in this form, you gain a +2 bonus to AC.
If you are pulled, pushed, or slid, you can reduce the distance of the forced
movement by 2 squares.
Once during this encounter, you can make the following
weapon attack while you are in this form.
Close burst 1; Each enemy in burst you can see; Strength vs. AC;
1[W] + Strength modifier damage, and the target is immobilized (save ends).
Miss: Half damage.
Effect: You knock the target prone.
Hydra Rage (Daily) * Primal, Rage, Weapon
Melee 2; Strength vs. AC; 4[W] + Strength modifier damage,
and the target is dazed (save ends).
Miss: Half damage.
Effect: You enter the rage of the hydra. Until the rage ends,
once per round when you make an attack that misses,
you can make a melee basic attack as a free action.
Avalanche Assault (Daily) * Stance, Weapon
Melee 2; Strength vs. Fortitude; 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You assume the stance of the avalanche. Until the
stance ends, you can move through an enemy’s space if
that enemy is your size or smaller, and you gain a +8 bonus
to the damage rolls of your at-will attacks
Mountain Lion Step (Encounter, Minor) * Primal
Effect: You ignore difficult terrain until the end of your
next turn.
Bear’s Endurance (Daily) * Healing, Primal
Immediate Interrupt; You drop to 0 hit points or fewer
Effect: You regain hit points as if you had spent a healing
surge.
Earthstride (Encounter) * Primal, Teleportation
Effect: You teleport 14 squares.
Cleansing Earth (Encounter) * Primal
Immediate Reaction; You are subjected to
an effect that a save can end.
Effect: You make a saving throw against the triggering
effect, with a +8 power bonus to the saving throw.
Wellspring of Life (Daily, Minor) * Healing, Primal
Effect: You spend a healing surge. In addition, you gain
regeneration 13 until the end of the encounter.
Font of Life
At the start of your turn, you can make a saving throw
against one effect that a save can end. On a save, the
effect immediately ends, preventing it from affecting
you on your current turn. If you save against being
stunned or dazed, you can act normally on your turn.
If you save against ongoing damage, you avoid taking
the damage.
If you fail the saving throw, you still make a saving
throw against the effect at the end of your turn.
Earthstrength
While you are not wearing heavy armor, you can use
your Constitution modifier in place of your Dexterity
or Intelligence modifier to determine your AC.
In addition, when you use your second wind, you gain
an additional bonus to AC equal to your Constitution
modifier. The bonus lasts until the end of your
next turn.
Nature’s Wrath
Once during each of your turns, you can mark each
adjacent enemy as a free action. This mark lasts until
the end of your next turn.
In addition, you gain the warden’s fury and warden’s
grasp powers. You can use these powers against
enemies to prevent them from harming those you
protect.
Mountain’s Tenacity
You have a +1 racial bonus to Will.
Powerful Athlete
When you make an Athletics check to jump or climb,
roll twice and use either result.
Berserker’s Fury
Once per day as a free action, you can gain a +2
bonus to damage rolls until the end of the encounter.
Stonehide Action
When you spend an action point to take an
extra action, you also gain a +2 bonus to AC
until the end of your next turn.
Unusual Reach
Your melee reach increases by 1.
Mountain Crush
Whenever you score a critical hit with a two-handed
weapon, the attack deals extra damage equal to
twice your Constitution modifier.
Divine Spark
Increase two ability scores of your choice by 2 each.
Second Wind (Standard; Encounter) * Healing
Spend a healing surge and regains 47 hit points.
Gain a +2 bonus to all defenses, plus +8 to AC until
the end of your next trun.
Feats beserker's fury, novice power [4th], adept power [10th] (14)
Alignment Unaligned Languages Common, Giant
Skills athletics +26, endurance +24, heal +18, nature +20, perception +18
Str 26 Dex 8 Wis 14
Con 26 Int 14 Cha 12
Equipment one (1) 23rd level item; one (1) 22nd level item; and one (1) 21st level. Plus gold equivalent to the cost of 21st level item

Cacophonik |

Hallo all!
First thought was a dwarf fighter/dreadnought, but Defender seems covered, so... now leaning towards shaman, warlord or invoker, with an archery ranger or dragon sorcerer being distant backups.
I have a huge soft spot for cold-themed adventures, so I am looking forward to this one!
Edited for Pat's post: I'll take Shaman or Warlord, then. Undecided as to which yet.

The Undying One |

Rev Rosey - starpact warlock? or maybe a defender?
Lazaro - goliath warden/barbarian/stoneblessed/demigod
Cacophonik - shaman or warlord?
Pat of the Ninth Power - druid?
Davi the Eccentric - elf avenger/zealous assassin/harbringer of doom
In making your characters, please do not forget to incorporate the background options. Also, a reason why your character would be interested in a place called Winterhaven.

Father Theren |

"Greetings. May Erathis' blessing be upon you."
I hate making epic characters from scratch. Also, anyone know if I'm completely off-base for using the Judeo-Christian naming scheme for the hierarchy of the church of Erathis? Or does nobody actually care? Probably the second one.

Cacophonik |

I agree with Davi on the "from scratch" part - it's a bit of a hndful getting evrything at once, as opposed to one or two bits per level and learning the ropes, so to speak.
Also, Davi: I suspect the latter, but the former seems quite appropriate to my mind.
Mark me down for Shaman, Warlord will have to wait.

Rev Rosey |

"Greetings. May Erathis' blessing be upon you."
I hate making epic characters from scratch. Also, anyone know if I'm completely off-base for using the Judeo-Christian naming scheme for the hierarchy of the church of Erathis? Or does nobody actually care? Probably the second one.
Judeo-Christian naming scheme makes as much sense as anything. It's got the right mental feel for a roughly northern European fantasy setting.
I'll admit to cheating a little with my build and I'm upgrading a pc I made for fun and never played. And I'm doing it slowly, one level at a time to see where the kinks are.

Rev Rosey |

The basics. Roughly anyway. I'll probably play a bit more. Spoilered for length.
Human, Warlock, Feytouched, Punisher of the Gods
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact
Twofold Pact: Star Pact
Background: Born Under a Bad Sign
FINAL ABILITY SCORES
Str 11, Con 21, Dex 12, Int 19, Wis 12, Cha 21.
Starting Ability Scores
Str 9, Con 15, Dex 10, Int 14, Wis 10, Cha 16.
AC: 33 Fort: 29 Reflex: 30 Will: 30
HP: 153 Surges: 13 Surge Value: 38
TRAINED SKILLS
History, Bluff, Intimidate, Arcana, Thievery.
FEATS
1: Human Perseverance
1: Durable
2: Jack of All Trades
4: Toughness
6: Reaper's Touch
8: Improved Initiative
10: Distant Advantage
11: Implement Expertise (rod)
12: Paragon Defenses
14: Combat Anticipation
16: Twofold Curse
18: Twofold Pact
20: Called Shot
21: Robust Defenses
22: Epic Resurgence
POWERS
1, Encounter: Witchfire
1, Daily: Curse of the Dark Dream
1, At-Will: Hellish Rebuke
2, Utility: Ethereal Stride
3, Encounter: Otherwind Stride
5, Daily: Crown of Madness
6, Utility: Red Leeches of Nihal
7, Encounter: Mire the Mind
9, Daily: Death's Fond Caress
10, Utility: Shielding Shades
13, Encounter: Coldfire Vortex (replaces Otherwind Stride)
15, Daily: Far Realm Glimpse (replaces Curse of the Dark Dream)
16, Utility: Eye of the Warlock
17, Encounter: Strand of Fate (replaces Witchfire)
19, Daily: Dark Side of the Moon (replaces Crown of Madness)
22, Utility: Wings of the Fiend
ITEMS
Vicious Rod +5, Feytouched Anathema Armor +5, Amulet of Protection +5
Fabes

The Undying One |

"Greetings. May Erathis' blessing be upon you."
I hate making epic characters from scratch. Also, anyone know if I'm completely off-base for using the Judeo-Christian naming scheme for the hierarchy of the church of Erathis? Or does nobody actually care? Probably the second one.
Considering that you're epic level, the title of Patriarch might be more appropriate.

Alasandro |

Avatar faffage has just started. There may well be changes.
Undying One
Boon craving here. If we make it through the first combat, would it be acceptable to make amendments to characters since we none of us have any real idea of what works and what doesn't?
Alasandro would be up for a ten year reunion, but he's also keen to find out what happened to an old cleric friend who he last saw in Winterhaven. Last time they met, she was intending to become a wolf of Maldeen, but promised to leave him the odd message when she got the chance.

The Undying One |

Avatar faffage has just started. There may well be changes.
Undying One** spoiler omitted **
Alasandro would be up for a ten year reunion, but he's also keen to find out what happened to an old cleric friend who he last saw in Winterhaven. Last time they met, she was intending to become a wolf of Maldeen, but promised to leave him the odd message when she got the chance.
Let's consider that after the first combat encounter. But this is not a denial.

Cacophonik |

If you use the Character Builder, you can e-mail your character sheet to inquisitor dot radavel at gmail dot com. Thank you.
Are magic items from Adventurer's Vault available, or no?
I second the motion for re-tooling to some degree after the opening fight. It's what I am going to do for all of you in Roads To Madness, assuming you survive.

Cacophonik |

Here's what I have going so far... How it will work in actual play, I dunno, but the powers and such seemed to fit the character I had in my head, so I am happy at the moment. Any helpful suggestions will be considered, no promises other than that though!
Tieren, this might look somewhat familiar!
Old Chorro, level 22
Shifter (Razorclaw) Shaman, Horizon Walker, Dark Wanderer
Companion Spirit: Protector Spirit
Background: Last of the Breed
Str 12, Con 19, Dex 19, Int 15, Wis 23, Cha 12.
Starting Ability Scores
Str 10, Con 14, Dex 14, Int 13, Wis 15, Cha 10.
AC: 32 Fort: 31 Reflex: 34 Will: 39
HP: 136 Surges: 11 Surge Value: 40
TRAINED SKILLS
Nature, Insight, Endurance, Perception, Stealth.
FEATS
1: Wild Senses
2: Protector Spirit Adept
4: Warrior of the Wild
6: Implement Expertise (totem)
8: Shared Healing Spirit
10: Skill Focus (Perception)
11: Fleet-Footed
12: Combat Anticipation
14: Iron Will
16: Preternatural Senses
18: Danger Sense
20: Lightning Reflexes
21: Epic Will
22: Mighty Spirit
POWERS
1, At-Will: Defending Strike
1, Encounter: Thunder Bear's Warding
1, Daily: Wrath of the Spirit World
2, Utility: Spirit of Life
3, Encounter: Spring Renewal Strike
5, Daily: Spirit of the Shielding Fire
6, Utility: Sudden Restoration
7, Encounter: Winter Wind Spirit
9, Daily: Clever Trickster Spirit
10, Utility: Bonds of the Clan
13, Encounter: Call to the Indomitable Defender (replaces Thunder Bear's Warding)
15, Daily: Guardian of the Primal Copse (replaces Spirit of the Shielding Fire)
16, Utility: Forge the Chains of Life
17, Encounter: Spirit of Spring's Renewal (replaces Winter Wind Spirit)
19, Daily: Horns of the Undefeated Khan (replaces Clever Trickster Spirit)
22, Utility: Spirit of the World Healer
ITEMS
Wildleaf Snakeskin Armor +5, Gloaming Shroud +5, Watchful Spirit Totem +4, Spear of Myrdroon's Shard +3, Ring of Shadow Guard (paragon tier), Lightstep Slippers (epic tier), Gloves of the Healer (paragon tier), Ring of Invigoration (paragon tier), Endless Canteen (heroic tier), Horn of Summons (heroic tier), Escape Tattoo (heroic tier)
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