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{[4E-LI]} Lost Islands Characters!
Posted: 22 August 2008 08:01 AM   [ Ignore ]  
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XP:   580
Level 9
Joined  2008-07-24

Ok, all that stuff gone, time for your character status blocks so you know what I am keeping track of

Anguish

Hp- 40/40 Surges- 12/12 Action Points- 1 Second Wind- 1/1

Status Effects- none

Belthan

Hp- 29/29 Surges- 8/8 Action Points- 1 Second Wind- 1/1

Status Effects- none

Mayamei

Hp- 35/35 Surges- 7/7 Action Points- 1 Second Wind- 1/1

Status Effects- none

Wynter

Hp- 28/28 Surges- 8/8 Action Points- 1 Second Wind- 1/1

Status Effects- none

Erick

Hp- 35/35 Surges- 11/11 Action Points- 1 Second Wind- 1/1

Status Effects- none

Nicric

Hp- 31/31 Surges- 9/9 Action Points- 1 Second Wind- 1/1

Status Effects- none

Galtrick

Hp- 25/25 Surges- 5/5 Action Points- 1 Second Wind- 1/1

Status Effects- none

Sassaroth

Hp- 23/23 Surges- 7/7 Action Points- 1 Second Wind- 1/1

Status Effects- none

[ Edited: 02 October 2008 01:09 PM by Chad Reynolds]

If your ever lost in the woods, build a house.  I was lost, but now I live here.” - Mitch Hedburg

Lost Islands Character Status

Obsidian Fortress Character Varis Swift

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Posted: 22 August 2008 08:28 AM   [ Ignore ]   [ # 1 ]  
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XP:   1609
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Joined  2007-09-21

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Anguish
Character Level: 2
Alignment: Unaligned
Class: Paladin
Race: Warforged Male Personality
Size: Medium
Vision: Normal
Languages: Common
Background:
With a name like Anguish, one would assume a fairly negative outlook on life. This is actually quite contrary. His general mood is of the optimistic glass being half full. Created only a few years ago, Anguish has only minor understanding of social etiquette, and almost no knowledge of politics.

Fir being a product of war that only served a short amount of time, Anguish excels in the art of battle tactics and protection of allies. His mentor and creator, Mekk, was a Warforged Artificer that did not live though the war. Ever since the death of his mentor, Anguish has wondered for what seems to be endlessly, while in the meantime protecting those he comes across and most recently banding together with a small group of adventurers with what seem to be good intentions.

Abilities:
Str: 16 {+3/+4}
Con: 14 {+2/+3}
Dex: 12 {+1/+2}
Int: 08 {-1/+0}
Wis: 14 {+2/+3}
Cha: 16 {+3/+4}

Defenses:
AC: 22 (+1 half level, +9 magical plate armor, +2 heavy shield)
Fort: 17 (+3 str, +1 paladin, +1 half level, +1 item)
Ref: 16 (+1 dex, +1 paladin, +1 half level, +2 heavy shield, +1 item)
Will: 16 (+3 cha, +1 paladin, +1 half level, +1 item)

Resist 5 Poison

Initiative: +1

Speed: 5 squares (6 without armor)

Bonuses when Bloodied:
May use Warforged Resolve power


Health:

HP: 40
Bloodied: 20
Healing Surge value: 10
Healing Surges/day: 12

Basic Attacks:
Battleaxe: +7 vs AC, 1d10+4
Throwing Hammer: range 5/10, +7 vs AC, 1d6+4
Javelin: range 10/20, +7 vs. AC, 1d6+4

Feats:
Improved Warforged Resolve
Toughness

Skills:
Passive Insight: 18
Passive Perception: 10
Diplomacy: +9
Endurance: +11
Insight: +8
Religion: +5

Racial Features

Skill Bonuses: +2 Endurance (included in skill list)
Living Construct: As a living construct, you have the following
traits:

— You gain a +2 bonus to saving throws against ongoing
damage.
— You don’t need to eat, drink, or breathe, but this doesn’t
render you immune to any effect.
— You need only 4 hours to benefit from an extended rest.
— When you roll a death save, you can take the better of
your die roll or 10 as the result. You still die at your negative
hit point total.

Warforged Resolve: You can use warforged resolve as an
encounter power.

Class Features

Paladin class features:

* Channel Divinity -

* Channel Divinity: Divine Mettle (encounter, minor action, close burst 10, keywords: divine)
Target: One Creature in burst
Effect: The target makes a saving throw with a bonus equal to your charisma modifier.

* Channel Divinity: Divine Strength (encounter, minor action, personal, keywords: divine)
Effect: Apply your strength modifier as extra damage on your next attack this turn.

* Divine Challenge (at-will, minor action, close burst 5, keywords: divine, radiant)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Lay on Hands Paladin

* Lay on Hands (at-will (special), minor action, melee touch, keywords: divine, healing)
Special: You can use this power twice in a day, but only once per round.
Target: One Creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge
remaining to use this power.

Equipment:
Combat gear:
+1 Battleaxe (level 1)
Mundane Heavy shield
Amulet of Health (level 3)
+1 Dwarven Plate armor (level 2)
3x throwing hammers
3x javelins
Mundane Holy Symbol
2x Potions

General equipment:
Standard adventurer’s kit (Consumables: 2x sunrod, 10x rations)
Everburning torch (attached)

Money: 145gp + 87gp

At-Will Powers

* Bolstering Strike (at-will, standard action, keywords: weapon, divine, melee)
+7 vs. AC
Hit: 1d10+4 damage and gain 2 temporay hit points..

* Valiant Strike (at-will, standard action, keywords: weapon, divine, melee)
+7 (+1 per enemy adjacent) vs. AC
Hit: 1d10+4 damage

Encounter Powers

* Piercing Smite (encounter, standard action, keywords: weapon, divine, melee)
+7 vs. Reflex
Hit: 2d10+4 damage and the target and up to two adjacent enemies are marked until the end of next turn.

* Warforged Resolve (encounter, minor action, keywords: personal)
Effect: Gain 9 Temporary hit points. Make an immediate saving throw against one effect that inflicts damage and can be saved against. Also regain 4 hp if bloodied when using this power.

Daily Powers

* Radiant Delirium (daily, standard action, keywords: divine, implement, radiant, ranged 5)
+4 vs. Reflex (prior to implement)
Hit: 3d8+3 radiant damage and target is dazed until end of next turn. In addition, the target takes a -2 penalty to AC (save ends)
Miss: Half damage and target is dazed until end of next turn.

Utility Powers

* Matyr’s Blessing (daily, Immediate Interrupt, close burst 1, keywords: divine)
Trigger: An adjacent ally is hit by a melee or ranged attack.
Effect: You are hit by the attack instead.

Item Powers
* Dwarven Plate
Property: Gain +1 to endurance checks
Power (Daily, Healing, Free Action): Regain hit points as if you had spent a healing surge.

[ Edited: 02 October 2008 01:38 PM by Talae]

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Conjurer’s Chess: Xandos
Lost Islands PbP: Anguish
Obsidian PbP: Mexil

Own:
LINK BOOMERANG (1)
Doom’s Jocular Jockstrap Award (1)

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Posted: 22 August 2008 08:32 AM   [ Ignore ]   [ # 2 ]  
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XP:   805
Level 11
Joined  2007-09-22

Belthan Grayshield
Character Level: 2
Alignment: Good
Class: Warlord (tactical warlord)
Race: Human male
Background:
Belthan used to study with his father, who was a wizard. Eventually Belthan’s adventurous
spirit led him to join the military and abandon his father’s dream of him studying to be
a wizard and continuing in his father’s footsteps. The military noticed his quick
learning ability and started to train him as a squad leader.
Later on, Belthan took some of the advice from his father and started learning wizardry
along with military matters. He noticed it was valuable in battle and also he wanted to
show his father that he had not abandoned his teachings for good.
The company commander eventually noticed that Belthan was a bit overconfident, none too perceptive and foolishly brave to ever lead larger parts of the army, so his career stopped
advancing and he ended up adventuring and left the military life behind him.

Currently, Belthan is looking for work in an area where he is not known too well. He does not want to run into his old military buddies since he is a bit ashamed that he quit.

Abilities:
Str: 16 {+3/+4}
Con: 12 {+1/+2}
Dex: 10 {0/+1}
Int: 18 {+4/+5}
Wis: 08 {-1/0}
Cha: 12 {+1/+2}

Defenses:
AC: 20 (+4 int bonus, +1 half level, +4 magical hide armor, +1 light shield)
Fort: 16 (+3 str, +1 human, +1 warlord, +1 half level)
Ref: 17 (+4 int, +1 human, +1 half level, +1 light shield)
Will: 14 (+1 cha, +1 human, +1 warlord, +1 half level)

Initiative: +3 (includes combat leader class feature)

Speed: 6 squares

Bonuses when Bloodied:
none

Health:

HP: 29
Bloodied: 14
Healing Surge value: 7
Healing Surges/day: 8

Basic Attacks:
Bastard sword: +8 vs. AC, 1d10+3
Thrown hand axe: range 5/10, +6 vs. AC, 1d6+3 damage

Feats:
Action surge (human bonus feat)
Arcane initiate (1st level, bonus skill: Arcana, Scorching burst as encounter power)
Superior weapon proficiency: Bastard sword (2nd level)

Skills:
Passive Insight: 0
Passive Perception: 0
Arcana: +10
Athletics: +9
Diplomacy: +7
Endurance: +7
History: +10
Intimidate: +7
Religion: +5 (untrained)

Class Features

Warlord class features:

* Combat leader - Belthan and all allies within 10 squares of him that can see annd hear him gain +2 power bonus to initiative.

* Tactical presence - When an ally Belthan can see use action points to make extra attack, they get +2 to the attack roll.

* Inspiring word - (usable twice per encounter, minor action) close burst 5, one ally (or Beltham himself) in the burst can use a healing surge and regains an additional +1d6 hit points.

Equipment:
Combat gear:
+1 Bastard sword (level 1)
Light shield
+1 Wand of Force orb (level 3 item)
+1 Hide armor (level 1)
3 hand axes

General equipment:
Standard adventurer’s kit (Consumables: 2x sunrod, 10x rations)
Climber’s kit + 50´ of silk rope
Everburning torch (hangs from shield)

Money: 492 gp

At-Will Powers

* Commander’s strike (at-will, standard action, keywords: weapon, melee)
Effect: an ally within 5 squares makes a basic attack with a +4 to the damage roll.

* Viper’s strike (at-will, standard action, keywords: weapon, melee)
+8 vs. AC
Hit: 1d10+4 damage and if the target shifts before end of Belthan’s next turn, it provokes an opportunity attack from an ally of Belthan’s choice.

* Wolf pack tactics (at-will, standard action, keywords: weapon, melee)
+8 vs. AC
Hit: 1d10+4 damage
Special: Before the attack, one ally of Belthan’s choice adjacent to him or the target can shift 1 square as a free action.

Encounter Powers

* Warlord’s favor (encounter, standard action, keywords: weapon, melee)
+8 vs. AC
Hit: 2d10+4 damage and one ally within 5 squares gains +5 power bonus to attack rolls vs. the target until the end of Belthan’s next turn.

* Knight’s move (encounter, move action)
Range: 10
Effect: the target takes a move action as a free action.

* Scorching burst (encounter, standard action, keywords: arcane, fire, implement)
Area burst 1 within 10
Targets: each creature in burst
+6 vs. reflex
Hit: target takes 1d6+5 fire damage

Daily Powers

* Lead the attack (daily, standard action, keywords: weapon, melee)
+7 vs. AC
Hit: 3d10+4 damage and allies within 5 squares of Belthan gain +5 power bonus to attack rolls vs. the target until the end the encounter.
Miss: All allies within 5 squares of Belthan gain +1 power bonus to attacks vs. the target until the end of the encounter.

* Force orb (item daily power, standard action, keywords: arcane, force, implement)
Note: this is a magic item daily power from a wand
Ranged 20
Primary Target: creature or object
Primary attack: +6 vs. reflex
Hit: 2d8+5 force damage, make a secondary attack.
Secondary attack (only if primary attack hit, targets all enemies adjacent to the primary target): +6 vs. reflex, Hit: 1d10+5 damage.

[ Edited: 02 October 2008 01:45 PM by Rothe]

The Obsidian Fortress: Character Status

My Lost islands PbP character:
Belthan Grayshield

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Posted: 22 August 2008 09:00 AM   [ Ignore ]   [ # 3 ]  
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XP:   254
Level 6
Joined  2008-06-27

Mayamei Takana
Character Level: 2
Alignment: Unaligned
Class: Range (two-weapon style)
Race: Shifter Longtooh, Female

Background:I come from Mimasaka, a small village on a south-west island. We don’t have much contact with the other village of the Lost Island except for the weapon we craft that are renowned for their high quality. I am the oldest daughter of the welled know blacksmith Sanoke Takana. I was raised with my 2 other sisters as future blacksmith but my father notice i was quite skilled at fighting so he ask the Master Aki Nijema to teach me the way of fighting of our ancestors. So for over 12 years(i was 7 when i start my training) i learn and mastered the way of fighting of the Dragon’s Might. When i had free time my father asked me to help him at the forge. Recently my younger sister, Hinata and 3 other kids in the village disappear, a few days later we received a warning coming from a messenger coming from the main island and the request of help to investigate the matter. My Master told me to go and my father approved they both think it will allow me to finish my training and also find my sister and the other one that when missing. So i when to the main island with the messenger and the hope of my village to retrieve the members of our families.

Abilities:
Str: 18 +4/+5
Con: 13 +1/+2
Dex: 13 +1/+2
Int: 10 0/+1
Wis: 16 +3/+4
Cha: 10 0/+1

Defenses:
AC: 15 (+1 dex, +1 half level, +2 armor, +1 magic)
Fort: 16(+1 class, +4 str, +1 half level)
Ref: 13(+1 class, +1 dex, +1 half level)
Will: 14(+3 wis, +1 half level)

Initiative: +2(+1 half level, +1 dex)

Speed: 6

Health:
HP: 35
Bloodied: 17
Healing Surge: 8
Healing Surges/day: 7

Basic Attacks:
Hizen: +9 vs AC, 1d10+6
Tosa: +9 vs AC, 1d10+6
Dagger: +8/+5 vs AC, 1d4+4/1d4+1, range 5/10
Longbow +4 vs AC, 1d10+1, range 20/40

Feats:
Weapon profiency: Katana(Bastard sword)
Weapon Focus : Heavy Blade

Skills:
Passive Insight: 19
Passive Perception: 19
Acrobatic: 7(+1 half level, +5 trained, +1 dex)
Athletics: 12(+1 half level, +5 trained, +4 str, +2 racial)
Endurance: 4(+1 half level, +2 racial, +1 con)
Insight: 4(+1 half level, +3 wis)
Nature: 9(+1 half level, +5 trained, +3 wis)
Perception: 9(+1 half level, +5 trained, +3 wis)

Race & Class Features
Ability Scores: +2 str, +2 wis
Size: Medium
Vision: Low-Light
Skill bonuses: +2 Athletics, +2 Endurance
Longtooth Shifting
Simple melee/ranged
Military melee/ranged
Armor: Cloth, leather, hide
Bonus defence: +1 Fort, +1 Reflex
Two-weapon fighting style: Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon.
Hunter’s Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry.
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Equipment
Hizen Thundering Katana +1
Enhancement: Attack rolls and damage rolls
Critical: +1d6 thunder damage per plus
Power (Daily ✦ Thunder): Free Action. Use this power when you hit with the weapon. Deal an extra 1d8 thunder damage and push the target 1 square.

Tosa Katana +1
Enhancement: Attack rolls and damage rolls
Critical: +1d6 thunder damage per plus

Magic Leather Armor +1

Longbow 30gp
Quiver x1 1gp
Flask(empty) x6 18cp
Journeybread(10 day) x2 100gp
Tent 10gp
Standard adventurer kit 15gp
Climber kit 2gp
Riding Horse 75gp
Fine Clothing 30gp
Waterskin(extra) x2 2gp
Rope, Hempen(extra) x1 1g
Dagger x2 2g
91gp 7sp 2cp+160g(left over from magic items)

At-Will Powers
Hit and run
Martial, Weapon, Standard Action, Melee Weapon
Target: One creature
Attack: Str(+9) vs AC
Hit: 1[W]+ Str mod damage 1d10+6
Increase damage to 2[W]+ Str at 21st level.
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

Twin Claw(Twin Strike)
Martial, Weapon, Standard Action, Melee Weapon or Range Weapon
Target: One or 2 Creature
Attack: Str(+9/+9) vs AC(melee), Dex(+4/+4) vs AC(range)
Hit: 1[W] per attack 1d10+2/1d10+2
Increase damage to 2[W] at 21st level.

Encounter Powers
Longtooth Shifthing(racial)
Healing, Minor Action, Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter or until rendered unconscious, you gain +2 bonus to damage rolls. In addition, for as long you are bloodied, you gain regeneration 2(regeneration 4 at 11th level, regeneration 6 at 21st level).

Two-Fanged Strike
Martial, Weapon, Standard Action, Melee or Range Weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: +9/+9 vs. AC (melee; main weapon and off-hand weapon) or +4/+4 vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] +Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier. 1d10+6/1d10+6 (+3) / 1d10+1/1d10+1 (+3)

Yield Ground (Utility)
Martial, Immediate Reaction, Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.

Daily Power
Jaws of the Dragon(Jaws of the Wolf)
Martial, Weapon, Standard Action, Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength(+9/+9) vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack. 2d10+6/2d10+6
Miss: Half damage per attack.

Edit: i modify my stats a bit, remove one point from str and add 1 in dex and 2 in con

[ Edited: 09 September 2008 12:30 PM by darklink]
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Posted: 22 August 2008 11:27 AM   [ Ignore ]   [ # 4 ]  
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XP:   51
Level 2
Joined  2008-06-25

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Wynter
2nd Level Male Tiefling Wizard, Unaligned

Background

Wynter has led a life full of unfortunate occurrences. It all began when he was born, which he believes to be unfortunate enough on its own, during a raid on a tiefling enclave in the barrios by the local constabulary because a merchant accused a tiefling of stealing from him. Either incarcerating or slaughtering the entire enclave, a young man in the constabulary entered Wynter’s parent’s shanty to find a single tiefling baby, clutched in the arms of his dead mother on the floor, her blood running red and rich upon the dirt floor, and out into the night to mingle with the freshly fallen snow, adding to the already horrible stench in the air of a slaughterhouse. The young man, feeling guilt for his comrades killing the mother of an innocent child and leaving it to die of either starvation or th elements, took pity on the young tielfing child and wisked him away before it, too, was slaughtered.

The young man, naming the devil-child Wynter due to the timing of its birth, ran from the city and the bustling streets to a small farm in a village several hundred miles away from anywhere that was run by his grandparents, but when he showed them his “child”, both immediately fell ill and soon passed away. Soon, the village learned who, or what, was in their sleepy little hollow, and shunned both it and his “father”.

As time passed, the Infernal blood asserted more presence in Wynter’s form, and two horns protruded from his scalp, soon becoming full horns resembling a ram. Soon after, his father fell ill, and the young boy desperately tried to plead with the others in the village to help him, but none would risk helping the devil-child. Because of this, his father passed away, leaving the young boy all alone at the age of thirteen.

But despite all of the anger and resentment shown to him by the townspeople, he himself bore no disrespect toward them. It was the demons of his ancestry that had cursed him with this fate. Vowing to destroy them all, the young boy left his village, armed only with a stolen shortsword that he had “borrowed” from the town blacksmith.

For years he wandered the countryside alone, defending himself against fierce beasts with nothing more than the determination to move forward. As he grew, he developed a talent for fighting, born from necessity. Also, when he needed food or other provisions, he learned what people did and did not believe, and grew accustomed to disguising himself in the cursed world, so as to not attract attention.

He began asking for any rumors of any devilish creatures wherever he went. What rumors he found were normally just Lemures, devil servants, but once in a while did he manage to find an Imp. Thus was his way of life, traveling about, hunting whatever devils he could find. His methods, and outlook on his own kind, would soon change, however.

Following several leads during one of his hunting expeditions, he came across a group of tieflings living in a ruined tower in a forest just a few miles south of the place of his birth. Over the course of the next several days, when he could get one or two alone, he would do what came naturally. One day however, he saw a lone tielfling female, about his age, taking a bath in a creek just north of the tower, and immediately became infatuated with her. After following her back to the tower, he stewed around for several days, trying to make sense of his newly discovered feelings for a devil, someone he swore to kill.

Deciding to take a chance, Wynter approached the group of tieflings. To his shock, he was greeted with the warmest of welcomes to their group, even though he did reveal why he had discovered them and what had happened to their brethren. He soon learned to let go of his hatred and embrace his heritage, married, and discovered that his wife’s father was an accomplished wizard, and discovered that he had a knack for the arcane arts, soon becoming a wizard in his own right. He also learned that he was about to become a father.

To him, he now felt his life was complete. One day, however, a brute squad hired by the city raided the ruined tower and their village. Wynter and the rest of the capable male tieflings defended their home while the rest ran. Several died defending their village, including his wife’s father. When those who ran began coming back, only a handful returned, but his wife was still missing. Wynter searched the surrounding forests and hills for her and the group she was with, but could not find them. When he returned to the village, he discovered that the group had returned with his wife and child, but both had died during birth. After burying his family, Wynter retreated into himself.

Wynter was inconsolable. Everyone he had ever truly loved in his life had been taken away from him by prejudices, prejudices that he once felt towards his own people, prejudices that was once again resurfacing in a new form: those who oppressed those who were different or weaker than themselves. Who emerged from this tragedy was not the man he had envisioned just a few days back, but a man who knew his true purpose in life.

Wynter left his adopted home and wandered the countryside helping those who could not help themselves. One day, a rumor came to him about a powerful devil who resided in a long-forgotten keep who was terrorizing the local populace. Not one to delay, the young Tiefling left as soon as he was able. The keep turned out to be nothing more than a ruined tower, but such a thing he could not pass up. Inside, he found a creature wreathed in chains, and immediately recognized it as a fairly powerful devil. Before he even had the chance to attack, though, a chain wrapped around his leg, hauling him up into the air. With the barest of efforts, it tossed him up into a part of the tower still hanging on, sending him sprawling upon the ground. Getting to his feet, he began to cast a spell upon the devil when a glow caught his eye. As his spell went off, a burst of light surrounded him for what seems like hours, but was only just a few seconds. When the light died down, he found himself standing on a beach facing the ocean waters. Where was he? After wandering around for a while, he happened upon a small village. What he discovered there astounded him, for all the races lived together in harmony, including his own kind, and welcomed his as if they had known him his whole life.

Vowing to keep his promise to his wife and child, he bagan helping people here with their problems, and soon discovered a group of like-minded individuals and joined them to solve a problem in Endora ...

... More to follow after we know a bit about the world ...

Abilities
Str: 8 {-1/0}
Con: 14 {+2/+3}
Dex: 14 {+2/+3}
Int: 18 {+4/+5}
Wis: 13 {+1/+2}
Cha: 12 {+1/+2}

Defenses
AC: 18 (+4 int bonus, +3 armor, +1 half level)
Fort: 14 (+2 con bonus, +1 cloak, +1 half level)
Ref: 16 (+4 int bonus, +1 cloak, +1 half level)
Will: 15 (+1 wis bonus, +1 cloak, +2 wizard, +1 half level)

Initiative
+3 (+2 dex bonus, +1 half level)

Speed
6 squares

Bonuses when Bloodied
None

Health
HP: 28
Bloodied: 14
Healing Surge: 7
Healing Surges/Day: 8

Basic Attacks
Dagger: +2 vs. AC, 1d4-1
Dagger: +5 vs. AC, 1d4-1, 5 squares normal, 10 squares max

Feats
Ritual Caster (bonus class feat; perform rituals)
Hellfire Blood (1st level; +1 attack and damage with fire and fear powers)
Armor Proficiency - Leather (2nd level)

Skills
Passive Insight: 17
Passive Perception: 13
----------------------------
Arcana: +10 (+4 int bonus, +5 trained, +1 half level)
Dungeoneering: +7 (+1 wis bonus, +5 trained, +1 half level)
Insight: +7 (+1 wis bonus, +5 trained, +1 half level)
Religion: +10 (+4 int bonus, +5 trained, +1 half level)
----------------------------
Acrobatics: +3 (+2 dex bonus, +1 half level)
Athletics: +0 (-1 str penalty, +1 half level)
Bluff: +2 (+1 cha bonus, +1 half level)
Diplomacy: +2 (+1 cha bonus, +1 half level)
Endurance: +3 (+2 con bonus, +1 half level)
Heal: +2 (+1 wis bonus, +1 half level)
Intimidate: +2 (+1 cha bonus, +1 half level)
History: +5 (+4 int? bonus, +1 half level)
Nature: +3 (+2 wis bonus, +1 half level)
Perception: +3 (+2 wis bonus, +1 half level)
Stealth: +3 (+2 dex bonus, +1 half level)
Streetwise: +2 (+1 cha bonus, +1 half level)
Thievery: +3 (+2 dex bonus, +1 half level)

Race & Class Features
Race - Vision: Low-Light.
Race - Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Race - Fire Resistance: 6 (5 + 1/2 level).
Race - Infernal Wrath: You can use infernal wrath as an encounter power (pg. 48, PHB).
Class - Arcane Implement Mastery: Wand of Accuracy - +Dex Mod bonus to single attack roll; 1/encounter; free action.
Class - Cantrips: Cast ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Class - Ritual Casting: Gain the Ritual Caster feat (pg. 200, PHB).
Class - Spellbook: 3 rituals (Tenser’s Floating Disk,,); 2 Daily Spells (,,); 2 Utility Spells (,,).

Languages
Common, Deep Speech.

Equipment
Combat Gear
Dagger (pg. 218, PHB; 1gp; 1 lb.)
+1 Leather Armor (Lvl 1; pg. 230, PHB; 360gp; 15 lb.)
+1 Cloak of Resistance (Lvl 2; pg. 250, PHB; 520gp; 1 lb.)
+1 Wand of Witchfire (Lvl 3; pg. 244, PHB; 680gp; - lb.)

Magical Items

General
Standard Adventuring Kit (pg. 221, PHB; 15gp; 33 lb.):
[*] Backpack
[*] Bedroll
[*] Flint and Steel
[*] Belt Pouch
[*] Sunrods (x2)
[*] Trail Rations (10 days)
[*] Rope, Hempen (50’)
[*] Waterskin

Money
360gp (7.2 lb.)

At-Will Powers

Ghost Sound (Wizard Cantrip)
At-Will, Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light (Wizard Cantrip)
At-Will, Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand (Wizard Cantrip)
At-Will, Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation (Wizard Cantrip)
At-Will, Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
[*] Move up to 1 pound of material.
[*] Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
[*] Color, clean, or soil items in 1 cubic foot for up to 1 hour.
[*] Instantly light (or snuff out) a candle, a torch, or a small campfire.
[*] Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
[*] Make a small mark or symbol appear on a surface for up to 1 hour.
[*] Produce out of nothingness a small item or image that exists until the end of your next turn.
[*] Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

Scorching Burst (Wizard Attack 1)
At-Will, Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +7 vs. Reflex
Hit: 1d6 + 6 fire damage.
Increase damage to 2d6 + 6 at 21st level.

Thunderwave (Wizard Attack 1)
At-Will, Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: +6 vs. Fortitude
Hit: 1d6 + 5 thunder damage, and you push the target 1 square.
Increase damage to 2d6 + 5 at 21st level.

Encounter Powers

Infernal Wrath (Tiefling Racial Power)
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Burning Hands (Wizard Attack 1)
Encounter, Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: +7 vs. Reflex
Hit: 2d6 + 6 fire damage.

Daily Powers * Generally Prepared

Flaming Sphere* (Wizard Attack 1)
Daily, Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: +7 vs. Reflex
Hit: 2d6 + 6 fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 6 fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

Sleep (Wizard Attack 1)
Daily, Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +6 vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Utility Powers * Generally Prepared

Expeditious Retreat* (Wizard Utility 2)
Daily, Arcane
Move Action Personal
Effect: Shift up to twice your speed.

Shield (Wizard Utility 2)
Encounter, Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Item Powers

Witchfire (Warlock (Fey) Attack 1; Wand of Witchfire; Daily)
Daily, Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Reflex
Hit: 2d6 + 3 fire damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Fey Pact: The penalty to attack rolls is equal to 2 + your Intelligence modifier.

----------

EDIT 08/27/08: Added background.
EDIT 09/22/08: Added Hellfire Blood modifier to Attack to attack powers with Fire keyword. Already in damage.

[ Edited: 22 September 2008 04:52 AM by raineym]

National Talk Like a Pirate Day

My 4E Lost Islands PbP Character: Wynter

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Posted: 22 August 2008 11:12 PM   [ Ignore ]   [ # 5 ]  
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XP:   61
Level 2
Joined  2008-01-25

OK. I think I got it finished. This is my first 4e character, so if you see any other misunderstandings or errors, please let me know:

Character Sheet [370kb PDF]
Power Cards [4.67Mb PDF]

erick.jpg

Erick Blacksmith
Unaligned Level 2 Human Fighter [Defender]

Erick grew up as the eldest of 5 children, all boys, of a blacksmith’s family. For generations, the eldest son always took up the blacksmith trade. Erick grew strong helping his father with the foundry, but lacked the discipline and patience to truly master the skill. His father perceived this as disinterest which led to friction between him and Erick. Ultimately, Erick chose to strike out on his own to find his own path, leaving his brother Garin to the blacksmithing trade. Garin had to drop his scholarly pursuits out of loyalty to his father. He never forgave Erick for that.

Erick left his home on one of the mid-size Lost Islands for the main island. There he took up residence in one of the seedier dock areas where he worked as a laborer by day and bouncer to a local tavern by night. After one too many fights, usually in over-zealous defense of some other bar patron, he was fired and faced paying the tavern owner for damages. One of the trainers at the Fighter’s guild negotiated an agreement between the proprietor and Erick that would provide Erick with formalized Fighter training and the tavern owner with more reliable and disciplined muscle.

Erick immediately regretted the arrangment, because it reminded him of the situation he left at home. The training required discipline and patience, and while he learned to master the techniques, he left many of his trainers and fellow students with bad feelings towards him. He was overly aggressive and caused many unnecessary injuries. He was trained in sword and shield but preferred two-handed weapons where his strength could show through. He cares little for his own defense, preferring aggression and power in his attacks.

Abilities:
Str: 18 {+4/+5} [+2 race]
Con: 14 {+2/+3}
Dex: 14 {+2/+3}
Int: 8 {-1/+0}
Wis: 12 {+1/+2}
Cha: 11 {+0/+1}

Defenses:
AC: 18 [+1 half-level, +7 scale]
Fort: 19 [+1 half-level, +4 STR, +2 class, +1 race, +1 amulet]
Ref: 15 [+1 half-level, +2 DEX, +1 race, +1 amulet]
Will: 14 [+1 half-level, +1 WIS +1 race, +1 amulet]

Initiative: +3 [+1 half-level, +2 DEX]

Speed: 5 squares [-1 armor]

Bonuses when Bloodied
n/a

Health:
HP: 35
Bloodied: 17
Healing Surge: 8
Healing Surges/day: 11 [+2 CON]

Basic Attacks:
Basic melee attack: +9 (STR) vs. AC, 1d12+8 (1d12+10 w/ Powerful Charge)
Power attack: +7 (STR) vs. AC, 1d12+11 (1d12+13 w/ Powerful Charge)
Basic ranged attack: +7 (STR) vs. AC, 1d6+4, 5 squares normal, 10 squares max

Feats:
Power Attack: -2 to hit for +3 damage
Weapon Focus (Axes): +1 damage
Powerful Charge: charge grants +2 damage, +2 bull rush

Skills:
Passive Insight: 12
Passive Perception: 12
Acrobatics: +3
Arcana: +0
Athletics: +10
Bluff: +1
Diplomacy: +1
Dungeoneering: +2
Endurance: +8
Heal: +7
History: +0
Insight: +2
Intimidate: +6
Nature: +3
Perception: +2
Religion: +0
Stealth: +3
Streetwise: +2
Thievery: +3

Race & Class Features:
Race: additional 1st-level at-will class power (Sure Strike)
Race: additional feat at 1st-level (Weapon Focus [axes])
Race: trained in 1 additional class skill
Race: +1 bonus to Fortitude, Reflex, and Will defenses
Class: Defender role, Martial power source
Class: Cloth, leather, hide, chainmail, scale armor and light, heavy shield
Class: Simple and military melee and ranged weapons
Class: +2 to Fortitude defense
Class: Combat Challenge (mark enemy)
Class: Combat Superiority (+1 [WIS] bonus to opportunity attacks)
Class: Fighter Weapon Talent (two-handed)

Equipment:
Scale Armor
Greataxe, Magic (+1)
Amulet of Health (+1)
Bracers of Mighty Striking (Heroic)
Handaxe (x2)
Standard Adventurer’s Kit (p. 221-2)

At-Will Powers:
Cleave
Melee Weapon (Greataxe), Standard, Martial
Target: One creature
Attack: +9 (STR) vs. AC
Hit: 1d12+6 damage and an enemy adjacent to me takes 4 (STR) damage
Power Attack: +7 vs. AC
Hit: 1d12+9 damage and an enemy adjacent to me takes 4 (STR) damage
High Crit: Add 1d12 damage on critical hit
Magic Weapon: Add 1d6 damage on critical hit

Reaping Strike
Melee Weapon (Greataxe), Standard, Martial
Target: One creature
Attack: +9 (STR) vs. AC
Hit: 1d12+6 damage
Power Attack: +7 vs. AC
Hit: 1d12+9 damage
Miss: 4 (STR) damage
High Crit: Add 1d12 damage on critical hit
Magic Weapon: Add 1d6 damage on critical hit

Sure Strike
Melee Weapon (Greataxe), Standard, Martial
Target: One creature
Attack: +11 (STR) vs. AC
Hit: 1d12+2 damage
Power Attack: +9 vs. AC
Hit: 1d12+5 damage
High Crit: Add 1d12 damage on critical hit
Magic Weapon: Add 1d6 damage on critical hit

Encounter Powers
Covering Attack
Melee Weapon (Greataxe), Standard, Martial
Primary Target: One creature
Attack: +9 (STR) vs. AC
Hit: 2d12+6 damage and an ally adjacent to the target can shift 2 squares
Power Attack: +7 vs. AC
Hit: 2d12+9 damage and an ally adjacent to the target can shift 2 squares
High Crit: Add 1d12 damage on critical hit
Magic Weapon: Add 1d6 damage on critical hit

No Opening (Utility)
Personal, Immediate Interrupt, Martial
Trigger: An enemy attacks you and has combat advantage against you
Effect: Cancel the combat advantage you were about to grant to the attack

Daily Power
Brute Strike
Melee Weapon (Greataxe), Standard, Martial
Target: One creature
Attack: +9 (STR) vs. AC
Hit: 3d12+6 damage
Power Attack: +7 vs. AC
Hit: 3d12+9 damage
High Crit: Add 1d12 damage on critical hit
Magic Weapon: Add 1d6 damage on critical hit

[ Edited: 06 September 2008 06:56 PM by PlayDnD]

4e Lost Islands PbP: Erick Blacksmith - Fighter AC: 18 F: 19 R: 15 W: 14 HP: 0(35)/17 Srg: 11(11)/8per

Fortuna favet fatuis, ergo nunc bibendum.
Est ars etiam male decendi.
Interdum stultus opportune loquitur.
Quidquid latine dictum sit, altum videtur.

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Posted: 25 August 2008 08:03 PM   [ Ignore ]   [ # 6 ]  
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XP:   399
Level 7
Joined  2007-10-02

Nicric
Cleric of Kord, Male Dragonborn, Unaligned

Background: A wanderer by choice. Likes to travel around helping where he can and enjoys tests of strength and competitions.  Is prone to jumping into the fray before all the facts are in.  Not the brightest of his kind, Medriv seems to prefer living to book learning.  He is more of an observer of people and rather quite.  He tends to study the people he is around, but sometimes just can’t resist the ants in his pants when it comes to potential fun and danger.  More to come when I have more time.

Abilities:
Str: 15 [+2/+3]
Con: 14 [+2/+3]
Dex: 10 [+0/+1]
Int: 8 [-1/+0]
Wis: 17 [+3/+4]
Cha: 14 [+2/+3]

Defenses:
AC: 19(11+8armor)
Fort: 13(11+2con)
Ref: 11(11+0dex)
Will: 16(11+3wisdom+2class)

Languages: Common, Draconic
Initiative: 1
Speed: 5 squares

Bonuses when Bloodied:
+1 racial to attacks

Health:
HP: 31
Bloodied: 15
Healing Surge: 9
Healing Surges/day: 9

Basic Attacks:
Frost Mace: +6 vs. defense, 1d8+3+1(w/two hands)

Hand Crossbow: +3 vs. defense, 1d6, range 10/20

Sickle: +5 vs. defense, 1d6

Feats:
Ritual Casting (Gentle Repose, Tenser’s Floating Disk, Silence, Magic Mouth, Eye of Alarm)
Armor Proficency: Scale
Channel Divinity: Kord’s Favor

Skills:
Passive Insight: 14
Passive Perception: 14
Trained:
Religion 5
Arcana 5
Diplomacy 8
Heal 9
Untrained:
Acrobatics 1
Athletics 3
Bluff 3
Dungeoneering 3
Endurance 4 (+1 dwarven armor)
History 2
Insight 4
Intimidate 5
Nature 4
Perception 4
Stealth 1
Streetwise 3
Thievery 1

Race & Class Features
Dragonborn Fury: +1 racial to attack rolls when bloodied

Draconic Heritage: Healing Surge value is equal to ¼ maximum hit points + Con Modifier
Racial Skill Bonus: +2 History, +2 Intimidate

Healer’s Lore: +Wisdom Modifier to amount healed that I grant by powers with the Healing keyword

Ritual Casting bonus feat with 2 first level Rituals known. One has to be Gentle Repose.

Implement: Holy symbol
Armor Proficencies: Cloth, Leather, Hide, Chainmail
Weapon Proficencies: Simple Melee & Ranged

Equipment
Dwarven Armor Scale +1
Frost Mace +1
Magic Holy Symbol +1
Hand Crossbow w/60 bolts
Standard Adventurer’s Kit
Ritual book
55gp, 98lb

At-Will Powers
Lance of Faith Cleric Attack 1
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Sacred Flame Cleric Attack 1
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.

Frost Weapon: Free action. Atwill*cold. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.

Encounter Powers :
Dragon Breath dragonborn racial Power
Encounter * Cold
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage

Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter * Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead Cleric Feature
Encounter * Divine, Implement, Radiant
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Channel Divinity: Kord’s Favor Feat Power
Encounter * Divine, Healing
Free Action Ranged 5
Trigger: You or an ally within range scores a critical hit with a melee attack
Effect: You or the ally can spend a healing surge.
Special: You must take the Kord’s Favor feat to use this power.

Healing Word Cleric Feature
Encounter (Special) * Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Healing Strike Cleric Attack 1
Encounter * Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

Daily Power
Beacon of Hope Attack 1
Daily * Healing, Divine, Implement
Standard Action Close Burst 3
Attack: Wisdom vs. Will
Hit: the target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

Dwarven Armor: Free action. Daily*Healing. Regain Hit points as if you had spent a healing surge

Frost Weapon: Free action. Daily*Cold. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.

Utility Power
Cure Light Wounds Cleric Utility 2
Daily * Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge.

[ Edited: 29 August 2008 03:39 PM by FrostNumenor]

LI - Nicric

OT - Numaar

SP -

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Posted: 27 August 2008 11:32 AM   [ Ignore ]   [ # 7 ]  
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XP:   198
Level 4
Joined  2008-01-25

Galtrik Yolranet

halfling%20thief.jpg

Basic Information
Level: 2
Total XP: 1000
Race: Elf
Class: Rogue
Size: Medium
Gender: Male
Age: 25
Height: 5’10”
Weight: 140 lb.
Alignment: Unaligned
Deity: Sehanine / Avandra

Ability Scores: (Modifier/Checks)
Strength: 10 (+0/+1)
Constitution: 08 (-1/+0)
Dexterity: 18 (+4/+5)
Intelligence: 12 (+1/+2)
Wisdom: 14 (+2/+3)
Charisma: 16 (+3/+4)

Initiative: +5 (+4 Dex, +1 level)

Defenses
AC: 18 (10, +4 Dex, +1 lvl, +3 Magic Leather +1)
Fort: 11 (10, +0 Str, +1 lvl)
Ref: 17 (10, +4 Dex, +1 lvl, +2 rogue)
Will: 14 (10, +3 Cha, +1 lvl)

Hit Points/Health:
Current/Maximum HP: 25/25
Bloodied Value: 12
Healing Surge Value: 6
Healing Surges per Day (Current/Maximum): 5/5
Second Wind Used (Y/N)? N
Temporary HP:

Saving Throw Modifiers:
Resistances:
Current Conditions and Effects:
Death Saving Throw Failures:

Movement: 7 squares (base)

Action Points: 1
Additional Effects: N/A
Milestones:

Basic Attacks
(Melee) +1 Vicious Dagger: +6 (Str, lvl, prof, rogue, magic) vs. AC, 1d4+1 (Str, magic) damage, 1d12+5 crit
(Ranged) +1 Vicious Dagger: +10 (Dex, lvl, prof, rogue, magic) vs. AC, range 5/10, 1d4+5 (Dex, magic) damage, 1d12+9 crit

Senses
Vision: Low-Light
Passive Insight: 13
Passive Perception: 20

Skills
Acrobatics: +10 (+4 Dex, +1 lvl, +5 trained)
Bluff: +9 (+3 Cha, +1 lvl, +5 trained)
Insight: +3 (+2 Wis, +1 lvl)
Nature: +5 (+2 Wis, +1 lvl, +2 elf)
Perception: +10 (+2 Wis, +1 lvl, +5 trained, +2 elf)
Stealth: +10 (+4 Dex, +1 lvl, +5 trained)
Streetwise: +9 (+3 Cha, +1 lvl, +5 trained)
Thievery: +10 (+4 Cha, +1 lvl, +5 trained

Race Features
Speed: 7 squares
Low-light vision
Skill Bonuses: +2 Nature, +2 Perception
Proficiency: longbow, shortbow
Fey Origin
Group Awareness: +1 Perception to non-elf allies within 5 sq.
Wild Step: ignore difficult terrain when shifting
Elven Accuracy (see power)

Class Features
Defense Bonus: +2 Reflex
First Strike: Combat Advantage against enemies that have not yet acted in the encounter
Rogue Tactics - Artful Dodger: +3 (Cha) AC vs. opportunity attacks
Rogue Weapon Talent: +1 to attack with daggers, greater shuriken damage die
Sneak Attack: +2d8 damage (improved by feat) with Combat Advantage, 1/turn

Languages Known: Common, Elven

Feats
1st lvl: Backstabber (d8 sneak attack)
2nd lvl: Press the Advantage (retain Combat Advantage w/ critical hit)

Proficiencies
Armor: Cloth, Leather
Weapon: Dagger, hand crossbow, shuriken, sling, short sword

---------

At-Will Powers:

Deft Strike (lvl 1 attack):
Keywords: Martial, Weapon
Action type: Standard
Range: Melee or Ranged (weapon)
Target: One creature
Attack: +10 (Dex, dagger) vs. AC
Hit: 1d4+5 (Dex, dagger) damage
Special: can move 2 sq. before the attack

Sly Flourish (lvl 1 attack):
Keywords: Martial, Weapon
Action type: Standard
Range: Melee or Ranged (weapon)
Target: one creature
Attack: +10 (Dex, dagger) vs. AC
Hit: 1d4+8 (Dex, Cha, dagger) damage

Encounter Powers:

Elven Accuracy (racial power):
Action type: Free Action
Range: Personal
Effect: Reroll an attack roll, use second roll (even if lower)

King’s Castle (lvl 1 attack):
Keywords: Martial, Weapon
Action type: Standard
Range: Melee or Ranged (weapon)
Target: one creature
Attack: +10 (Dex, dagger) vs. Reflex
Hit: 2d4+5 (Dex, 2x dagger) damage
Effect: switch places with willing adjacent ally

Tumble (lvl 2 utility):
Keywords: Martial
Action type: Move Action
Range: Personal
Effect: shift 3 squares

Daily Powers:

Catstep Boots (item power):
Action type: Free Action
Range: Personal
Effect: gain a +5 power bonus to my next Acrobatics or Athletics check

Easy Target (lvl 1 attack):
Keywords: Martial, Weapon
Action Type: Standard
Range: Melee or Ranged (weapon)
Target: one creature
Attack: +10 (Dex, dagger) vs. AC
Hit: 2d4+5 (Dex, 2x dagger) damage, target is slowed and grants combat advantage to me (save ends both)
Miss: Half damage, target grants combat advantage to me until end of my next turn

---------

Magic Items
Magic Leather Armor +1 (1st level) (worn)
Vicious Dagger +1 (2nd level): +1d12 critical damage (belt)
Catstep Boots (3rd level): half falling damage + land on feet; Daily, Free Action: +5 to one Acrobatics or Athletics check (worn)

Other Equipment:
*Basic clothing (0 gp, 4 lb.) (worn)
*Shortsword (10 gp, 2 lb.) (strapped to my back)
*Longbow (30 gp, 3 lb.) (strapped onto backpack)
*30 arrows (1 gp, 3 lb.) (on quiver strapped onto backpack)
*8 spare daggers (8 gp, 8 lb.) (4 on the belt, 4 inside backpack)
*Standard Adventurer’s Kit, minus rations and rope (9 gp, 13 lb.) (backpack worn with other items inside it)
*Thieves’ Tools (20 gp, 1 lb.) (backpack)
*Climber’s Kit (2 gp, 11 lb.) (backpack)
*Silk Rope (10 gp, 5 lb.) (backpack)
*Everburning Torch (50 gp, 1 lb.) (backpack/held)
*10 days’ Journeybread (50 gp, 1 lb.) (backpack)
*2 potions of healing (100 gp) (belt pouch)
*Very beautiful seashell (5 gp) (worn around neck)

Wealth: 65 gp (belt pouch)

Background Information:
Galtrik left his elven family house at a young age, ostensibly out of wanderlust, but secretly also because he aspired to be like the great elven heroes of old. He eschewed most of Elven tradition as antiquated and pedestrian, as something not really fitting for the great men of the modern times, so he left to live in the bigger towns. There, he grew into a sort of a scoundrel, mingling with the lower and less savory elements of society while still maintaining his ideals of rising to greatness. He’s a carefree fellow, who relies maybe a little too much on his luck and improvisation, and has been drifting from one daring escapade to the next, frequently on the run from such folks as law enforcers, jealous husbands, or those he made fools out of.

EDITED: Corrected dagger attack modifier for class bonus, added picture, minor aesthetic changes
(9/9) Added seashell item that I meant to have all along and forgot about rasberry

[ Edited: 09 September 2008 08:12 AM by Sir Kazum]

Galtrik Yolranet - Lost Islands character

ARE NOT LIGHT AND GROSS BODIES INTRACONVERTIBLE?!

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Posted: 28 August 2008 06:23 PM   [ Ignore ]   [ # 8 ]  
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RankRank
XP:   86
Level 2
Joined  2008-08-08

Character name Sassaroth MoonspinnerSass
Character Class Warlock
Race Tiefling
Alignment unaligned

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Background
Sass is a brilliant man and very well spoken when he wants to be. He knows how to manipulate and bargain his way to what he wants, but has little insight on the ramifications of his actions. Most of the time he mind overtakes his mouth and he comes off as arrogant, rude, and horribly clever. There is no mind ground, either you respect his words as tactless and dry as they are, or you hate him for the same. He knows how to talk, but when push comes to shove all that mental might goes into sneaky, cut-throat combat which has earned him the nickname “Fate keeper” in the more shadowed undergrounds of the cities. Sassaroth tries to hid his abnormally small Tiefling horns under a dark bandanna for fear this trademark birth defect would have people recognize him for the person he was before.

Sassaroth Moonspinner or as everyone knows him as Sass has had a tainted life. Born of mother and father in the darker realms they forged a gate and entered the mortal prime world with their only son. Unfortunately when they emerged they were enslaved by a powerful goblin mage. In time the mother and father passed away and Sass could not recall the faces of his parents, only the leering smile of the goblin named Valash he referred to as “Master”. Master taught him, raised him and eventually forged him into a toll for his armies to invade the civilized lands of human elf and other races. Sassaroth tried to fight his master during his teenage years, but a powerful spell locked his mind from resisting. The wild fey took a liking to the boy and begun to tell him secrets of arcane. The goblin at first was weary of his new friends, but after a successful and horrifically bloody victory by Sass and the armies, he encouraged Sass to continue learning more. This was the downfall of the master. The fey eventually unlocked Sass’s mind and this is what transpired on the fateful night.

The fog rolled thick as death across the night. The moon loomed large in the sky as if a undead god was peering down for more victims. A cloaked man came out of the mist. Dried blood was splashed across his clothes and unkempt hair. He peered into the city lights not far off. It was a battle he would never forget, a tale that he would never speak. For if they knew his past, he would probably be murdered on the spot.

Sassaroth stepped into the light of the night watch as they instantly became alert and on edge. With his fading strength he spoke. ”I come from the woods, and give warning. The city will fall tonight if you are not prepared. Sound the alarms you fools.

He collapsed into the mercy of the guards as the night closed in on him with hungry speed. He awoke not to a cell , that he thought he would be in, but to a plush room in a warm bed heated by coals. A man stood over him towering like a statue. The man spoke. “ You saved the town last night stranger. With your warning we lit the outer wall torches to find a host of goblin at the forest edge. We drove them off and had time to bring in the farmers. Who are you to do this for my city.

It was the mayor and by all accounts his bed. Sassaroth felt a magic that would tell mayor if he lied. He suspected this mayor had some dabbling in the divine or arcana. He recognized a ritual. “ My name is Sassaroth. I escaped the control of my masters of the dark. I slew Valash the goblin minor lord, my master.He looked down almost afraid to answer. I have been a traitor to my kin for many years and I did not want to live as a mind slave for any longer. I have lead countless attacks on these villages.” I honesty he knew he could not lie, but then again fake tears were not lies. What he said was true, but he felt no emotions in his words. He looked away to see a crow nested outside peering at him from a tree. Not a good sign he thought.

The mayor paced for a bit not looking at him. His face was red. He obviously had heard of him and was none to pleased. Finally, after what seemed hours of waiting, when in fact it was minutes the mayor turned back. ”Not every man is born a hero, not every man chooses his fate. Some are given the chance to be heroic. What your were before this night was not. Today you will be, and forever more, I can only hope.” The mayor bent down the Sassaroth. ”Yours will be a heavy toil to bear upon a crooked road. Mark my words warlock, if you betray us to evil again, if will not be under the guise of control, but upon your own soul.

With that said the mayor left the room. Sassaroth left the room in two days. The mayor did not tell the town who he was. He took on a new name of sass. He left the past behind and hoped that his new road would not lead to ruin. He was a hero now, stained and broken but a hero none the less. He really couldn’t care less.

Abilities:
Str: 10 [0/1]
Con: 12 [1/2]
Dex: 10 [0/1]
Int: 18 [4/5]
Wis: 10 [0/1]
Cha: 18 [4/5]

Defenses:
AC: 18
Fort: 13
Ref: 17
Will: 17

Initiative:
1

Speed:
6 squares

Bonuses when Bloodied:
Bonus to being annoying and rude.

Health:

HP:23
Bloodied:11
Healing Surge:7
Healing Surges/day:

Basic Attacks:

melee
Sickle +1 (pact blade) // Light blade // Off-hand // Str vs AC // attack +4 // damage 1d6+1
Ranged
Dagger // 5/10 // Light blade // Off-hand // Dex vs AC // attack + 8 // damage 1d4
Eldritch Blast //10 // arcane implement // Cha vs AC // attack +(5/6*) // damage 1d10+(4/5*)
*pact blade boosts spell

Feats:
Ritual Caster PG 200 PHB & chapter 10 PHB
toughness pg 201 PHB

Skills:
1 Acrobatics
10 Arcana
1 Athletics
12 Bluff
5 Diplomacy
1 Dungeoneering
2 Endurance
1 Heal
5 History
6 Insight
5 Intimidate
1 Nature
1 Perception
5 Religion
3 Stealth
5 Streetwise
6 Thievery

Passive Insight: 16
Passive Perception: 11


Race & Class Features

RACE
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 Stealth
+2 Intelligence, +2 Charisma
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.

CLASS

Eldritch Blast
All warlocks know the eldritch blast at-will power. This power can be used as a basic attack. You gain this power as well as another at-will power as determined by your Eldritch Pact.

Eldritch Pact
You have forged a pact with mysterious entities that grant you your arcane powers. Choose one of the following pacts: fey pact, infernal pact, or star pact. The pact you choose determines the following warlock abilities:
At-Will Spells: Your pact determines one of the at will spells you know.
Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies. The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them.

Fey Pact
You have forged a bargain with ancient, amoral powers of the Feywild. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the faerie realm like wild
gods. They bestow magic that ranges from feral and savage to wondrous and enchanting.
Eyebite: You know the eyebite at-will spell.
Misty Step: You have the Misty Step pact boon.
You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack. When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.

Warlock’s Curse

Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round. A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse.

Equipment
2 Daggers (prof:3) 1d4 5/10 1(2) gp 1 lb. L off hand
pact blade +1 (SICKLE BLEOW) lvl 3 DM item Sickle (PROF:2) 1d6 2 lb. Light blade Off-hand
Leather armor +1 ac =3 DM item
Cloak of Resistance +1 DM item
Ritual book 50 gp 3 lb.
Ritual compoents 100 gp worth
backpack 2 lbs
bedroll 5lbs
flint and steel
belt pouch 1.2 lbs
2 sunrods 2 lbs
trial rations 10 days 10 lbs
50 feet hempen rope 10 lbs
waterskin 4 lbs

At-Will Powers
Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier at 21st level.

Encounter Powers

Infernal Wrath Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Witchfire Warlock (Fey) Attack 1
From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy’s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts.
Encounter ✦ Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier fire damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Fey Pact: The penalty to attack rolls is equal to 2 + your Intelligence modifier.

Daily Power

Armor of Agathys Warlock (Infernal) Attack 1
You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold.
Daily ✦ Arcane, Cold
Standard Action Personal
Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage.

Utility Power

Ethereal Stride
Warlock (Star) Utility 2
You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time.
Encounter ✦ Arcane, Teleportation
Move Action Personal
Effect: You can teleport 3 squares, and you gain a +2 power
bonus to all defenses until the end of your next turn.

Rituals
Comprehend Languages 302 PHB
Tenser’s Floating Disk 50gp 312 PHB
Make Whole 50 pg 309 PHB
Eye of Alarm 100 gp 304 PHB
Endure Elements 304 PHB

[ Edited: 28 August 2008 06:40 PM by Sassaroth]

Prepare the cages, we are expecting guests. Gargamel, The Smurfs
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Sometimes being lazy, you do a lot.

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