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The Obsidian Fortress (4e): Characters thread
Posted: 21 September 2008 06:13 PM   [ Ignore ]  
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XP:   805
Level 11
Joined  2007-09-22

This thread is the characters thread. Do not post anything here other than update your sheet when necessary. I will keep the status updated on this page. If there is a mistake, please inform in the OOC thread.

CURRENT STATUS OF PLAYER CHARACTERS:

NOTE: Status is only for long term ailments and such. During combat, refer to the IC posts.

Mexil, “Nowhere,” Palaios
10th level Tiefling Warlock
HP (77) - Bloodied at 38 - Surges 5(7) - Surge value 19
AP 0, Status: OK
Player: Talae

Varis Swift
10th level Half-Elf Devoted Cleric/Multi-class Wizard
HP 29(76) - Bloodied at 38 - Surges 7(10) - Surge value 18
AP 0, Status: OK
Player: Chad Reynolds

Alexander Fith
10th level Human Wizard
HP 26(46) - Bloodied at 23 - Surges 3(6) - Surge value 11
AP 0, Status: OK
Player: Eardianm

Genova Warangel
10th level Genasis Stormsoul Swordmage
HP 21(82) - Bloodied at 41 - Surges 7(9) - Surge value 20
AP 1, Status: OK
Player: darklink

Numaar Quicksilver
10th level Elven Ranger
HP 30(75), 0 temporary hp - Bloodied at 37 - Surges 2(7) - Surge value 20
AP 0, Status: OK
Player: FrostNumenor

Halgrath Standfast
10th level Dwarven Paladin
HP 90(90) - Bloodied at 45 - Surges 8(13) - Surge value 22
AP 0, Status: OK
Player: andrewk

Character creation related stuff moved to end of this thread...

[ Edited: 04 November 2008 03:47 PM by Rothe]

The Obsidian Fortress: Character Status

My Lost islands PbP character:
Belthan Grayshield

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Posted: 21 September 2008 07:11 PM   [ Ignore ]   [ # 1 ]  
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Joined  2007-09-21

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Mexil, “Nowhere,” Palaios (Multiple Aliases first being the current)
- Tiefling Warlock
- Character level 10
- Region: Aglarond (Fey Portals)

Abilities:
Str: 11 [+0/+5]
Con: 15 [+2/+7]
Dex: 8 [-1/+4]
Int: 18 [+4/+9]
Wis: 10 [+0/+5]
Cha: 20 [+5/+10]

Defenses:
AC: 21
Fort: 20
Ref: 23
Will: 24

Initiative: +6

Speed: 6 squares

Health:
HP: 77
Bloodied: 38
Healing Surge: 19
Healing Surges/day: 8

Basic Attacks:
Pact Blade Dagger +1: +9 vs. AC, 1d4+1 (Crit: 1d6+5)
Pact Blade Dagger +1: +8 vs. AC, 1d4+1 (Crit: 1d6+5), 5 squares normal, 10 squares max

Feats:
Ferocious Rebuke (Infernal Wrath power also pushes target 1 square)
Hellfire Blood (+1 feat bonus to attack and damage rolls with powers with fire or fear keywords)
Quick Draw (+2 Init, draw an object as same action to use it)
Improved Misty Step (Misty Step allows teleport of 2 additional squares)
Sacrifice to Caiphon (When you attack with an encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.)
Toughness (Gain 5 HP per tier)

Skills:
Passive Insight: 20
Passive Perception: 21
Acrobatics: +4
Arcana: +14
Athletics: +5
Bluff: +15
Diplomacy: +10
Dungeoneering: +5
Endurance: +7
Heal: +5
Insight: +10
Perception: +11
Religion: +9
Stealth: +9
Streetwise: +10
Thievery: +4

Race & Class Features
Medium Size
Bloodhunt (+1 racial bonus to attack rolls vs. bloodied foes)
Fire Resistance: 10
Languages: Common, Elven & Choice
Low-Light Vision
Fey Pact (When a Cursed enemy is reduced to 0 hp, can telport 5 squares as a free action)
Prime Shot (+1 bonus to ranged attack rolls against a target closer to me than allies)
Shadow Walk (Gain concealment until end of next turn if move at least 3 squares)
Warlock’s Curse +1d6 damage (Curse the nearest enemy as a minor action until end of encounter or the enemy drops to 0 hp.)

Equipment
Level 9: Bloodcurse Rod +2 av [Crit: +2d6] (Your pact boon triggers when an attack you make with this rod makes a target affected by your Warlock’s Curse bloodied. (It still triggers when you reduce a target to 0 or fewer hit points.))
Level 10: Shared Suffering Leather Armor +2 av (Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage.)
Level 11: Amulet of Protection +3 phb (+3 to Fort, Ref and Will Defenses)

Pact Blade Dagger +1 lvl 5 phb [Crit: +1d6] (This blade functions as a Warlock Implement. When a creature you have cursed with your Warlock’s Curse makes a melee attack against you, deal 1 damage to the creature)
rod of corruption +1 lvl 3 phb [Crit: +1d6] (Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your Warlock’s Curse to each enemy within 5 squares of the original target.)
Bracers of the Perfect Shot lvl 3 phb (When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.)
Wand of Dreadful Word +1 (See Encounter power below)

Potion of Healing x5
Potion of Vitality x1

Backpack
Bedroll
Chalk
Flint & Steel
Soap
Belt Pouch
2x Sunrod
10x Trail Rations
50ft Hemp Rope
Waterskin

55gp

At-Will Powers
Eldritch Blast Level 1
Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Reflex
Hit: 1d10 + 9 damage.
Special: 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 Level 1
Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Will
Hit: 1d6 + 7 psychic damage, and you are invisible to the target until the start of your next turn.

Encounter Powers
Infernal Wrath Level 1 [used this 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 +5 as extra damage and push the target 1 sqaure.

Dreadful Word Warlock Attack 1 (From Wand)
Encounter ✦ Arcane, Fear, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: +12 vs. Will
Hit: 2d8 + 7 psychic damage, and the target takes a –1 penalty to Will defense until the end of your next turn.

Witchfire Level 1 [used this encounter]
Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: +13 vs. Reflex
Hit: 2d6 + 8 fire damage, and the target takes a –6 penalty to attack rolls until the end of your next turn.

Otherwind Stride Level 3 [used this encounter]
Arcane, Implement, Teleportation
Standard Action Close burst 1
Target: Each creature in burst
Attack: +12 vs. Fortitude
Hit: 1d8 + 7 damage, and the target is immobilized until the end of your next turn.
Effect: You teleport 9 squares.

Mire the Mind Level 7 [used this encounter]
Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Will
Hit: 1d10 + 7 psychic damage, and you and all of your allies in range are invisible to the target until the end of your next turn.
Fey Pact: You gain a +4 power bonus to Stealth checks until the end of the encounter.

Daily Power
Dread Star Level 1
Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +13 vs. Will
Hit: 3d6 + 8 radiant damage, and the target is immobilized until the end of your next turn.
Effect: The target takes a –2 penalty to Will defense (save ends)

Hunger of Hadar Level 5 [used today]
Arcane, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of darkness until the end of your next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 necrotic damage.
Sustain Minor: When you sustain the power, you make a secondary attack.
Secondary Target: Each creature within the zone
Secondary Attack: +9 vs. Fortitude
Hit: 1d6 + 4 necrotic damage.

Curse of the Black Frost Level 9
Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Reflex
Hit: 2d8 + 7 cold damage.
Effect: If the target moves for any reason, it takes 1d8 cold damage (save ends). If the target saves, you cannot sustain this power.
Sustain Minor: The target takes 2d8 cold damage.

Utility Powers
Beguiling Tongue Level 2
Encounter ✦ Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.

Dark One’s Own Luck Level 6
Daily ✦ Arcane
Free Action Personal
Trigger: You make a roll you dislike
Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Troublesome Aid of Caiphon Level 10
Encounter ✦ Arcane, Implement
Immediate Interrupt Ranged 10
Trigger: One ally in range grants you the use of a healing surge.
Effect: In addition to the normal number of hit points you regain, you regain a number 19 hit points. However, until the end of the encounter, you die after failing your second, rather than third, death save.

To do:
Mexil, or at least that is what he goes by for the moment, is used to the ridicule and social interaction issues that arise due to his demonic appearance. This is part of the reason that he has gone adventuring. He is not in it for the fame and glory, although that could bring him riches that he wouldn’t mind, he is in it for a different reason all together. He is not under scrutiny with his current allies...and as a bonus he gets to blow stuff up.

His allies, and anyone else for that matter, are unaware of his past other than a couple of names that may or may not be all of his aliases. “Nowhere” is the name that he introduced himself as when meeting the first few of his companions some time ago, but that name was dropped shortly after that first introduction. Palaios is the name that was mentioned once, and only once...seemingly on accident by Mexil when referring to himself in a battle-tale of the past. When questioned about it, Mexil denied ever saying the name at all.

Occasionally Mexil will cover his horns, but that calls for a special occasion (a formal event or some espionage for instance) of some kind, so does not happen often. When in battle, Mexil seems to bounce around with a teleport every few seconds...often “just because he can.” When using his powers, his eyes glow with a not-so-subtle smoky blackness and his hands erupt in blue flames.

[ Edited: 13 October 2008 06:15 AM by Talae]

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

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Posted: 21 September 2008 07:40 PM   [ Ignore ]   [ # 2 ]  
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Level 9
Joined  2008-07-24

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Varis Swift
Level 10 Half-Elf Devoted Cleric/Multi-class Wizard
Paragon Path-Divine Oracle
Deity- Tempus
Alignment- Good
Languages- Common, Elven, Supernal, Chondathan
Height- 5’ 6”
Weight- 145 lbs
Vision- Low Light
Power Source- Divine
Background-
Varis Swift was born and raised in Silverymoon, born to a Human Cleric mother and Elven Wizard father.  His parents taught him all they knew about each of their life paths, but Varis saw more strength in following both.  He becamse a Cleric of Tempus like his mother but also studied in the arcane arts from his father.

Varis is a light-hearted soul, never taking much too seriously except when it comes to battle.  He is trusting of his companions to no end, but only after he is truly sure they are his companions, usually judging someone the first time they meet and keeping to that impression unless something drastic happens to change it. 

Once Varis was old enough to be considered of age, he sought out the secret organization known as the Harpers in an effort to join their ranks.  No one but him knows exactly what happened during these few mysterious years of his life finding and joining the Harpers. 

Tales from Varis and others have hinted to terrible battles against the People of the Black Blood, a clan of lycanthropes, in the eastern regions of Glimmerwood.  It is said that Varis and his party were ambushed on patrol through the woods and most all of his friends were bitten by the terrible creatures.

Varis called to his god Tempus for the strength to save his friends, and Tempus answered bestowing upon him a means to speak directly to the gods, giving him instant knowledge of their language, Supernal.  Leading with battle cries to Tempus in this new language he fought back ferociously with his warhammer and drove the lycanthropes away.  He then gathered up his patrol and led them away out of Glimmerwood.  Using his divine powers he healed their wounds and removed the nasty disease of the lycanthropes from their blood.

Varis does not bring up his deeds as a Harper, but his companions know that he still walks with the secret group.  He has traveled far in his 6 months during the party’s disbandment, joining back up with the Harper’s over that time.  Now he is eager to see his friends and travel with them again, always enjoying their time together with a large grin on his face.

Abilities:
Str: 15 [+2/+7]
Con: 12 [+1/+6]
Dex: 13 [+1/+6]
Int: 13 [+1/+6]
Wis: 18 [+4/+9]
Cha: 17 [+3/+8]

Defenses:
AC: 24 [10+1/2 LVL+Enhancement] (17 When Imposter’s Armor is not in True Form)
Fort: 18 [10+1/2 LVL+Str Mod+Enhancement]
Ref: 17 [10+1/2 LVL+Int Mod+Enhancement]
Will: 22 [10+1/2 LVL+Wis Mod+Enhancement]

Initiative: +10

Speed: 5 (6 when Imposter’s Armor is not in True Form)

Bonuses when Bloodied:
None

Regional Bonus:
Luruar- You can re-roll any History Check, but you must keep the second result, even if it is worse.  You also gain one additional language of your choice.

Health:
HP: 74
Bloodied: 37
Healing Surge: 18
Healing Surges/day: 10

Basic Attacks:
Crusader’s Warhammer of Tempus: +11 vs. AC, 1d10+4 +2d6 on crit (+2d10 against undead)
Magic Missile: +7 vs. Reflex, 2d4+2, 20 Range

Feats:
Channel Divinity: Righteous Rage of Tempus (Must worship Tempus)- Can invoke the power of your deity to use Righteous Rage of Tempus

Arcane Initiate (Int 13)- You gain training in the Arcana Skill.  Choose 1 1st-Level Wizard At-Will power.  Can use it as an Encounter Power.  In addition you can use an orb, a staff or a wand as an implement when using a wizard power or paragon path power.

Weapon Proficiency: Warhammer- You gain proficiency in a single weapon of your choice (Warhammer)

Quick Draw (Dex 13)- You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object.

Toughness- You gain additional 5 hitpoints at each tier of play (+5)

Durable- Increase your number of healing surges by 2

Ritual Caster- You can master and perform rituals of your level or lower.

Skills:
Passive Insight: 26
Passive Perception: 19
Acrobatics (Dex): +5 (+6 When Imposter’s Armor is not in True Form)
Arcana (Int): +11
Athletics (Str): +6 (+7 When Imposter’s Armor is not in True Form)
Bluff (Cha): +8
Diplomacy (Cha): +15
Dungeoneering (Wis): +9
Endurance (Con): +5 (+6 When Imposter’s Armor is not in True Form)
Heal (Wis): +14
History (Int): +6
Insight (Wis): +16
Intimidate (Cha): +8
Nature (Wis): +9
Perception (Wis): +9
Religion (Int): +11
Stealth (Dex): +5 (+6 When Imposter’s Armor is not in True Form)
Streetwise (Cha): +8
Thievery (Dex): +5 (+6 When Imposter’s Armor is not in True Form)

Race
Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante- At 1st level, you choose an at-will power from a class different from yours.  You can use that power as an encounter power

Dual Heritage- You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements

Group Diplomacy- You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Class Features
Armor Proficiencies- Cloth, Leather, Hide, Chainmail
Weapon Proficiencies- Simple Melee, Simple Ranged
Implement- Holy Symbol
Bonus to Defense: +2 Will

Channel Divinity- Once per Encounter you can invoke divine power, filling yourself with the might of your patron deity.  No matter how many powers you know, you can only invoke one such ability per encounter

Healer’s Lore- Your study of healing allows you to make the most of your healing prayers.  When you grant healing with one of your cleric powers that has the Healing keyword, add your Wisdom modifier to the hit points the recipient regains.

Healing Word- Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.

Ritual Casting- You gain the Ritual Caster Feat as a bonus feat.  You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.

Equipment
Magic Items

Cape of the Mountebank (pg 149 AV)
Lvl 5 Neck
+1 Enhancement Bonus to Fortitude, Reflex, and Will
Power (Daily; Teleportation; Immediate Reaction): Use this power when you are hit by an attack.  Teleport 5 squares and gain combat advantage against the attacker until the end of your turn.

Gloves of Storing (pg 134 AV)
Lvl 9 Hands
As a minor action, you can store one unattended item in one of the gloves.  Each glove can hold one item, and each item must weigh no more than 10 pounds.  As a minor action, you can cause an item stored within one glove to materialize in your hand.  Weapons so produced are ready to wield, but items that require an additional action to equip (such as shields) must still be readied.  Items have no weight while within the gloves.

“Wolfsbane”
Crusader’s Warhammer of Tempus (pg 66 AV)
Lvl 9 Weapon; Hammer
+2 Enhancement to attack and damage rolls
Critical: +2d6, or +2d10 vs. Undead
Property: Half the damage dealt with this weapon is radiant damage
Property: You can use this weapon as a holy symbol.  It adds its enhancement bonus to attack rolls and damage rolls when used in this manner.
Power (Daily; Standard Action): Gain one additional use of Channel Divinity for this encounter.

Master’s Wand of Thunderwave (pg 110 AV)
Level 3 Implement; Wand
+1 Enhancement to attack and damage rolls
Critical: +1d8
Property: When you use the thunderwave power, you can make it a close burst 1
Power (Encounter; Arcane; Implement; Thunder; Standard Action) As the wizard’s thunderwave power

Imposter’s Chainmail Armor (pg 46 AV)
Level 11 Armor
+3 Enhancement to AC
Power (At-Will; Polymorph; Minor Action): You can transform this armor into a normal-looking set of clothes.  While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction.  You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance.  You can change the armor back into its true form as a minor action

Bag of Holding
Level 5 Wondrous Item
Property: This bag can hold up to 200 pounds in wight or 20 cubic feet in volume, but it always weighs only 1 pound.  Drawing an item from a bag of holding is a minor action.

Mundane Items
-Bedroll
-Flint and Steel
-Belt, Pouch
-Waterskin
-Rope (Silken, Soft)
-Rations, trail (10 days)
-Tent
-Fine Clothing
-Climber’s Kit
-10 Healing Potions
-739 gp of Ritual Components

Rituals
Gentle Repose
Water Walk
Remove Affliction
Phantom Steed
Cure Disease
Raise Dead

At-Will Powers
Sacred Flame
Cleric Attack 1
At-Will      Divine, Implement, Radiant
Standard Action    Ranged 5
Target: One creature
Attack: +11 vs. Reflex
Hit: 1d6+6, and one ally you can see chooses either to gain temporary hit points (8) or to make a saving throw.

Priest’s Shield
Cleric Attack 1
At-Will      Divine, Weapon
Standard Action    Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 1d10+6, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.

Encounter Powers
Healing Word
Cleric Feature 1
Encounter (Special)      Divine, Healing
Minor Action    Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 2d6 hit points.  Add +4 HP because of Healer’s Lore Class Feature

Magic Missile- Arcane Initiate Feat
Wizard Attack 1
At-Will      Arcane, Force, Implement
Standard Action    Ranged 20
Target: One creature
Attack: +7 vs. Reflex
Hit: 2d4+2
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Thunderwave- Master’s Wand of Thunderwave
Wizard Attack 1
At-Will Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: +7 vs. Fortitude
Hit: 1d6 +2 thunder damage, and you push the target 4 squares.

Holy Strike- Dilletante Race Feature
Paladin Attack 1
At-Will      Divine, Radiant, Weapon
Action    Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 1d10+6 If you marked the target, you gain a bonus to the damage roll (+4)

Healing Strike
Cleric Attack 1
Encounter      Divine, Healing, Radiant, Weapon
Standard Action    Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 2d10+6, 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.  Add +4 HP because of Healer’s Lore Class Feature.

Daunting Light
Cleric Attack 3
Encounter      Divine, Implement, Radiant
Standard Action    Ranged 10
Target: One creature
Attack: +11 vs. Reflex
Hit: 2d10+6
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

Strengthen the Faithful
Cleric Attack 7
Encounter      Divine, Healing, Weapon
Standard Action    Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 2d10+6, and you and each ally adjacent to the target can spend a healing surge. Add +3 to the hit points regained.  Add +4 HP because of Healer’s Lore Class Feature

Channel Divinity Prayers

Divine Fortune
Cleric Feature 1
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.

Turn Undead
Cleric Feature 1
Encounter      Divine, Implement, Radiant
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: +11 vs. Will
Hit: 2d10 +4 radiant damage, and you push the target a number of squares equal to 6. The target is immobilized until the end of your next turn.

Miss: Half damage, and the target is not pushed or immobilized.

Righteous Rage of Tempus (Granted by Channel Divinity Feat taken)
Feat Power
Encounter Divine
Minor Action Personal
Effect:  If the next attack you make with a weapon before the end of your next turn hits the target, it becomes an automatic critical hit.

Daily Power
Guardian of Faith
Cleric Attack 1
Daily      Conjuration, Divine, Implement, Radiant
Standard Action Ranged 5
Effect: You conjure a guardian that occupies 1 square within range. Creatures can move through the space occupied by the guardian. Every round, you can move the guardian 3 squares as a move action. The guardian lasts until the end of the encounter. Any enemy that ends its turn next to the conjured guardian is subject to a+11 vs. Fortitude attack. On a hit, the attack deals 1d8+6

Consecrated Ground
Cleric Attack 5
Daily      Divine, Healing, Radiant, Zone
Standard Action    Close burst 1
Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6+3 radiant damage. You and any allies who are bloodied and start their turns within the zone regain 4 hit points.  Add +4 HP because of the Healer’s Lore Class Feature
Sustain Minor: The zone persists.

Blade Barrier
Cleric Attack 9
Daily      Conjuration, Divine, Implement
Standard Action    Area wall 5 within 10 squares
Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain.

If a creature enters the barrier’s space or starts its turn there, it takes 3d6+6 plus ongoing 5 damage (save ends).
Sustain Minor: The barrier persists.

Utility Powers
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.  Add +4 HP because of the Healer’s Lore Class Feature

Holy Lantern
Cleric Utility 6
At-Will      Conjuration, Divine
Standard Action    Ranged 3
Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time.

Astral Refuge
Cleric Utility 10
Daily      Divine, Healing, Teleportation
Standard Action    Melee touch
Target: One willing ally
Effect: The target is whisked away to a place of safety in the Astral Sea for 3 rounds. While there, the target can spend a healing surge each round but cannot take any other actions. At the end of the effect, the target reappears in the space he or she left or, if the space is not vacant, in the nearest unoccupied space. Add +4 HP to each Surge because of the Healer’s Lore Class Feature

[ Edited: 07 October 2008 12:00 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: 21 September 2008 07:52 PM   [ Ignore ]   [ # 3 ]  
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XP:   174
Level 4
Joined  2008-03-05

Daily and Utility Spells for the day

Sleep
Bibgy’s Icy Grasp
Wall of Fire

Shield
Resistance
Dispel Magic

*********************************************************************

Alexander Fith
- Human Wizard
- Character level 10

Abilities:
Str: 8 [-1/+4]
Con: 10 [+0/+5]
Dex: 14 [+2/+7]
Int: 22 [+6/+11]
Wis: 14 [+2/+7]
Cha: 10 [+0/+5]

Defenses:
AC: 25
Fort: 18
Ref: 24
Will: 22
+2 to Fear keyword saving throws

Initiative: +12

Speed: 6 squares

Health:
HP: 46
Bloodied: 23
Healing Surge: 11
Healing Surges/day: 6

Basic Attacks:
Dagger: +7 vs. AC, 1d4-1
Dagger: +10 vs. AC, 1d4+2 5 squares normal, 10 squares max
Magic Missile: +13 vs. Reflex, 2d4+6, 20 squares

Feats:
Ritual Casting (free)
Armor Prof (leather) (human bonus)
Linguist x 2 (common, primordial, draconic, elven, abyssal, supernal, deep speech, Chondathan)
Expanded Spellbook (pick 3 daily and util spells for spellbook instead of 2)
Improved Init (+4 init)
Stubborn Survivor (+2 bonus to saving throws when I have 0 action points, human only)
Human Perseverance (+1 feat bonus to saving throws, human only)

Skills:
Passive Insight: 24
Passive Perception: 12
Acrobatics: +2
Arcana: +16
Athletics: -1
Bluff: +0
Diplomacy: +10
Dungeoneering: +2
Endurance: +0
Heal: +2
History: +16
Insight: +14
Intimidate: +0
Nature: +12
Perception: +2
Religion: +6
Stealth: +2
Streetwise: +0
Thievery: +2

Race & Class Features
Bonus At-Will Power: You know one extra level 1 at-will power from your class
Bonus Feat: You gain a bonus feat at level 1. Must meet pre-reqs.
Bonus Skill: You gain training in one additional skill from class list.
Human Defense Bonuses: +1 to Fort, Reflex and Will defenses.
Languages: Common & Choice
Medium Size
+2 to any ability score (Int)
+2 to Will save (Wizard)
Cormyr Regional Benefit: +2 bonus to Insight checks, +2 bonus to saves against fear effects

Orb of Imposition (Once per encounter, select one creature that has an on-going effect until saving throw ends. Creature takes penalty to its saving throws against that effect equal to my Wisdom modifier. Alternatively, I can extend the duration of a wizard created at-will spell that would otherwise end at the end of my current turn until the end of my next turn)

Cantrips (Ghost Sound, Light, Mage Hand, Prestidigitation)
Spellbook

Equipment
Dagger x2
Standard Adventurer’s kit (Backpack, Bedroll, Chalk, Flint & Steel, Soap, Belt Pouch, 2x Sunrod, 10x Trail Rations, 50ft Hemp Rope, Waterskin)

Level 11: Ritual Candle (Candle never burns down. Power(daily)-Standard action, light candle before ritual, gain a +2 power bonus to any skill checks made as part of ritual)

Level 8 (AV 95): Orb of Judicious Conjuration {Orb +2 implement} (Critial +1d6 per plus [2d6]; Add enhancement bonus of this implement to Will defense when dispel magic is used against one of my conjuration powers. Power(enc)-Free action, Can sustain a power on my turn that would normally take a minor action to do)

Level 7 (AV 55): Veteran’s Armor {Leather +2} (Property: When I spend an action point, I gain +1 item bonus to all attack rolls and defenses until the end of my next turn. Power(daily)-Free Action. Spend action point, don’t gain extra action, but regain use of one expended daily power)

Level 3 (AV 149): Brooch of No Regret {Neck: +1 enhancement Fort Reflex Will} Power(daily)-Free Action, when an ally within 10 squares fails a saving throw, that ally can reroll that saving throw with a +2 power bonus and must use second result.

Level 4 (AV 139): Casque of Tactics {Head: +1 item bonus to Init checks} Power(daily)-Free action, Swap init check results with a willing ally who I can see

Spellbook (90 pages used)
850 gp of Arcana components
450 gp of Nature components
Orb (plain, backup)
2x Potion of Healing
103 gp

At-Will Powers
Magic Missile Level 1
Arcane, Force, Implement
Standard Action; Ranged 20
Target: One creature
Attack: +13 vs. Reflex
Hit: 2d4 + 8 damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Ray of Frost Level 1
Arcane, Cold, Implement
Standard Action; Ranged 10
Target: One creature
Attack: +13 vs. Fort
Hit: 1d6 + 8 cold damage, and the target is slowed until the start of your next turn.

Thunderwave Level 1
Arcane, Thunder, Implement
Standard Action; Close blast 3
Target: Each creature in blast
Attack: +13 vs. Fort
Hit: 1d6 + 8 thunder damage, and you push the target a number of squares equal to your Wisdom modifier (2).

Encounter Powers
Force Orb Level 1
Arcane, Force, Implement
Standard Action; Range 20
Target: One creature or object
Attack: +13 vs. Reflex
Hit: 2d8 + 8 force damage, make secondary attack.
Secondary Target: Each enemy adjacent to primary target
Secondary Attack: +13 vs Reflex
Hit: 1d10 + 8 force damage

Icy Rays Level 3
Arcane, Cold, Implement
Standard Action; Range 10
Target: 1 or 2 creatures
Attack: +13 vs Reflex, 1 attack per target
Hit: 1d10 + 8 cold damage, and target is immobilized until end of my next turn

Winter’s Wrath Level
Arcane, Cold, Implement
Standard Action; Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 2d8 + 8 cold damage
Effect: A blizzard erupts in the designated area and continues until the end of my next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to my Int modifier (+6). I can end this effect as a minor action.

Daily Power
Sleep Level 1
Arcane, Sleep, Implement
Standard Action; Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +13 vs Will
Hit: The target is slowed (save ends). If the target fails its 1st saving throw against this power, the target becomes unconscious (save ends)
Miss: The target is slowed (save ends)

Acid Arrow Level 1
Arcane, Acid, Implement
Standard Action; Ranged 20
Target: 1 creature
Attack: +13 vs Reflex
Hit: 2d8 + 8 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack
Secondary Target: Each creature adjacent to to primary target.
Secondary Attack: +13 vs Reflex
Hit: 1d8 + 8 acid damage, and ongoing 5 acid damage (save ends)
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), no secondary attack.

Freezing Cloud Level 1
Arcane, Cold, Implement
Standard Action; Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 1d8 + 8 cold damage
Miss: Half damage
Effect: the cloud lasts until the end of my next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. I can dismiss the cloud as a minor action.

Bigby’s Icy Grasp Level 5
Arcane, Cold, Conjuration, Implement
Standard Action; Ranged 20
Effect: I conjure a 5’ tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, I can move the hand up to 6 squares.
Target: 1 creature adjacent to the hand
Attack: +13 vs Reflex
Hit: 2d8 + 8 cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses my Fort or Reflex defense ()
Sustain Minor: A target grabbed by the hand takes 1d8 + 8 cold damage when I sustain this power. As a standard action, I can attack another target with the hand, but it must release a target it has grabbed.

Web Level 5
Arcane, Zone, Implement
Standard Action; Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +13 vs Reflex
Hit: The target is immobilized (save ends)
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. the zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

Stinking Cloud Level 5
Arcane, Zone, Implement, Poison
Standard Action; Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 1d10 + 8 poison damage
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of my next turn. Creatures that enter the zone or start their turns there take 1d10 + 8 poison damage. As a move action, I can move the zone up to 6 squares.
Sustain Minor: the zone persists.

Ice Storm Level 9
Arcane, Cold, Implement, Zone
Standard Action; Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 2d8 + 8 cold damage, and the target is immobilized (save ends)
Miss: Half damage, and the target is slowed (save ends)
Effect: The burst creates a zone of ice. the zone is difficult terrain until the end of the encounter or for 5 minutes.

Lightning Serpent Level 9
Arcane, Poison, Implement, Lightning
Standard Action; Ranged 10
Target: 1 creature
Attack: +13 vs Reflex
Hit: 2d12 + 8 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends)
Miss: Half damage, and the target is slowed (save ends)

Wall of Fire Level 9
Arcane, Fire, Conjuration, Implement
Standard Action; Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of my next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + 8 fire damage. If a creatures moves into the wall’s space or starts its turn there, the creature takes 3d6 + 8 fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. the wall blocks line of sight.
Sustain Minor: The wall persists

Utility Powers
Shield Level 2
Encounter; Arcane, Force
Immediate Interrupt; Personal
Trigger: I’m hit by an attack
Effect: I gain a +4 power bonus to AC and Reflex defense until the end of my next turn.

Expeditious Retreat Level 2
Daily; Arcane
Move Action; Personal
Effect: Shift up to twice my speed

Dispel Magic Level 6
Daily; Arcane
Standard Action; Ranged 10
Trigger: 1 conjuration or zone
Attack: +13 vs Will defense of conjuration/zone creator.
Hit: Conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.

Invisibility Level 6
Daily; Arcane, Illusion
Standard Action; Ranged 5
Trigger: Myself or 1 creature
Effect: The target is invisible until the end of my next turn. If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can sustain the effect

Arcane Gate Level 10
Daily; Arcane, Teleportation
Minor Action; Ranged 20
Target: 2 unoccupied squares
Effect: I create a dimensional rift between 2 target squares that lasts until the end of my next turn. any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. a creature cannot pass through the rift if either square is occupied by another creature.
Sustain Minor: The rift persists.

Resistance Level 10
Daily; Arcane
Minor Action; Ranged 10
Target: Myself or 1 creature
Effect: Against a particular damage type chosen by me, the target gains resistance equal to my level + Int mod (+16) until the end of the encounter or for 5 minutes. Choices: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder

Rituals

Comprehend Language (PHB 302) Level 1
Magic Mouth (PHB 309) Level 1
Secret Page (PHB 311) Level 1
Silence (PHB 312) Level 1
Tenser’s Floating Disk (PHB 312) Level 1
Endure Elements (PHB 304) Level 2
Eye of Alarm (PHB 304) Level 2
Water Walk Level 2
Detect Secret Doors (PHB 303) Level 3
Arcane Lock (PHB 301) Level 4
Enchant Magic Item (PHB 304) Level 4
Knock (PHB 307) Level 4
Travelers’ Feast (PHB 313) Level 4
Hallucinatory Item (PHB 306) Level 5
Magic Circle (PHB 309) Level 5
Disenchant Magic Item (PHB 304) Level 6
Phantom Steed (PHB 310) Level 6
Wizard’s Sight (PHB 315) Level 8

Transfer Enchantment (AV 199) Level 4

Dark Light (FR 143) Level 4
Arcane Mark (FR 142) Level 1
Amanuensis (FR 142) Level 1
Trailblaze (FR 147) Level 10

Background

Born in 1359 DR, Alexander had a fairly normal upbringing in the city of Arabel in northern Cormyr. He was an only child, as his mother was laid barren after his birth. Early on in childhood he showed a strong intelligence and desire to learn which was nurtured by his parents. At age 10 he was sent off to a smallish wizard school in the city. Alexander quickly excelled at the school, and was always near the top of his class. Never one interested in combat, Alexander managed to participate in only one duel during his undergrad years. Using an array of defensive spells, Alexander “won” the battle by outlasting his opponent who had exhausted all his spells. The performance impressed his teachers, but they were unable to convince him into the field again. He rather spend his time pouring over books and learning new languages.

Upon graduation, Alexander was one of the few students to ever be offered a teaching position directly out of school. Most were asked to spend some time on their own in the world before being offered a position. Alexander happily accepted. While he did enjoy intense studying, a definite perk of the position, he also appreciated the people element that the school offered, and was reasonably well liked by his students and peers.

Eventually, however, his lack of real world experience caught up to him. He had reached the glass ceiling at the school within a couple years. Without real experience, and still at a young age, he would be unable to climb higher professionally at the school, nor be accepted into a similar position elsewhere in the city. A fellow teacher and good friend at the school, Talus Heartgrove, mentioned he had received open notice for a search and discover crew that was tasked with investigating a portal that appeared in the dalelands, close to the ruins of Myth Drannor. After a good deal of debating, Alexander was won over by Talus’s persuasive points. This single trip could be the ticket to his further teaching career.
*****

Life in Abeir, and the associated adventuring, was slow to grow on Alexander. The trip had grown longer than he initially planned, but he knew the longer he stayed now, the less chance he would have to go out into the field again. Much of his focus continued on protective magic, saving members of the company multiple times in combat. He also found a touch of elemental affinity while in Abeir, bounding with some of the Genasi and discovering a liking of cold based spells. By the end of the 6 month tour, he had grown quite fond of discovering new powers, giving equal time to his studies and adventuring with the company.
*****

After the initial shock of returning to a Toril 100 years in the future faded away, Alexander went right to work studying the new ways of magic in the realms. His study time was spent learning about a new borderline obsession of his, the rituals processes that had sprung up to replace the old magic. After quickly absorbing what he could in the smaller towns of the dales, he headed out into the field, convert spells as best he could, trying to understand the new system of magic that had befallen the world. He was thankful to have avoided the plague of insanity that had surely stricken his school, and was positive he was able to learn the new way quicker having avoided it.

The 6 months had flown by. Wishing he had more time to learn about the new world, but eager to get back to his friends, Alexander set off for Shadowdale, a new purpose in mind. No longer was a professional career in the cards. The only way to truly learn and discover all he could about the new rituals was to be out in the world. A smile crossed his face as he passed into Shadowdale. He hoped his friend Talus had survived the great change, so he could thank him face to face for the path he had unknowingly unveiled.

Alexander stands 6’1”. He is of lean build, with no noticeable scars or tattoos. He has blue eyes and blond hair cropped close to his head.

[ Edited: 30 September 2008 03:36 AM by Eardianm]

OF - Alexander Fith

Profile
 
 
Posted: 21 September 2008 09:18 PM   [ Ignore ]   [ # 4 ]  
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XP:   254
Level 6
Joined  2008-06-27

Genova Warangel
Genasis Stormsoul
Assault Swordmage
Level 10

Abilities:
Str: 16 [+3/+8]
Con: 13 [+1/6]
Dex: 13 [+1/+6]
Int: 21 [+5/10]
Wis: 10 [0/+5]
Cha: 10 [0/+5]

Defenses:
AC: 25
Fort: 19/18(second number is when i am in Windsoul Manifestation)
Ref: 20
Will: 17

Initiative: +6

Speed: 6

Health:
HP: 82
Bloodied: 41
Healing Surge: 20
Healing Surges/day: 9

Basic Attacks:
Lightning Fullblade +2: Int vs AC, +15 attack, 1d12+10 on crit +1d12+2d6
(+3 Lightning or cold dmg on basic attack due to Aegis)

Feats:
Weapon profiency: Fullblade
Weapon Focus: Heavy Blade(+1 dmg with that weapon group)
Elemental Assault (FR PHB p. 133)(+3 Lightning(Stormsoul) or Cold(Windsoul) dmg on basic attack allowed by Aegis of Assault)
Intelligent Blademaster (FR PHB p. 134) (replace Str by Int for all basic melee attack)
Extra Manifestation : Windsoul (FR PHB p.133)
Fast Manifestation

Fast Manifestation [Genasi]
Prerequisites: Genasi, Extra Manifestation
Benefit: Once per day you can change your elemental manifestation as a minor action. If you have already used an encounter power associated with your elemental manifestation, you can still use the encounter power associated with your newly changed elemental manifestation. Dragon Magazine 367 p. 8-9

Skills:
Passive Insight: 18
Passive Perception: 13
Arcana: 15
Athletics: 13
Endurance: 13
Insight: 5
History: 15
Nature 7
Perception: 5

Race & Class Features
Ability Scores: +2 str, +2 int
Size: Medium
Vision: Normal
Skill bonuses: +2 Endurance, +2 Nature
Elemental Origin
Elemental Manifestation: Stormsoul, Windsoul
Stormsoul
+1 racial bonus to fort
Resist lightning 7(Akanûl bonus counted in)
Promise of Storm

Winsoul
Resist cold 7(Akanûl bonus counted in)
Windwalker

Akanûl Regional Benefit
You gain resist 2 cold, resist 2 fire, and resist 2 thunder (or your existing resistance to these damage types increases by 2).
Swordbond
Aegis of Assault
Swordmage Warding
Simple melee/ranged
Military light/heavy blade
Armor: Cloth and leather
Bonus defence: +2 Will
Implement : Light/Heavy Blade

Equipment

Bloodcut Leather Armor +2
Lvl 9 +2 4,200 gp
Enhancement: AC
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.

Lightning Fullblade +2
Lvl 10 +2 5,000 gp
Enhancement: Attack rolls and damage rolls
Critical: +1d6 lightning damage per plus
Power (At-Will ✦ Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily ✦ Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Bracer of Mighty Striking
Lvl 2 520 gp
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

Gauntlet of Ogre Power
Item Slot: Hands 1,000 gp
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.

Solitaire(Citrine)
This irregular yellow crystal channels healing power to you in battle.
Wondrous Item 9,000 gp
Power (Encounter * Healing): Free Action. Use this power when you score a critical hit on your turn. You spend a healing surge.
Special: You cannot use more than one solitaire in an encounter.
Adventurer’s Vault page 177

Standard adventurer kit
Climber kit
Tent
Everburning Torch
Alchemist Book (all the recipe in AV)
-Alchemist’s Acid(70g)(p. 23-24) --> 0 in stock
-Alchemist’s Fire(70g)(p. 24) --> 0 in stock
-Alchemist’s Frost(70g)(p. 24-25) --> 0 in stock
-Blastpatch(120g)(p. 25-26) --> 0 in stock
-Blinding Bomb(120g)(p. 26) --> 3 in stock
-Lockburst Chalk(160g)(p. 29) --> 3 in stock
-Slow-Step Oil(120g)(p. 29) --> 2 in stock
-Thunderstone(200g)(p. 30-31) --> 2 in stock

Alchemist’s Fire Level 1+
When shattered, this flask fills an area with alchemical flame.
Lvl 6 75 gp
Alchemical Item
Power (Consumable ✦ Fire): Standard Action. Make an attack: Area burst 1 within 10; +9 vs. Reflex; on a hit, deal 2d6 fire damage; on miss, deal half damage.

Alchemist’s Frost Level 1+
This ceramic flask explodes in an icy haze when it hits, crippling
its target with numbing cold.
Lvl 6 75 gp
Alchemical Item
Power (Consumable ✦ Cold): Standard Action. Make an attack: Ranged 5/10; +9 vs. Reflex; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not slowed.

Blastpatch Level 4+
These granular crystals explode when they are stepped upon.
Lvl 9 160 gp
Alchemical Item
Power (Consumable ✦ Cold, Fire, or Lightning): Standard Action.
You apply blastpatch to an adjacent unoccupied square. When a creature moves into that square, the blastpatch makes an attack against the creature as an immediate reaction: +12 vs. Reflex; on a hit, the target takes damage and suffers effects depending on the blastpatch:
Firepatch—2d8 fire damage, and the target is immobilized until the beginning of its next turn.
Icepatch—1d8 cold damage, and the target is immobilized until the end of its next turn.
Shockpatch—1d8 lightning damage, the target is immobilized until the beginning of its next turn, and the target grants combat advantage until the end of its next turn.
Blastpatch can be detected with a DC 20 Perception check. A creature that flies or jumps over the square does not trigger the blastpatch.

Blinding Bomb Level 3+
When thrown, this fist-sized ceramic sphere explodes in a blinding flash.
Lvl 8 125 gp
Alchemical Item
Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +11 vs. Fortitude; on a hit, the target treats all nonadjacent creatures as having concealment until the end of your next turn. Creatures that do not rely on sight to detect other creatures are immune to this effect.

Lockbust Chalk Level 4+
When fitted within a keyhole, this thin stick of gray chalk can force open the most complicated locks.
Lvl 9 160 gp
Alchemical Item
Power (Consumable): Standard Action. Make a Thievery check on an adjacent locked object or a locked object you are holding, gaining a +9 bonus to the check instead of your normal check modifiers. A successful check destroys the lock; a failed check does not damage it.

Slow-Step Oil Level 3+
A weapon coated with this white oil has the power to slow the movement of a foe.
Lvl 8 125 gp
Alchemical Item
Power (Consumable): Standard Action. Apply slow-step oil to your weapon or one piece of ammunition. Make a secondary attack against the next creature you hit with the coated weapon or ammunition: +11 vs. Fortitude; on a hit, the target is slowed (save ends).

Thunderstone Level 5+
On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back.
Lvl 10 200 gp
Alchemical Item
Power (Consumable ✦ Thunder): Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).

At-Will Powers
Aegis of Assault
Arcane, Teleportation, Minor Action, Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can’t use this immediate reaction.

Greenflame Blade
Arcane, Fire, Weapon, Standart Action, Melee Weapon
Target: One Creature
Attack: +15 vs AC
Hit: 1d12 +8 fire damage and you deal 3 fire damage to all adjacent to the target.
Increase damage to 2[W]+ Int at 21st level.
FR PHB page 27

Lightning Lure
Arcane, Implement, Lightning, Standart Action, Ranged 3
Target: One creature
Attack: +12 vs Fort
Hit: 1d6 +7 Lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Increase damage to 2d6 + 7 at 21st level
Special: If you cannot pull the target to an adjacent square, this power fail and deals no damage.
FR PHB page 27

Encounter Powers
Promise of Storm [Racial]
Lightning, Thunder
Minor Action, Personal
Effect: Until the end of your next turn, you deal an extra 1d8 damage with any lightning or thunder power you use.
At 11th level, increase your extra damage to 2d8
At 21st level, increase your extra damage to 3d8
FR PHB page 10

*Windwalker [Racial]
Encounter
Move Action, Personal
Effect: Fly 8 squares. If you don’t end your move on solid ground, you float to the ground without taking falling damage.
FR PHB page 11

Flame Cyclone [Swordmage Attack 1]
Arcane, Fire, Implement, Standard Action, Close blast 3
Target: Each creature in blast
Attack: +12 vs. Reflex
Hit: 1d8 +10 fire damage.
FR PHB page 27

Blastback Swipe [Swordmage Attack 3]
Arcane, Thunder, Weapon, Standard Action, Melee weapon
Target: One creature
Attack: +15 vs. Fortitude
Hit: 1d12 +8 thunder damage, and you push the target 2 squares.
Special: When charging, you can use this power in place of a melee basic attack.
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack.
FR PHB page 28

*Spikes of Agony [Swordmage Attack 7]
Arcane, Force, Weapon, Standard Action, Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 2d12 +11 force damage. If the target moves before the end of its next turn, it takes force damage equal to 8.
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack.
FR PHB page 30

Daily Power
Burning Blade [Swordmage Attack 1]
Arcane, Fire, Weapon, Standard Action, Melee Weapon
Attack: +15 vs AC
Hit: 2d12 +11 fire damage.
Effect: Until the end of the encounter, your melee attacks deal 3 extra fire damage.
FR PHB page 28

Lingering Lightning [Swordmage Attack 5]
Arcane, Implement, Lightning, Standard Action, Ranged 5
Target: One, two, or three creatures
Attack: +12 vs. Reflex, one attack per target
Hit: 1d12 +7 damage, and ongoing 5 lightning damage (save ends).
Miss: Half damage, and no ongoing damage.
FR PHB page 29

Be Gone [Swordmage Attack 9]
Arcane, Reliable, Teleportation, Weapon, Standard Action, Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 2d12 +11 damage, and you teleport the target 5 squares.
FR PHB page 30

Utility Power
*Dimensional Warp [Swordmage Utility 2]
Encounter ✦ Arcane, Teleportation, Minor Action, Close burst 3
Targets: You and one ally in burst or two allies in burst
Effect: Each target teleports into the other’s space. Both targets must occupy the same size space, or the power fails.
FR PHB page 28

Dimensional Warding [Swordmage Utility 6]
Daily ✦ Arcane, Stance, Zone, Minor Action, Close burst 2
Effect: The burst creates a zone that lasts as long as the stance persists. Enemies within the zone cannot teleport. Enemies outside the zone cannot teleport into it.
Special: The zone remains centered on you, even if you move.
FR PHB page 29

Dimensional Dodge [Swordmage Utility 10]
Daily ✦ Arcane, Teleportation, Immediate Interrupt, Personal
Trigger: An enemy within 20 squares of you hits you with a ranged attack.
Effect: You teleport adjacent to the enemy.
FR PHB page 30

[ Edited: 05 November 2008 07:50 AM by darklink]
Profile
 
 
Posted: 21 September 2008 09:26 PM   [ Ignore ]   [ # 5 ]  
RankRankRankRankRankRankRank
XP:   399
Level 7
Joined  2007-10-02

reaper_det01.jpg

Name: Numaar Quicksilver
Race:  Elf Class(level): Ranger(10)

Abilities(modifier/modifier+1/2level): Str:18(4/9) Con:13(1/6) Dex:18(4/9) Int:10(0/5) Wis:16(3/8) Cha:8(-1/4)

Senses:  Vision: Low-Light Passive Insight: 18 Passive Perception: 25

Skills(*trained): Acrobatics +9, Arcana +5, Athletics* +14, Bluff +4, Diplomacy +4, Dungeoneering +8, Endurance +6, Heal* +13, History +5, Insight +8, Intimidate +4, Nature* +15, Perception* +15, Religion* +10, Stealth* +14, Streetwise +4, Thievery +9

Basic Attacks:
Wrath: +13(2enhancement+2prof+4str+5lvl), 1d10+6, Brutal 2/Versatile
Mocnar: +13(2enhancement+2prof+4str+5lvl), 1d10+6, Brutal2/Versatile
Longbow: +11(2prof+4dex+5lvl), 1d10+4, 20/40, Load Free

Bonuses to attacks:
+1 to range atks if closest ally to target(Prime Shot),

Bonuses while bloodied:

HP: 75 Bloodied: 37 Healing Surge Value: 18 Healing Surges/day: 7

Initiative: 12( 5level+2feat+4dex+1Regional) Speed: 7

Defenses:
AC: 25(10+5lvl+4dex+3armor+1shield+2enhancement)
Fort: 22(10+5lvl+4str+1class+2enhancement)
Reflex: 23(10+5lvl+4dex+1class+1shield+2enhancement)
Will: 20(10+5lvl+3wis+2enhancement)

Feats:
Toughness (Class)
Lethal Hunter (Hunters Quarry dice increased to d8s)
Two Weapon Defense(+1 shield AC and Ref when wielding 2 weapons)
Quickdraw(draw a weapon as part of the action to use/attack with, +2 init)
Weapon Proficiency(Craghammer)
Initiate of the Faith(Cleric Multiclass Feat, Trained Religion, Healing Word 1/day)
Ritual Caster

Equipment:
Opportunistic Craghammer “Wrath” lvl 9 +2: 4220gp 6lb (AV pg 73 & pg 9)
Lightning Craghammer “Mocnar” lvl10 +2: 5020gp 6lb (Phb pg 235 & AV pg 9)
Armor of Exploits Lvl 3 +1 Hide: 710gp 25lb (AV pg 41 & phb 214)
Collar of Recovery Lvl 9 +2: 4200gp (AV pg 151)
Bag of Holding Lvl 5: 1000gp (PHB pg 253)
Longbow: 30gp 3lb (phb 219)
Ritual Book: 50gp
Standard Adventurer’s Kit 31lb 13gp
Arrows (60)
Potion of Healing lvl5 x10 500gp
Ritual Components 500gp worth
Gold: 1625gp Weight 7lb

Languages: Common, Elven

Proficiencies: Cloth, Leather, Hide, Simple Melee & Ranged, Military Melee & Ranged, Craghammer(feat)

Racial Features:
+2Dex, +2Wis; Fey; Spd 7sq; Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks; Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares); +2Nature, +2perception; Elven Accuracy(Encounter Power)

Regional:
DALELANDS REGIONAL BENEFIT
You can reroll any Nature check, but you must keep the second result, even if it is worse. You also gain a +1 bonus on initiative checks

Class Features:
Hunter’s Quarry: Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.  Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.  If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.  You can designate one enemy as your quarry at a time +1d8dmg(feat); 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. ; Two-Blade 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. (Make sure to designate on your character sheet which weapon is main and which is offhand.) In addition, you gain Toughness as a bonus feat

Rituals(page count, cost, page and book found):4580gp total 75pgs
Tensar’s Floating Disk 1pg, 10gp(component), 50gp(market)
Silence 1pg, 10gp(component), 50gp(market)
Animal Messenger 1pg, 10gp(component), 50gp(market)
Gentle Repose 1pg, 10gp(component), 50g(market)
Endure Elements 2pg, 20gp(component), 100gp(market)
Eye of Alarm 2pg, 25gp(component), 100gp(market)
Water Walk 2pg, 20gp(component), 100gp(market)
Knock 4pg, 35gp+HS(component), 175gp(market)
Hand of Fate 4pg, 70gp(component), 175gp(market)
Traveler’s Feast 4pg, 35gp(component), 175gp(market)
Brew Potion 5pg, Special(component), 75gp(market)
Commune with Nature 6pg, 140gp(component), 360gp(market)
Cure Diseases 6pg, 150gp(component), 360gp(market)
Phantom Steed 6pg, 70gp(component), 360gp(market)
Sending 6pg, 50gp(component), 360gp(market)
Linked Portal 8pg, 135gp(component), 680gp(market)
Raise Dead 8pg, 500gp(component), 680gp(market)
Water Breathing 8pg, 135gp(component), 680gp(market)

Powers:
At-will:
Hit and Run Ranger Attack 1
Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13(Strength) vs. AC
Hit: 1[1d10] + 6 damage, Brutal 2(reroll 2s and 1s)
Increase damage to 2[W] + Strength modifier 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 Strike Ranger Attack 1
If the first attack doesn’t kill it, the second one might.
At-Will * Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: +13(Strength) vs. AC (melee; main weapon and off-hand weapon) or +11(Dexterity) vs. AC (ranged), two attacks
Hit: 1[1d10] +2 dmg per attack, Brutal 2, Melee; or 1[1d10] dmg per attack ranged.
Increase damage to 2[W] at 21st level

Encounter:
Elven Accuracy Elf racial power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower

Evasive Strike Ranger Attack 1 - Used
You confound enemies by weaving through the battlefield unscathed as you make your attacks.
Encounter * Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1+wis mod(4) either before or after the attack.
Attack: +13(Strength) vs. AC (melee) or +11(Dexterity) vs. AC (ranged)
Hit: 2[1d10] + 6 damage (melee) Brutal 2 or 2[1d10] + 4 damage (ranged).

Cut and Run Ranger Attack 3 - used
You attack twice while maneuvering yourself into the most advantageous position possible.
Encounter * Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: +13(Strength) vs. AC (melee; main weapon and off-hand weapon) or +11(Dexterity) vs. AC (ranged), two attacks
Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier(4).
Hit: 1[1d10] + 6 damage (melee) Brutal 2 or 1[1d10] + 4 (ranged) per attack

Sweeping Whirlwind Ranger Attack 7
You slash and stab at surrounding foes with unbound fury, knocking them off balance with thrusts and leg sweeps.
Encounter * Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst
Attack: +13(Strength) vs. AC
Hit: 1[1d10] + 6 damage, and you push the target a number of squares equal to your Wisdom modifier(3) and it is knocked prone.

Daily:
Healing Word Cleric Feature - Used
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Daily * Divine, Healing
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 2d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level

Hunter’s Bear Trap Ranger Attack 1
A well-placed shot to the leg leaves your enemy hobbled and bleeding.
Daily * Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: +13(Strength) vs. AC (melee) or +11(Dexterity) vs. AC (ranged)
Hit: 2[1d10] + 6 damage (melee) Brutal 2 or 2[1d10] + 4 damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.

Two-Wolf Pounce Ranger Attack 5 - Used
You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary.
Daily * Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Special: You can shift 2 squares before making this attack.
Primary Target: One creature
Attack: +13(Strength) vs. AC, two attacks (main weapon and offhand weapon)
Hit: 2[1d10] + 6 dmg (main weapon) Brutal 2 Lightning and 1[1d10] + 6 damage (off-hand weapon) Brutal 2.
Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: +13(Strength) vs. AC (off-hand weapon)
Hit: 2[1d10] + 6 damage (off-hand weapon) Brutal 2.

Attacks on the Run Ranger Attack 9
Without breaking stride, you make two attacks against a single foe or two different targets.
Daily * Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One or two creatures
Attack: You can move your speed. At any point during your move, you can make two +13(Strength) vs. AC attacks with a melee weapon or two +11(Dexterity) vs. AC attacks with a ranged weapon.
Hit: 3[1d10] + 6 damage (melee) Brutal 2 or 3[1d10] + 4 dmg (ranged) per attack.
Miss: Half damage per attack.

Utility:
Unbalancing Parry Ranger Utility 2
You deftly block your enemy’s strike and turn his momentum against him, causing him to stumble to the side.
Encounter * Martial, Weapon
Immediate Reaction Melee 1
Trigger: An enemy misses you with a melee attack
Effect: Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn

Weave through the Fray Ranger Utility 6
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.
Encounter * Martial
Immediate Interrupt Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift a number of squares equal to your Wisdom modifier(3)

Expeditious Stride Ranger Utility 10
Like a gazelle, you startle allies and enemies alike with your sudden swiftness.
Encounter * Martial
Minor Action Personal
Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.

Weapons: Mainhand Wrath, Offhand Mocnar used
Mocnar - Lightning weapon +2
Critical: +1d6 lightning damage per plus
Power (At-Will ✦ Lightning): Free Action. All damage dealt
by this weapon is lightning damage. Another free action
returns the damage to normal.
Power (Daily ✦ Lightning): Free Action. Use this power when
you hit with the weapon. The target and each enemy within
2 squares of the target take 1d6 lightning damage.
Level 15 or 20: 2d6 lightning damage.
Level 25 or 30: 3d6 lightning damage.

Wrath - Opportunistic weapon +2
Critical: +1d6 damage per plus, or +1d12 damage per plus
with opportunity attacks.
Power (Daily): Immediate Reaction. Use this power when
an enemy provokes an opportunity attack. Make an additional
opportunity attack against the provoking creature.

Collar of Recovery +2
Property: Gain extra hit points equal to this item’s
enhancement bonus when you spend a healing surge to
regain hit points.

Personality:
Usually a happy person, but is sometimes rough around the edges.  Generally a wanderer that enjoys the company of like minded individuals till they get tired of his terse comments.  Honors loyalty, truth and a good strong sword arm.

Description:
Not a typical elf.  He towers above most elves standing at 6’6”.  He also tips the scales at 260lb.  He is a very lean elf and his muscular nature shows.  He wears a dyed black, elephant hide suit of armor.  There are dull silver markings traced about it in various areas.  On his back is a Bag.  Inside the bag is a bow and quiver holding 60 arrows, a thin leather bound book, a Standard adventurers kit minus the backpack, and a few pouches.  Two large hammers are on his back criss crossed.

Background:
Grew up in Forest of Tethyr.  Mother was a cleric of Corellon, Father was a druid.  Sister is a druid, two brothers 1 is a cleric of Corellon and the other is a paladin of Corellon.  They are all dead now though I suppose, probably lost in the plague or whatever this thing is. 

Before he left with his friends, he had studied to be a cleric and follow his mother and brothers into service of Corellon.  All he has now is the spells left over from his mother’s scrolls and brother’s books. 

He left home with his father and sister to help deal with some orc intrusions into the forests.  After insuring that the orcs would not return, Numaar went off to study more.  On his way to a different elven village in the woods that housed a great temple to Corellon, he found an old human and middle aged elf female.  They taught him the ways of the woods expanding on what his father and sister had laid down for him during those months of fighting orcs.  Liking this lifestyle, he returned home to inform his mother and father of his wishes.  He promised his mother he would keep to his studies whenever he found himself near a city or someone he could learn from. 

Taking this advice after a few adventures in the big world, Numaar ran into two twin dwarves.  They each carried a hammer and feuded all the time, but they taught Numaar how to fight with the hammers.  Numaar went through a portal with these two trusting they knew the reason why. 

Of course they lost one brother in the first couple months.  The other brother lasted longer but never recovered.  When the time came to journey back through the portal he decided to stay.  He sent his weapon and his brothers weapon back with Numaar to always allow him to remember his time with the brothers.  These two weapons are Numaar’s greatest possession.

[ Edited: 10 October 2008 12:50 PM by FrostNumenor]

LI - Nicric

OT - Numaar

SP -

Profile
 
 
Posted: 22 September 2008 06:33 AM   [ Ignore ]   [ # 6 ]  
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RankRankRank
XP:   107
Level 3
Joined  2008-01-23

Halgrath Standfast

Halgrath Standfast (Ignore the ax and replace it with a quarterstaff)

Abilities:
Str: 13 {+1/+6}
Con: 16 {+3/+8}
Dex: 8 {-1/+4}
Int: 10 {0/+5}
Wis: 18 {+4/9}
Cha: 18 {+4/+9}

Defenses:
AC: 26 (+3 Imposters Plate,+5 half level)
Fort: 20 (+3 con, +1 Healers Brooch +1 Paladin, +5 half level)
Ref: 17 (+1 Paladin,+1 Healers Broach +5 half level)
Will: 21 (+4 cha,+1 Healers Broach +1 Paladin, +5 half level)

Initiative: +4

Speed: 5 squares (+2 on a charge or run)

Bonuses when Bloodied:
none

Racial Bonus
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.

In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Health:
HP: 90
Bloodied: 45
Healing Surge value: 22
Healing Surges/day: 13

Feats:
Toughness (5 hit points each tier)
Fast Runner (+2 speed when charge or run)
Healing Hands (Cha bonus to lay on hands)
Weapon Focus (staffs) (+1 damage to chosen weapon group)
Powerful Charge (+2 to hit and bull rushes when charging)
Skill Focus Healing (+3 to heal checks)

Skills:
Passive Insight: 19
Passive Perception: 19
Acrobatics: +4
Arcana: +5
Athletics: +6
Bluff: +8
Diplomacy (trained): +14
Dungeoneering (Regional Benefit): +13
Endurance: +10
Heal (Trained. Skill Focus): +17
History (Trained): +10
Insight: +9
Intimidate: +9
Nature: +9
Perception: +9
Religion: +5
Stealth: +4
Streetwise: +9
Thievery: +4

Languages: Common, Dwarf, Deep Speech (Regional Benefit)

Items
Standard Adventureres Kit (PHB 222)
Backpack
Bedroll
Flint and Steel
Pouch, Belt
Sunrods (2)
Waterskin
Rope, silk (50 feet)

Potions
Potion of Regeneration X 3 (AV 188)
Lvl 9
Price: 160
Power (Consumable X Healing): Minor Action.  Drink this potion and spend a healing sure.  You do nt gain hit points as normal.  Instead, gain regeneration 5 until the end of the encounter.  If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn.

Elixer of Speed X 1 (Av
Level 11
Price: 350
Power(Consumable): Minor Action.  Drink the elixir and gain a +2 power bonus to your speed for 1 hour.
Special: Counts as a magic item daily power.
Attained: In Shadowdale by Weasley.

Potion of Clarity X 2 (AV 188)
Lvl 10
Price: 200
Power (Consumable): Minor Action.  Drink this potion and spend a healing surge.  You do not regain hit points as normal.  Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +2 bonus on the reroll.  You must use the result of the reroll.

Potion of Healing X 4 (PHB 255)
Level: 5
Price: 50 gp
Potion
Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Battle Standard of Healing (AV 180)
Level: 3
Price: 680 (+175 for creation)
Power (Encounter X Healing, Zone):  Standard action.  When you plant the battles standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5.  Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground.  Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.

Everlasting Provisions (PHB 254)
Level: 5
Price: 1000 gp
Wondrous Item
Property: After an extended rest, you open the basket, creating enough food and water to feed six Medium or Small creatures (or one Large creature) for 24 hours.

Lv 4: +1 Healers Broach (AV 152)
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: When You use a power that enables you or an ally to regain hit points, add the brooch’s enhancement bonus to the hit points gained.

Lv 9: +2 Symbol of Victory (PHB 238)
Implement (Holy Symbol)
Enhancement: Attack Rolls and Damage Rolls.
Critical: +1d8 damage per plus.
Property (Daily): Free Action.  You can use this power when you or an ally within 5 squares of you scores a critical hit.  The character gains an action point.

Lv 10: +2 Righteous Quarter Staff
Weapon: Any melee
Enhancement; Attack rolls and damage rolls
Critical: +1dg damage per plus, or +1d8 damage per plus against evil creatures.
Power (Daily) Free Action.  Use this power when you hit with the weapon.  The target is dazed until the end of your next turn.  If the target is evil or chaotic evil, the target is instead dazed (save ends).

Lv 11: +3 Imposter’s Plate (AV P46)
Armor:Chain, Scale, Plate
Enhancement: AC
Power (At Will/Polymorph) Minor action.  You can transform this armor into a normal-looking set of cloths.  While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction.  You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance.  You can change this armor back into its true form as a minor action.

1100 gp left.

Attacks:
Basic Melee: +2 Righteous Quarterstaff +8 VS AC Hit: 1D8+4 damage

Class Features
CHANNEL DIVINITY

Encounter Divine
Minor ActionClose burst 10Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Prerequisite: Channel Divinity, Paladin

Encounter Divine
Minor ActionPersonal Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Prerequisite: Channel Divinity, Paladin

DIVINE CHALLENGE
At-Will Divine, Radiant
Action Close burst 5
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. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.

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
At-Will Divine, Healing
Action Melee touch
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), 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.

Powers
At Will

Enfeebling Strike
At-Will Divine, Weapon
Action Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 1D8 + 7 modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.

Bolster Strike
At-Will Divine, Weapon
Action Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 1D8 + 7 modifier damage, and you gain 4 temporary hit points.

Encounter

Shielding Smite
Encounter Divine, Weapon
Action Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 2D8+7 Damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains +4 power bonus to AC.

Righteous Smite
Encounter Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +13 vs. AC
Hit: 2D8+7 damage, and you and each ally within 5 squares of you gain 9 temporary hit points.

Benign Transposition
Encounter Divine, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One ally within 4 squares.
Effect: You and the target swap places. If an enemy is now within your melee reach, you can make a secondary attack against it.
Secondary Target: One enemy
Secondary Attack: +13 vs. AC
Hit: 2D8 + 7 damage.

Daily
Radiant Delirium
Daily Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +11 vs. Reflex
Hit: 3d8 + 6 modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.

Hallowed Circle
Daily Divine, Implement, Zone
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +11 vs. Reflex
Hit: 2d6 + 6 modifier damage.
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.

One Stands Alone
Daily Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +11 vs. Will
Hit: 2d8 + 6 modifier radiant damage.
Effect: The targets are weakened (save ends).
Special: You cannot use this power if any allies are within 5 squares of you.

Utility
Astral Speech
Daily Divine
Action Personal
Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.

Wrath of the Gods
Daily Divine
Action Close burst 1
Targets: You and each ally in burst
Effect: The targets add your 4 to damage rolls until the end of the encounter.

Cleansing Spirit
Encounter Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw with a +2 bonus.

As for backstory:

Halgrath was born the oldest son in the Thunder Peak Mountains and their fore taught to be the fighter but this was not meant to be.  His charming appeal and warm full spirit made it hard for him to ever come down on anyone, even if he truly belived he did something wrong.  When Halgrath refused to take up the family hammer and shield to protect his tribe his father cast him out and told him to never return.

Halgrath left to roam the area around him.  Early in his travels he found a man on the side of the road bleeding from a battle wound.  Quickly he used his healing arts, helping the man recover.  As soon as the man woke up from his wounds Halgrath was told that the man ran to help his family against a group of slavers.  The two ran to help the family and came in just as the slavers were attacking.  The injured man fought bravely for his family’s freedom but Halgrath had no weapon and no way to defend himself.  As he watched the horror of the battle and the slavers assured victory he cried out in pain and fell to the ground.  His hand grabbed a pitch fork.  Instincts took over and he charged the group of slavers.  In his charge the fork broke off leaving him with only a staff as his weapon but still he fought, his spirit no longer warm but burning to defend those in pain.

The slavers were defeated by Halgrath and the farmer and his family was all alive.  They tried to give him thanks and a small amount of money they had but he refused, knowing they would live happily was all he needed.

Halgrath traveled for a long time, helping those he could with his healing and learning to control his wild spirit.  He became quite skilled with the quarterstaff, a weapon he thought charming, not as clumsy or as ugly as a hammer which he never wished to learn to use.

As life went on Halgrath ventured far and wide giving those in need help and found a group of adventurers who were investigating a portal.  Thinking he could help he joined the group.  On the other side he did as he could to help those around and met the powerful Dragonboarn and Genasi who he instantly liked.  Halgrath was happy to keep relationships with those he had found, finding that they reminded him of home and what he had left behind.  Feelings of abandonment started to bother Halgrath and he decided to be one of the first to go back through the portals, but promised he would be back with ale and food strait from his own cave.

When he returned and realized time had passed 100 years he was horrified of what could have happened to his family.  The group promised to meet in Shadowdale in 6 months which allowed Halgrath to leave and go find his family.  He realized time had taken its toll on the world, but not so badly as his own home.  Goblins and orcs had become bold and were living very close to his mountain and no sound of joy came from around him as we got closer.  That was when he felt something was wrong in the pit of his stomach.  As he got closer into the great hall and saw no lights nor smelt no food he knew something was wrong and then saw it; the dracolich Aurglorasa.  Holgrath got away just in time but he felt that it did not mean anything anymore, his family and clan were all gone.

Holgrath wondered around the area of the Thundering Peak, freeing slaves that the orcs and goblins had taken, but it did not help his grief.  One man he saved said he knew something of the dwarves that lived in the mountains and brought him to a small town close bye.  There he gave Halgrath a suit of armor that was meant for the oldest son of his clan, but it was badly rusted and damaged.  Also a necklace of fortune worn by his father.

Six months have passed and now Halgrath goes to find the new family he had left, this time not allowing anything bad to happen to them.  When getting the armor repaired he asked if there was any way to make it lighter or not be so “scary”.  The wizard knew just the spell and made it so that the armor looked like Halgrath normal traveling ware unless he chose to make it look like his father’s armor.  Halgrath believes it is his fault that they are gone and vows to one day return and take back Thunder Peak for a new tribe.

Even though Halgrath is upset with what happened he believes to help all those around him to be happy.  He never wants to waste life so he tries to smile and make others smile as often as he can with jokes and pranks.
He understands he has two -eft feat and makes fun of himself all the time because of it.  He loves to dance even though he can’t.
Even though I’ve taken Paladin Class Halgrath dose not believe in any real religion, just the idea of helping people.  He never saw much merit in the Dwarves faiths and that was yet another reason his father came to dislike him.  However, the amulet warn by his father was blessed in a chapel of Torm.  As soon as Halgrath picked it up Torm was impressed with the Dwarfs power and valor, and chose to empower him.  Halgrath does not know hit but the Gods know his destiny and it is to be great.

[ Edited: 30 September 2008 07:19 PM by andrewk]

Halgrath Standfast