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[[4e RoO]] Raiders of Oakhurst: The Characters!
Posted: 03 April 2008 04:09 AM   [ Ignore ]  
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XP:   714
Level 10
Joined  2007-09-24

OK, I will keep track of all your HPs, as well as your 2nd wind.

If you all want to type up your character sheets that would be great, if not that is fine. I find typing up your character sheet (especially since these are pregens) really helps you become familiar with your skills/abilities.

Please do not post anything but a character sheet in this thread.

Corrin:
HP: 27/
HP Healed/surge: 6
Surges day/left: 11/2
2nd wind:

Erais:
HP: 24/5
HP Healed/surge: 6
Surges day/left: 8/4
2nd wind:

Kathra:
HP: 33/18
HP Healed/surge: 8
Surges day/left: 13/6
2nd wind:

Riardon:
HP: 23
HP Healed/surge: 5
Surges day/left: 6/4
2nd wind:

Skamos:
HP: 20/5
HP Healed/surge: 5
Surges day/left: 6/1
2nd wind:

Tiar:
HP: 28/
HP Healed/surge: 7
Surges day/left: 9/7
2nd wind:

[ Edited: 13 May 2008 07:29 AM by Black Plauge]

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 03 April 2008 04:10 AM   [ Ignore ]   [ # 1 ]  
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XP:   714
Level 10
Joined  2007-09-24

Corrin Reedson (BP)

Abilities:
Str: 14 [+2]
Con: 12 [+1]
Dex: 12 [+1]
Int: 9 [-1]
Wis: 16 [+3]
Cha: 16 [+3]

Defenses:
AC: 20
Fort: 13
Ref: 14
Will: 16

Initiative: +1

Speed: 5 squares

Health:
HP: 27
Bloodied: 13
Healing Surge: 6
Healing Surges/day: 11

Basic Attacks:
Short Sword: +5 vs. AC, 1d6+2
Throwing Hammer: +4 vs. AC, 1d6+2, 5 squares normal, 10 squares max

Feats:
Lost in the Crowd (+2 AC when adjacent to two larger enemies)

Skills:
Passive Insight: 18
Passive Perception: 13
Acrobatics: -1
Athletics: -2
Diplomacy: +8
Heal: +8
Insight: +8
Perception: +3
Religion: +4
Stealth: -3

Race & Class Features
Small Size
Bold (+5 to saving throws vs. fear)
Nimble Reaction (+2 AC vs. opportunity attacks)
Languages: Common & Elven
Normal Vision

Equipment
Plate Armor
Heavy Shield
Short Sword
2x Throwing Hammer
Holy Symbol
Backpack
Bedroll
Flint & Steel
Belt Pouch
2x Sunrod
10x Trail Rations
50ft Hemp Rope
Waterskin

At-Will Powers
Bolstering Strike
Weapon, Standard Action, Melee
Target: One creature
Attack: +6 vs. AC (+5 with Throwing Hammer)
Hit: 1d6+3 damage and you gain 3 temporary hit points

Divine Challenge
Minor Action, Close Burst 5
Target: One creature in burst
Effect: You mark the target.  If target creature makes an attack that doesn’t target you it takes a -2 penalty and 8 radiant damage

Holy Strike
Weapon, Standard Action, Melee
Target: One creature
Attack: +5 vs. AC (+4 with Throwing Hammer)
Hit: 1d6+2 radiant damage.  If target is marked, +3 damage.

Lay on Hands
Special: 3/day & 1/round limits
Minor Action, Melee touch
Target: One creature
Effect: Spend healing surge to heal target as if it had spent a healing surge.

Encounter Powers
Channel Divinity: Divine Mettle
Special: All Channel Divinity effects draw from same limit pool
Minor Action, Close Burst 10
Target: One creature in burst
Effect: Target makes a saving throw with +3 bonus

Channel Divinity: Divine Strength
Special: All Channel Divinity effects draw from same limit pool
Minor Action, Personal
Effect: +2 damage on next attack this turn

Second Chance
Immediate Interrupt, Personal
Effect: When attack hits you, force enemy to reroll and use second result.

Shielding Strike
Weapon, Standard Action, Melee
Target: One creature
Attack: +6 vs. AC (+5 with Throwing Hammer)
Hit: 2d6+3 damage
Effect: Until end of next turn, 1 ally within 5 squares gets +3 AC

Daily Power
On Pain of Death
Implement, Standard Action, Ranged 5
Target: One creature
Attack: +3 vs. Will
Hits: 3d8+3 damage, Once per round target takes 1d8 damage after making any attacks on its turn (save ends)
Miss: Half damage, Once per round target takes 1d4 damage after making any attacks on its turn (save ends)

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 03 April 2008 04:10 AM   [ Ignore ]   [ # 2 ]  
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XP:   714
Level 10
Joined  2007-09-24

Erais The Sunlord Andorax
Servant of the almighty Amaunator

Abilities:
Str: 14 [+2]
Con: 12 [+1]
Dex: 10 [0]
Int: 12 [+1]
Wis: 18 [+4]
Cha: 12 [+1]

Defenses:
AC: 16
Fort: 13
Ref: 12
Will: 17

Initiative: +1

Speed: 5 squares

Health:
HP: 24/24
Bloodied: 12
Healing Surge: 6
Healing Surges/day: 8
Action Point: Used

Attack Options:
basic mace: +4 vs. AC, 1d8+2
basic Dagger: +5 vs. AC (+3 thrown), 1d4+2, 5 squares normal, 10 squares max
at-will Lance of Faith: +4 vs. Reflex, 1d8+4 radiant and +2 power to an ally to attack target, ranged 5
at-will Priest’s Shield: +4 vs. AC, 1d8+2 damage and +1 power to self and ally to AC until end of next turn, melee
at-will Sacred Flame: +4 vs. Reflex, 1d6+4 radiant and +2 temp hp or a save to an ally, ranged 5
X encounter Cause Fear: +4 vs. Will, target moves its speed +2 away, avoids difficult terrain, provokes AOO, ranged 10
X encounter Divine Fortune: free, personal, +1 to my next attack or save.
or Power of Amaunator: free, personal, add 1d10 radiant damage to targets of a radiant damaging power.
or Turn Undead: +4 vs. Will, close burst 2, all undead suffer 1d10+4 radiant, pushed back 5 squares, immobilized
until the end of my next turn.  Miss: Half damage, no push nor immobolize.
XO encounter Healing Word: close burst 5, self or 1 ally, target spends a healing surge and gets +1d6+4 extra hps.
O daily Cascade of Light: +4 vs Will, 3d8+4 radiant and vul. 5 vs. my attacks (save ends), ranged 10.  Miss: half dam.

Feats:
Human Perseverance (+1 to saving throws)
Channel Divinity: Power of Amaunator

Skills:
Passive Insight: 19
Passive Perception: 14
Acrobatics: -1
Athletics: +1
Arcana: +6
Heal: +9
History: +6
Insight: +9
Perception: +4
Religion: +6
Stealth: -1

Race & Class Features:
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Ritual Casting
Languages: Common & Dwarven
Normal Vision

Equipment:
Chainmail
Mace
Dagger
Holy Symbol
Backpack
Bedroll
Flint & Steel
Belt Pouch
OO Sunrod
OOOOOOOOOO Trail Rations
50ft Hemp Rope
Waterskin

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 03 April 2008 04:11 AM   [ Ignore ]   [ # 3 ]  
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XP:   714
Level 10
Joined  2007-09-24

Riardon Brightvale Obscure info
Male Eladrin Ranger

Abilities:
Str: 14 [+2]
Con: 11 [+0]
Dex: 18 [+4]
Int: 12 [+1]
Wis: 14 [+2]
Cha: 10 [+0]

Defenses:
AC: 17
Fort: 13
Ref: 15
Will: 13

Initiative: +4

Speed: 6 squares

Health:
HP: 23/23
Bloodied: 11
Healing Surge: 5
Healing Surges/day: 6

Attack Options:
basic Longbow: +6 vs. AC, 1d10+4, 20 sq normal/40 sq max; load free
basic Longsword: +4 vs. AC, 1d8+2, Versatile (+1 damage when 2-handed)

At-Will Careful Attack: Target-one creature, +10 vs. AC, 1d10 damage, standard action, ranged weapon

At-Will Nimble Strike: Target-one creature, +6 vs. AC, 1d10+4 damage, special: shift 1 square before or after you attack, standard action, ranged weapon

Encounter Power Fey Step: Move Action, Personal, Effect: Teleport up to 5 squares

Encounter Power Fox’s Cunning: Immediate Reaction, trigger: an enemy makes an attack against you, attack:shift 1 square, then make a basic attack against that enemy, special: gain +2 attack on your basic attack roll, melee or ranged weapon

Daily Power Split the Tree: standard action, targets: two creatures within 3 squares, attack: +6 vs. AC, Make two attacks rolls, take the better result, and apply it to both targets, hit: 2d10+4 damage, ranged weapon

Feats:
Defensive Mobility (+2 to AC against opportunity attacks)
Lethal Hunter (already added; See Hunter’s Quarry)

Skills:
Passive Insight: 12
Passive Perception: 17
Acrobatics: +9
Athletics: +7
History: +8
Insight: +2
Nature: +7
Perception: +7
Stealth: +9

Race & Class Features:
Eladrin Will (+5 to savings vs. charm)
Fey Origin (considered a fey creature)
Trance (spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of surroundings)
Fey Step (see encounter powers)
Hunter’s Quarry (once per turn as a minor action, designate the nearest enemy your quarry; once per round do +1d8 damage against your quarry; remains active until quarry is defeated, encounter ends, or you switch your quarry; only 1 quarry at a time)
Languages: Common & Elven
Low-Light Vision

Equipment:
Hide Armor
Longbow
Longsword
Quiver filled with arrows
Backpack
Bedroll
Flint & Steel
Belt Pouch
2 Sunrods
10 days Trail Rations
50ft Hemp Rope
Waterskin

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 03 April 2008 04:12 AM   [ Ignore ]   [ # 4 ]  
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XP:   714
Level 10
Joined  2007-09-24

Tira Duskmeadow Eardian

Abilities
Str: 10 [+0]
Con: 16 [+3]
Dex: 11 [+0]
Int: 15 [+2]
Wis: 8 [-1]
Cha: 18 [+4]

Defenses
AC: 15
Fort: 13
Reflex: 13
Will: 15

Initiative: +0

Speed: 6

Health
HP: 28
Bloodied: 14
Healing Surge HP Healed: 7
Healing Surges per day: 9

Feats
Action Surge: +3 to attacks on actions gained from action points

Skills
Passive Insight: 16
Passive Perception: 9
Acrobatics: +0
Athletics: +0
Bluff: +9
Insight: +6
Perception: -1
Stealth: +0
Streetwise: +9
Thievery: +5

Race and Class Features
Group Diplomacy: grant allies within 10 squares +1 racial bonus to Diplo skill checks
Fey Pact: Misty step- when you reduce an enemy under your Warlock’s Curse to 0 HP or fewer, you can teleport 3 squares as a free action
Prime Shot: if none of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target
Shadow Walk: move 3+ squares (away) on your turn, gain concealment until the end of your next turn
Warlock’s Curse: once per turn as a minor action, place a curse on the enemy nearest you; you do +1d6 damage on enemy, lasts until end of encounter or enemy is defeated
Languages: Common, Elven, Goblin
Low-Light Vision

Equipment
Leather armor, 3 daggers, wand, backpack, bedroll, flint & steel, belt pouch, 2 sunrods, 10 days trail rations, 50ft. of hempen rope, waterskin

Spells

At Will
Eldritch Blast
At-Will*Arcane, Implement
Standard Action, Range 10
Target: 1 creature
Attack: +4 vs. Reflex
Hit: 1d10 + 4 damage
Special: Power counts as ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power

Eyebite
At-Will*Arcane, Charm, Implement, Psychic
Standard Action, Range 10
Target: 1 creature
Attack: +4 vs Will
Hit: 1d6+4 psychic damage, and you are invisible to the target until the start of your next turn

Ray of Frost
At-Will*Arcane, Cold, Implement
Standard Action, Ranged 10
Target: 1 creature
Attack: +2 vs. Fort
Hit: 1d6+2 cold damage, and the target is slowed until the end of your next turn

Encounter Power
Witchfire
Encounter*Arcane, Fire, Implement
Standard Action, Range 10
Target: 1 creature
Attack: +4 vs Reflex
Hit: 2d6+4 fire damage, and the target takes a -4 penalty to attack rolls until the end of your next turn

Daily Power
Curse of the Dark Dream
Daily*Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: 1 creature
Attack: +4 vs Will
Hit: 3d8+4 psychic damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends)

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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