Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Level 2 Human Initiative +7; Senses Perception +6 HP 29; Bloodied 14; Healing Surge 7; Surges Per Day 7 AC 18(20 vs. OA); Fort 13, Ref 18, Will 14 Speed 6 Action Points 1 ----------------------------------------------------------------- Racial Features: Bonus At Will: You know one extra at will power from your class Bonus Feat: You gain a bonus feat at first level Bonus Skill: You are trained in one extra class skill Human Defense Bonus: You gain a +1 racial bonus to Fort, Ref, and Will Defenses
Class Features: First Strike: At the start of an encounter you have combat advantage against any creatures that have not yet acted in the encounter Artful Dodger: You gain a +2(Cha Modifier) bonus to AC against Opportunity Attacks Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls. Sneak Attack: when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group deal +2d6 damage
----------------------------------------------------------------- Powers: At Will: Piercing Strike Dex vs. Reflex - Melee Hit- 1[W] +4[Dex]+1[
Sly Flourish Dex vs. AC Hit 1[W] +4[Dex] +2[Cha]
Deft Strike Dex vs. AC - Melee Hit 1[W] +4[Dex] Effect Move 2 squares before making an attack
Encounter: Dazing Strike Dex vs. AC Melee Hit 1[W] + 4[Dex], target is dazed until end of your next turn
Tumble Effect As a move action you may shift 3 squares
Daily: Inspiring Word Close Burst 5 Effect: You or 1 Ally may spend a healing Surge and regain an additional 1d6 Hit points
Blinding Barrage Dex vs. AC Area Close Blast 3 Hit 2[W] +4[Dex], target is blinded until the end of your next turn Miss Half damage, target is not blinded
Last edited by Shalimar; 24th August 2008 at 04:19 AM..
Arden is a 26-years-old, little short of 6-foot tall man. He is an arcanist, and a scholar. He comes from a family whose tradition occupation is arcane magic, but bears no arrogant attitude because of this, for he hasn't shown a magical talent as great as that of his predecessors till now. He is, though, a passionate student of the intricacies of his art, and has actually decided to travel as an adventurer to fulfill his thirst for knowledge and discover unknown rituals and ancient relics. He is quite healty for his occupation, though not particularly strong or agile, but he is firs and foremost a sharp, attentive individual. He has a lean physique and mid-long brown hair held by a short pony-tail. He wears simple functional clothes, at least when he isn't in his family's mansion. Arden worships Ioun as god of knowledge, but he isn't a fervent believer, he regards the god as a personification of his ideal in life. He is "unaligned" but will do good when possible and not in contrast with his goals. He isn't particularly a social man, but is cooperative when needed and actually in search for companions to aid him in his quest for knowledge.
Will:
Thunderwave- close blast 3 vs for 1d6+int thunder +push squares=wis
Illusory ambush- ranged 10 vs will 1d6+int psychic+ -2 to attack rolls
Scorching burst- burst 1 in 10 vs ref 1d6+int fire
encounter:
icy terrain- burst 1 in 10 vs ref 1d6+int cold+ knock prone+ difficult terrain
Shield- personal immediate interrupt +4 AC and Ref when hit by attack till end next turn
daily:
sleep- area burst 2 within 20 vs will slowed,failed save=unconscious, miss slowed(save ends)
Come join us in the Shifting Seas and Transitive Isles of Living 4th Edition, amazing adventures and great fun guaranteed!
Then to play community 4e in Eberron join us in LEB too! Give life to your characters and contribute to the living settings!
Please excuse my poor English. It is not my first language.
Last edited by Atanatotatos; 24th August 2008 at 04:08 PM..
Aelek Wolfheart
Male Tiefling Warlord 2
Alignement: Unlaigned
Patron: Kord
Initiative +3 [Base: 1]; Senses Perception 10, Insight 10
HP 29; Bloodied 14; Healing Surge 7; Surges Per Day 8
AC 18; Fort 16, Ref 14, Will 17
Speed 5 [Base: 6]
Action Points 1
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Racial Features:
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: +1 racial bonus to attack roll vs. bloodied foes
Fire Resistance: You have Resist Fire 6 [5 + 1/2 lvl]
Class Features:
Combat Leader: You and allies within 10 squares and can see and hear you gain +2 power bonus to initiative.
Inspiring Presence: Allies spending an action point to take extra action regain 5 [level/2 + Cha] lost hit points
Armor:
Chainmail (+6 AC, 40 lbs.)
Light Shield (+1 AC and Refl, 6lbs)
Weapon:
Long Sword +7 (1d8+3, 4 lbs., Heavy Blade, Versatile)
Throwing Hammer +6 (1d8+3, 2 lbs., Hammer, Off-Hand, Heavy Thrown)
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Str 16 (+3) Dex 10 (+0) Con 12 (+1)
Int 14 (+2) Wis 8 (-1) Cha 18 (+4)
Languages Common, Goblin
Feats:
Student of the Sword: Trained in Streetwise and gain +1 to one attack that mark opponent.
Inspired Recovery: Allies spending an action point to take extra action roll a saving throw as a free action, adding 4[Cha] to the roll.
----------------------------------------------------------------- Powers: At-Will: Furious Smash - Warlord Attack 1
Standard Action - Martial, Weapon - Melee Weapon
One creature - Str vs. Fortitude
Hit: 3[Str] and one ally adjacent to you or the target gain +4[Cha] to hit and damage against that foe on his next attack.
Viper's Strike - Warlord Attack 1
Stadard Action - Martial, Weapon - Melee Weapon
One creature Str vs. AC - Melee
Hit: 1[W] +3[Str] and if the target shift before the start of your next turn, it provokes an AoO from an ally of your choice.
Encounter: Inspiring Word - Warlord Feature
Minor Action - Martial, Healing - Close Burst 5
You or one ally in burst
Effect: Target can spend an healing surge and gain an extra 1d6 hit point
Special: Can be used twice per encounter
Infernal's Wrath - Tiefling Feature
Minor Action - N/A - N/A
One Creature - N/A
Effect: Gain +1 to attack roll and +4 [Cha] to damage against a foe that hit you since your last round.
Student of the Sword - Figther Multiclass Feature 1
Free Action - Martial, Weapon - One-handed Melee Weapon
N/A - N/A
Effect: +1 to attack roll on the next attack made. The opponent is marked, wether the attack hit or miss.
Hammer and Anvil Warlord 1
Standard Action - Martial, Weapon - Melee Weapon
One creature - Str vs. Reflex Melee
Hit: 1[W] + 3[Str], One adjacent ally gain as a free action a basic attack with +4[Cha] to his damage
Daily: Bastion of Defence Warlord 1
Standard Action - Martial, Weapon - Melee Weapon
One creature - Str vs. AC
Hit: 3[W] +3[Str] and allies within 5 squares of you gain +1 power bonus to all defences until the end of the encounter
Effect: Allies within 5 squares of you gain 9 [5+Cha] Temporary hit points
Cloak of Resitance Magical Item
Minor Action
Self
Effect: Gain resist 5 to all damage until the start of your next turn
Utility: Shake it Off - Warlord 2
Minor Action - Martial - Ranged 10
You or one ally
Effect: Target makes a saving throw, adding 4[Cha] to the roll.
__________________ Living ENWorld di Senzio's Magical Shop, the best place to buy and sell magical items in Orussus
Mal Malenkirk, human fighter,lvl 2
STR : 18
DEX : 13
CON : 14
WIS : 14
INT : 10
CHA : 8
HP : 40 Bloodied 20
Initiative : +2
AC : 18 (20 with shield)
Fortitude : 18
Ref : 13 (15 with shield)
Will : 14
Perception : 13
Insight : 13
Healing Surge : 11 (heal 10hp)
Class Features
Combat Challenge : Marks enemies on attack until end of next turn (-2 to AC if they attack someone else). If marked enemy shifts or attack someone else, Mal can make an immediate interrupt action (Not same as an AoO).
Combat Superiority : Adds WIS bonus to opportunity attack, if AoO was caused by movement, the target stops moving (Can move again if he has actions left).
Hellish Rebuke (fire)(range 10)
+6 vs reflex. 1d6+5 (fire). 1d6+5(fire) if I take damage before the end of my next turn
Dire Radiance (fear, radiant)(range 10)
+6 vs fortitude. 1d6+5 (radiant). If the target moves nearer to you on its next turn, it takes an extra 1d6+5 damage.
Human Perseverance: +1 to saving throws
Action Surge: +3 hit after using an action point
Sacrifice to Caiphon: Sacrifice powerLV HP to recover an attack encounter power that missed all target(s)
Backpack (2lb)
BedRoll (5lb)
Flint and Steel
Belt Puch (.5lb)
Trail Rations (10) (10lb)
Rope, Hempen (50ft) (10lb)
Sun Rods (2) (2lb)
Waterskin (4lb)
59gold.
49lb / 100lb
Description:
Description
Angel is a tall, attractive young woman with long flowing black hair and deep blue eyes. Her unusual pale skin suggests she spends more time indoor than outdoor, or simply avoids the sun. She doesnt smile much and is generaly pretty shy and will avoid social confrontation unless necessary. Her usual attire consists of tight dark leather pants with high boots decorated with belts and buckles. She wears a finely crafted leather armor, designed like a corset. Most often than not, she wears a hooded cloak on top of she armor. Her eyes can be seen shinning with fiery magic when she fires her infernal powers...
Backstory:
Backstory
Angel was raised within one of the too many wicked cult of Orcus. She grew up seeing many horrors a child should never see. In her late teenage years, her father, one of the leader of the cult, saw her potential and wanted to prepare her to take over his role when he dies. He had her successfully perform a ritual to make a pact with a demon. Angel did not wait much longer and used her newfound powers to escape the cult and start her life over. For the past 2 years, Angel been traveling, hiding and always on the move hoping that the cult of orcus never find her again.
Last update:
+5 hp.
+1 attack , skills, defences & initiative.
New feat: Sacrifice of Caiphon
Utility Power: Ethereal Stride
Retraining: Eyebite -> Dire Radiance
Ragnar Baerwulf Player: WD
Human Barbarian XP ? Level 2 Initiative +2 Senses Normal Vision Passive Insight 13; Passive Perception 18 HP 40; Bloodied 20; Surge Value 10; Surges Per-Day 10 AC 18; Fortitude 18; Reflex 13; Will 14
Saving Throw Bonus: -
Resist: - Speed 5 Alignment Unaligned Languages Common, Primordial
Str 18 Dex 13 Wis 14 Con 14 Int 10 Cha 08
Basic Attack:
Greataxe: +8 ; 1d12+5
Racial Abilities
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feats prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Class Features
Feral Might (Rageblood Vigor): Swift Charge Power; Gain 2 THP when getting enemy to 0 HP.
Rage
Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.
All Powers are vs AC
At-Will Powers Howling Strike (+8 / 1d12+1d6+5)
- When charging, you can use this power in place of a melee basic attack. If you are raging, you do not provoke opportunity attacks for moving during the charge.
Pressing Strike
Recuperating Strike
Scale Armor (45), Standard adventurers pack (15), 4 javelins (20), clothes.
2 healing Potions (100), 20 gp
Picture
Background:
Ragnar was born on the fringes of the civilized lands. While his rough upbringing left him socially inept, his strong arms, great constitution, keen eyes and closeness to nature make him a valuable part of any adventuring group.
Ragnar was part of an Ice Barbarian tribe. But after the old chiefs death his older brother or his brothers gretest rival, Grimgrod Boartusk should duell for the new leader position. His brother died in the ring of honor, but Ragnar suspected tereachery in Boartusks victory. Unable to challenge the new chief without a legend of his own, Ragnar left the tribe to seek honor and glory, to one day return and take leadership of his tribe.
__________________
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