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.
Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creationwikiforum]
I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
Kawabata Yasunari - The Master of Go
Gerold the Black: 17th level human fighter – unaligned, pit fighter (pirate)
Hp 15+14+10+(6x16) =135; # Surges 11, Healing Surge: 33 hp
Speed 6; Intiative +11 (roll twice); Perceptions: -1
AC:35 Fort: 30 Ref:27 Will:25
Str 16+4 (20) Con 12+2(14) , Dex 16+1(17) Int 11+1(12) Wis 8+1(9) Chr 11+3(14)
Feats: sure climber, skill training (acrobatics), quickdraw, weapon focus heavy blade, human perseverance, powerful charge, toughness
Paragon feats: bloodlust, armor focus (scale), evasion, danger sense
Skills: Athletics 20, Intimidate 15, Endurance 15 , Streetwise 15, Acrobatics 18
Combat challenge
Combat superiority
Fighter weapon talent 1-handed
Armor Optimization: +1 AC
Extra Damage Action Point: +8 damage with standard attacks (1round)
Dirty Fighting +1 damage with any weapon
At Will:
Base attack: +19 (1d8+11 & +2 vs blooded)
Cleave +19 vs. AC; 1d8+11 damage and adjacent enemy takes 5 damage;
Tide of Iron: +19 vs. AC; 1d8+11 damage and push 1; effect: can shift into vacated square
Sure Strike: +21 vs ac; 1d8+6 dmg
Encounter:
ut 6 Unbreakable (interrupt) Reduce damage by 8
7 Come and Get it (standard) Close Burst 3; enemies in burst must shift 2 to adjacent, then Close Burst 1; +19 vs. AC; 1d8+11 damage
13 Storm of Blows +19 vs AC; 1d8+14 After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.
17 Warriors challenge +19 vs AC 3d8+11 push 2; all enemies within 2 squares marked until end of next turn.
PF11 All Bets Are Off +19 vs AC 2d8+11 secondary attack +16 vs ac; 1d6+5 target dazed until end of next turn.
Daily
Ut 2 Boundless Endurance (Minor, stance) Gain Regeneration 7 while bloodied
5 Crack the Shell: +19 vs. AC; 2d8+11 damage, ongoing 5 damage and -2 AC (save ends both); Reliable
9 Shift the Battlefield: Close Burst 1; +19 vs. AC; 2d8+11 damage and slide 1; miss: half damage
ut 10 Stalwart Guard (minor) close burst 1 allies get +2 shield bonus ac & reflex till end of encounter.
15 Dragons Fangs : make 2 attacks: +19 vs AC 3d8+11; miss 1/2 damage.
ut 16 Iron Warrior (minor) spend healing surge 2d6+3+33 hp, save vs. one ongoing effect.
PF 12 Deadly Payback (immediate reaction) on taking damage in melee; +2 attack and damage vs that enemy till end of next turn.
Gerold is a balding older man with a hawk-like nose and stern demenor.
He has spent much of his life on boats, exploring new lands and mysterious islands, or raiding other ships as a pirate. His eyesight and hearing are poor, but his well muscled frame is stronger than ever. He has an overfondness for drink, but avoids it completely while adventuring.
__________________ Game Quote:
"Shut up! a giant blue smurf eats your character...zzzz"
(sometimes its important to stop gaming and sleep)
"You all are the worst emissaries, ever!" the silver dragon declares, shaking with rage.
"Its a game, a game, I'm only playing. " E. Wiggen My PbP games , Roll Dice
Last edited by Evilhalfling; 24th June 2008 at 12:45 AM..
Reason: Switching weapon to Scimitar.
Feats: Expanded Spellbook Hellfire Blood (+1 to attack and damage with fire or fear spells) Spell Focus (-2 to all saves vs. your spell effects) Improved Initiative Raging Storm (+2 to damage with lightning or thunder powers) Ferocious Rebuke (push target of Ferocious Rebuke 2 square) Inescapable Force Force effects deal full damage to insubstantial creatures, +1d10. Solid Sound (gain +2 to Fort, Ref or Will after using thunder or force power, until end of next turn) Evasion (Missed by area or close attack vs. AC or Ref, take no miss damage) Arcane Reach (Close attacks can originate 2 squares away.)
Languages:
Common, Draconic
Class and Racial abilities: Bloodhunt: +1 to attack rolls vs. bloodied enemies Fire Resistance 13 Infernal Wrath Orb of Imposition: Once per encounter creature takes -3 penalty on saving throw, or extend duration of an at-will effect one extra turn Cantrips Ritual Casting Spellbook Arcane Riposte Make an Opp Att with hand, +11 vs. AC, 1d8+7 fire damage Battle Mage Action When you spend an action point to get an extra action, get +4 attack bonus until start of next turn Battle Edge When you first become bloodied in an encounter, use an at-will power as an immediate reaction
Magic Missile (At-Will, Standard, Implement, Force, Ranged 20)
+18 vs. Reflex, 2d4+14 force damage. This counts as a ranged basic attack.
Scorching Burst (At-Will, Standard, Implement, Fire, Burst 1 within 10 squares)
+19 vs. Reflex, 1d6+11 damage
Infernal Wrath (Racial Encounter, Minor, Personal)
You gain +1 power bonus to next attack roll vs. an enemy that hit you since your last turn. If it hits, deal +2 damage.
Spectral Ram (Encounter 7, Standard, Implement, Force, Ranged 10)
+18 vs. Fort, 2d10+10 force damage, target is pushed 4 squares, knocked prone.
Forceful Retort (Paragon Encounter 11, Implement, Force, close burst 1)
+18 vs. Fort, 3d8+10 force damage, push the target 2 square, knocked prone
Thunderlance (Encounter 13, Standard, Implement, Thunder, Close Blast 5)
+18 vs. Reflex, 4d6+12 damage, push the target 5 squares.
Combust (Encounter17, Standard, Implement, Fire, Burst 2 within 20 squares)
+19 vs. Reflex, 5d6+11 fire damage
Fireball (Daily 5, Standard Implement, Fire, burst 3 within 20 squares)
+19 vs. Reflex, 3d6+11 damage, Miss: Half damage
Web (Daily 5, Standard, Implement, Zone, burst 2 within 20 squares)
+18 vs. Reflex, immobilized (save ends). Effect: web fills the area until the end of the encounter, it’s considered difficult terrain. Any creature that ends its move in the web is immobilized.
Stinking Cloud (Daily 5, Standard, Implement, Poison, Zone, burst 2 within 20 squares)
+18 vs. Fort, 1d10+10 Poison. Effect: zone of poisonous vapor until end of next turn, creatures that enter or start their turns in it take 1d10+10 damage. Can move zone up to 6 squares.
Wall of Fire (Daily 9, Standard, Conjuration, Implement, Fire, Wall 8 within 10 squares)
any creature adjacent to the wall takes 1d6+11 fire damage, any creature that moves into the wall or starts its turn there takes 3d6+11 fire damage, moving into the wall costs 3 squares of movement. Sustain Minor (Persist)
Mordenkainen’s Sword (Daily 9, Standard, Conjuration, Implement, Force, Ranged 10)
+18 vs. Reflex, 1d10+10 force damage, Lasts until end of next turn (Sustain Minor, attacking each turn)
Lightning Serpent (Daily 9, Standard, Implement, Lightning, Poison, Ranged 10)
+18 vs. Reflex, 2d12+12 lightning damage, target takes ongoing 5 poison and is slowed (save ends both)
Wall of Ice (Daily 15, Standard, Conjuration, Implement, Cold, Wall 12 within 10 squares)
Any creature that starts its turn adjacent to the wall takes 2d6+10 cold damage. No creature can enter a square containing the wall.
Prismatic Beams (Daily 15, Standard, Implement, Fire, Poison, Close Burst 5)
+19 vs. Fort, Ref and Will. Make one attack per target, apply the result to all three defenses. Saving throws are separate. Fort: 2d6+10 poison damage, ongoing 5 poison. Ref: 2d6+11 fire damage, ongoing 5 fire. Will: Dazed.
Blast of Cold (Daily 15, standard, Implement, Cold, Close blast 5)
+18 vs. Reflex, 6d6+10 cold damage, target is immobilized (save ends), Miss: half damage and target is slowed (save ends)
Expeditious Retreat (Utility 2, Move, Personal)
Shift up to 12 squares
Shield (Utility 2, Immediate Interrupt, Force, Personal)
Trigger: You are hit by attack.
Effect: You gain +4 AC and Reflex until the end of your next turn.
Feather Fall (Utility 2, Free, Ranged 10)
Trigger: You or one creature in range falls
Target takes no damage from the fall, and does not fall prone at the end of the fall
Dispel Magic (Utility 6, Standard, Ranged 10)
+18 vs. Will of the creator of a conjuration or zone
Hit: conjuration or zone is destroyed. All effects end, including those that normally require saves.
Invisibility (Utility 6, Standard, Illusion, Ranged 5)
You or one creature are invisible until the end of your next turn, or until you attack. Sustain Standard, if target within range
Dimension Door (Utility 6, Move, Teleportation, Personal)
Teleport 10 squares
Arcane Gate (Utility 10, Minor, Teleportation, Range 20)
You create a dimensional rift between two squares that lasts until the end of your next turn. Any creature moving into one of those squares can move to the other as if it were adjacent. Sustain Minor
Mirror Image (Utility 10, Minor, Illusion, Personal)
Three duplicate images of yourself appear. You gain a +6 bonus to AC. Each time an attack misses you, one of your duplicates disappears and the bonus to AC diminishes by 2.
Blur (Utility 10, Minor, Illusion, Personal)
Until end of encounter, gain +2 bonus to all defenses, and enemies 5 or more squares away can’t see you.
Arcane Rejuvenation (Utility 12, Immediate Interrupt, Healing, Personal)
Trigger: You are reduced to 0 Hit Points or fewer
Effect: You regain 23 hit points
Fly (Utility 16, Standard, Personal)
You gain a fly speed of 8 until the end of your next turn. Sustain Minor (until end of encounter)
Greater Invisibility (Utility 16, Standard, Illusion, Ranged 20)
You or one creature are invisible until the end of your next turn, or until you attack. Sustain Minor
Stoneskin (Utility 16, Standard, Touch)
You or one ally gain resist 10 all damage until the end of the encounter.
Equipment:
Spoiler:
+2 Frost Dagger (8th Level, 3,400 gp) Power (At-Will, Free Action) All damage is cold damage. Another minor action returns it to normal. Power (Daily, Free Action) Target takes an extra 1d8 cold damage and is slowed until the end of your next turn.
Orb of drastic resolutions +4 (18th level) crit: +4d6, Power(daily, free action): when an enemy within 10 squares drops to 0 hp, immobilize or weaken a different enemy within 10 squares. Save ends.
Cloak of Resistance +4 (17th level) Power (daily, minor action) gain resist 10 to all damage until end of next turn.
+4 Feyweave Armor (16th level)
Bracers of the Perfect Shot (13th level, 17,000 gp) When you hit with a ranged basic attack, you gain a +4 item bonus to damage.
Gauntlets of the Ram (8th level, 3,400 gp) Add 1 square to the distance of any push effect you create.
Ironskin Belt (5th Level, 1,000 gp) Power (Daily, Minor Action) Gain resist 5 to all weapon damage until the end of your next turn.
Wavestrider Boots (4th Level, 840 gp) If you start your turn on solid ground, you can move across liquid surfaces as if they were solid. If you end your movement on a liquid, you fall in. Power: (Daily, Minor Action) You can move across liquid surfaces as if they were normal terrain until the end of the encounter.
2 Potions of Vitality (15th Level, 1,000 gp each) Spend a healing surge, regain 25 hp and make a saving throw against an ongoing effect.
Handy Haversack (10th Level, 5,000 gp) This backpack can hold up to 1,000 pounds in weight or 100 cubic feet, but it always weighs 1 pound. Drawing an item from the sack is a minor action.
Alchemical Reagents: 4,000 gp worth Money: 2,105
Rituals:
Spoiler:
Arcane Lock (level 4, 150 gp, 25 gp per use)
Comprehend Language (Level 1, free, 10 gp per use)
Detect Secret Doors (Level 3, 125 gp, 25 gp per use)
Disenchant Magic Item (Level 6, 360 gp, 25 gp per use)
Drawmij's Instant Summons (Level 12, 2,600 gp, 500 gp per use) performed on Orb of drastic resolutions
Enchant Magic Item (Level 4, 175 gp, variable per use)
Knock (Level 4, 175 gp, 35 gp per use)
Linked Portal (Level 8, 680 gp, 135 gp per use)
Magic Circle (Level 5, 250 gp, 100 gp per use)
Magic Mouth (Level 1, free, 10 gp per use)
Make Whole (Level 1, free, variable per use)
Sending (Level 6, 360 gp, 50 gp per use)
Water Breathing (Level 8, 680 gp, 135 gp per use)
Total cost=5555 gp
Personality:
Spoiler:
Lukalos has always known that true power comes from the ability to control others. He has long enjoyed the power his magical art gives him over those around him, and he struggles to look at anyone less skilled in the arcane than he without pity and contempt. His greatest pleasure comes from taking an overly-muscled and armored opponent and watching his face as magic pushes him over a cliff or into a mire. Of course, it's only fun if the opponent in question truly deserves such a fate.
Last edited by Redclaw; 25th June 2008 at 02:06 PM..
Abilities:
Extra At will
Extra Skill
Extra feat
+1 to F, R, W
-----
Inspiring Word (3/encounter), CBu 10, +4d6
Combat Leader: +5p initiative to self and allies within 10
Tactical Presence: +2 bonus to attack, +5 bonus to damage on allies AP action
Battle Action: when you spend AP for extra action, allies who see and hear gain +1 attck until start of my next turn
Cry Havoc: allies get +2 attack in the first round and/or surprise round
Battle Inspiration: ally hit with Inspiring Word gets +5p attack and +5p speed until end of my next turn
Feats:
Action Surge, Tactical Assault, Heavy Shield Prof, Human Perserverance, Durable, Action Recovery, Combat Commander, Great Fort, Iron Will, Lightning Reflexes, +1 ?
At-Wills:
Wolf Pack Tactics: ally adjacent to self or target can shift 1; v AC: H: w+STR
Viper's Strike: v AC: H: 1w +STR. E: target provokes OA from designated ally by shifting
Commander's Strike: ally takes basic melee attack,
Encounters:
Surprise Attack: v AC: H: 1w+STR, ally within 5 makes basic attack with Combat Advantage and +5 bonus
Beat them into the Ground: v F: H: 2w+STR, knocked prone. Allies within 5 make basic attack with +5p to hit that only knock other targets prone.
Hail of Steel ( v AC: H: 2w+STR, allies within 5 make basic attack on target)
Force Retreat: v R: H: 1w, push 5, S (enemies adjacent to target and within reach): v F: H: 2d6+STR, push 1
Utilities:
Knight's Move: move: R10: ally takes move as free action.
Inspiring Reaction: IR: T: when you or ally take damage: spend surge, regain +2 HP
Defensive Rally: standard, CBu 5, each ally can spend surge and make 1 save, and gain +2p to all defenses until end of my next turn
White Raven Formation: standard: CBu 5, allies take move action
BOlt of Genius: standard, R5: target regains used encounter power
Dailies:
Lead the Attack: v AC: H: 3w+STR, you and allies within 5 gain +6p bonus to attack the target until end of encounter. M: you and allies within 5 gain +1p to attack target until end of encounter.
Stand the Fallen: v AC: H: 3w+STR. E: each ally within 10 can spend surge and gain +2 HP
Renew the Troops: v AC: H: 3w+STR, allies with los regain HP AS IF spent a surge+2. M: allies with LoS regain 12 HP.
Equipment:
+4 magic longsword
Cloak of Resistance +4 D: minor: resist 10 all until start next
Sylvan Darkhide +4 (+4 ath, stealth)
Helm of Heroes D: free: ally given basic attack gets standard action and +2p damage
Iron Ring of the Dwarf Lords: +1 surge; D II, negate forced movement; milestone: immune forced movement until start of end of next turn
Magic longspear +2
Magic javelin +2
5 potions of Vitality
6.2k
Victor is the scion of a once noble family, now fallen into poverty and disreput. He adventures to recover their lost fortune and influence. And even if the nobility story is just BS told because it's impossible to verify, the money and status are real.
Elven Cleric:
Spoiler:
Lasra
elf cleric 17 (Divine Oracle) of Corellon
Good
STR 14
CON 13
DEX 18
INT 9
WIS 22
CHA 16
SPD 8
INI +12
AC 34 (18+1s+1f+14armor)
F: 26 (18+2f+2a +4e)
R: 29 (18+1s+4a+4e+2f)
W: 30 (18+2c+6a+4e)
HP 105. B: 52. Surge 27. Surges: 8
Ritual Casting Healing Word: 3 per encounter, Cbu 10. You or ally spend a surge and regain 4d6+6
Healer's Lore: +6 to healing powers
Channel Divinity: 1 of either:
Divine Fortune: Free: you get +1 to next attack or save before end of your turn
Turn Undead: standard: CBu 5: v W: H: 4d10+ radiant, immobilized until end of my next turn, Push 6. M: 1/2, no push or immo
Foresight: you and each ally within 5 can't be surprised. You roll twice for initiative and take best.
Prophetic Action: spend AP for extra action: gain extra move action in later turn of encounter
Terrifying Insight: when I make an attack against Will, I can roll twice and take best, but then missing means I'm dazed until the end of my next turn
Astral Fire, Elven Precision, Light Shield Prof, Scale Proficiency, Skill Training, Scale Spec, Uncanny Dodge, Great Fort, Lighting Reflexes, Warrior of the Wild
Lance of Faith: +18 v R: H: 1d8+12 radiant, +2p to attack for 1 ally vs that target Sacred Flame: +18 v R: H: 1d6+12 radiant, ally gets +11 temp HP or save
Encounter: Break the Spirit: R10, +18 v W: H: 2d8+12 radiant, -3 penalty to attack until end of your next turn
Mantle of Glory: CBa5, enemies: +18 v W: H: 2d10+12 radiant. E: allies hit can spend surge +6
Entrall: ABu 3 within 10, enemies: +18 v W: H: 2d10+10 psychic, immobilized and can't attack me until end of my next turn
Prophecy of Doom: standard R5. You or ally who hit target can choose to make it a crit. Lasts until end of my next turn or until used.
Elven Accuracy: free: reroll attack with +2 bonus
Hunter's Quarry: minor: select closest enemy, get +2d6 damage 1/round against them. Lasts until end of my next turn.
Daily:
Consecrated Ground: Cbu1: E: zone until end of my next turn, can move 3 squares as move action. Enemies starting their turns in zone take 1d6+9 radiant. You and bloodied allies starting turn in zone regain 10 HP. Sus: minor: zone persists
Flame Strike: ABu 2 within 10, enemies: +18 v R: H: 2d10+12 fire, ongoing 11 fire save ends. M: 1/2 damage, no ongoing
Seal of Warding: CBu 3, enemies: +18 v W: H: 4d10+12 radiant, slowed until end of my next turn. M: 1/2 damage, not slowed. E: Zone is difficult terrain and you+allies get cover versus ranged attacks until end of my next turn. Sus: Minor: zone persists
Utility:
Good Omens: standard, daily, R10: you and allies within range get +5p to all d20 rolls until end of my next turn, but can't score crits
Astral Shield: standard, E, R5. Shield appears in 1 square within range. You and allies adjacent to shield get +2 AC. Can move it 3 squares as move action. Lasts until end of encounter.
Mass Cure Light: standard, daily, CBu5. You and allies regain HP as if they spent a surge with +9 HP.
Bastion of Health: encounter, minor, R10. You or ally can spend surge with +9 HP
Divine Aid: encounter, standard, R5: You or ally make save with +3 bonus.
Stuff:
Dwarven Wyrmscale +4. Daily, free: regain HP as if spent surge
Magic Holy Symbol +4
Amulet of Health +4. Resist Poison 10
Diadem of Acuity
Gloves of Piercing: Daily, minor: your attacks ignore any resist of 10 or lower until end of encounter
Belt of Vigor +1
Shield of Deflection: Resist ranged 5
Battle Strider Greaves
Potion of Vitality (3)
Adventuring Gear, 200 ft of silk rope, Climber's kit, Longbow (50 arrows), 6 daggers, Fine Clothing, Thieves' Tools
~600 gp
Rituals: (cost to learn: 2700)
Gentle Repose 10
Animal Messenger 10
Hand of Fate 70
Commune with Nature 140
Endure Elements 20
Speak with Dead 140
Water Walk 20
Raise Dead 5000 (for us)
Remove Disease 150
Remove Affliction 350
Lasra is just better just better than you. Whether it's her flawless elven grace, uncanny senses, powerful holy magics... Most of the time, this goes without saying. But some of the time, people need to be reminded: by some dazzling acrobatics, a flashy attack prayer, or a timely heal. She does give credit where credit is do; hence the worship of Corellon, the god of magic, beauty and fey.
__________________ "I'd like to shake the hand of the genius who invented that - just the hand, after it's been cut off from the now screaming man."
Last edited by Victim; 23rd June 2008 at 05:35 PM..
Str 18 (+4/+12) Con 20 (+5/+13) Dex 16 (+3/+11) Int 12 (+1/+9) Wis 16 (+3/+11) Cha 10 (+0/+8)
Init +11; Perception +11 HP: 122, Bloodied 61 Surges: 16, Value: 37 AC 33; Fortitude 28 Reflex 27 Will 24
* No damage from Close and Area attacks on a miss
* Enemies do not gain +2 to attack when they have Combat Advantage
Abilities:
Low-light Vision
Cast-Iron Stomach
Dwarven Resilience
Encumbered Speed
Stand Your Ground
-----
Combat Challenge
Combat Superiority
Fighter Weapon Talent (1-handed)
Enduring Warrior
Ferocious Reaction
Trample the Fallen
At-Wills: Basic Melee Attack
+18 vs. AC; 1d10+10 damage; miss: 5 damage Basic Ranged Attack
Ranged 5/10; +15 vs. AC; 1d6+7 damage Cleave
+18 vs. AC; 1d10+10 damage and adjacent enemy takes 4 damage; miss: 5 damage Tide of Iron
+18 vs. AC; 1d10+10 damage and push 2; miss: 5 damage; effect: can shift into vacated square
Encounters: Frontline Surge (P)
+18 vs. AC; 2d10+10 damage and push 2, can shift into vacated square and allies within 2 can shift 1; miss: 5 damage Mountain Breaking Blow (17)
+18 vs. AC; 3d10+10 damage and push 4, can shift the same distance if ends adjacent; miss: 5 damage Anvil of Doom (13)
+18 vs. AC; 2d10+10 damage and stunned until end of next turn; miss: 5 damage Come and Get it (7)
Close Burst 3; enemies in burst must shift 2 to adjacent, then Close Burst 1; +18 vs. AC; 1d10+10 damage
Utilities: Inexorable Shift (P, Encounter Move)
Shift into any adjacent square, occupying enemy pushed 2 Interposing Shield (16, Encounter Interrupt, when adjacent ally is hit)
Ally gains +4 to AC and Reflex against attack Into the Fray (10, Encounter Minor)
Move 3, must end adjacent to enemy Unbreakable (6, Encounter Interrupt)
Reduce damage by 10 Boundless Endurance (2, Daily Minor, stance)
Gain Regeneration 7 while bloodied
Dailies: Serpent Dance Strike (15)
+18 vs. AC; 2d10+10 damage and prone; miss: 5 damage; effect shift 1 and repeat attack up to three times, each time against new target Shift the Battlefield (9)
Close Burst 1; +18 vs. AC; 2d10+10 damage and slide 1; miss: half damage Crack the Shell (5)
+18 vs. AC; 2d10+10 damage, ongoing 5 damage and -2 AC (save ends both); miss: 5 damage; Reliable
Equipment:
+4 Dwarven Plate Armor (17)
+4 Frost Warhammer (18)
Horned Helm (16)
Cloak of Resistance +3 (12, 13k gold)
Boots of Spider Climbing (5, 1k gold)
Gauntlets of the Ram (8, 3,4k gold
Handy Haversack (10, 5k gold)
Paragon Belt of Vigor (12, 13k gold)
9x Potion of Vitality (15, 1k gold each)
Heavy Shield, +1 throwing hammer, Standard adventurer's kit
Personality:
While Darrak does care about protecting his allies, he is usually motivated more by frustration when his enemies ignore him. He enjoys pushing his enemies around and luring them in for a smack.
Background:
The Earringer clan claims to sport the greatest hammer-wielding warriors of their city. Whether the claim is true has never been truely put to test, but the clan sends its proudest warriors around the world to collect new magical hammers and armor for the next generation every 40 years to support it
Boots of striding (4,2k) +1 item to movement
Gauntlets of Ogre Power (1k) - Daily - +5 power bonus to dmg
Handy Haversack (5k)
Potion of Vitalityx2 (2k)
Dynamic Belt (lev.9) (4,2k)
Diadem of Aculty (3,4k)
0,2k
standard adnenturers pack (15)
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
I think i'm almost ready. I need equipment still, but the abilities, etc are ready.
Jack Harrison Male Human Cleric 17 Divine Oracle Paragon Alignment: Unaligned Deity: Sehanine Height: 5'7" Weight: 152 lbs Hair: Brown, long wavy Eyes: Brown Skin: Tanned Age: 24 XP:
Class and Racial abilities:
Channel Divinity - Divine Fortune - Encounter, Free Action, Personal - +1 on next attack or saving throw
Channel Divinity - Turn Undead
Healer's Lore - +5 to hp healed by healing powers
Healing Word - 3/encounter - Close Burst 10, Minor - Target can use a healing surge to gain +4d6+5 on result
Foresight - Can't be surprised - roll twice for init, use better result
Prophetic Action
Terrifying Insight - Whenever Attack against Will - roll twice use better result
Powers:
3/4/3/5 - At will, Encounter, Daily, utility powers known
At Will:
Lance of Faith - Standard, Implement, Radiant - +17 vs. Reflex - 1d8+11 Radiant damage & 1 ally gains a +2 power bonus on next attack
Righteous Brand - Standard, Weapon - +21 vs. AC - 1d10+12 & one ally within 5 squares gains +6 power bonus to melee attack against target
Sacred Flame - Standard, Implement, Radiant - +17 vs. Reflex - 1d6+11 Radiant damage & one ally gains 9 temp hp.
Encounter:
Daunting Light (+21 vs. Reflex) 1d10+12
Mantle of Glory (+17 vs. Will) 2d10+11
Sentinel Strike (+21 vs. AC) 3d10+12
Prophecy of Doom
Daily:
Avenging Flame (+21 vs. AC) 2d10+12
Divine Power (+21 vs. Fortitude) 2d10+12
Purifying Fire (+17 vs. Reflex) 3d10+11
Utility:
Sanctuary - Encounter - Target gets +5 bonus to all defences until it attacks or end of next turn
Cure Serious Wounds - Daily - Recover hp = to 2 healing surges +5
Astral Refuge - Daily
Hallowed Ground - Daily
Good Omens - Daily
Equipment:
+4 Forgemail Chainmail (16)
+4 Frost Bastard Sword (18)
Symbol of Life (17)
Cloak of Resistance +3 (12, 13k gold)
Battlestrider Greaves (13k) +1 item to movement
Gauntlets of Ogre Power (1k) - Daily - +5 power bonus to dmg
Heavy Shield of Protection (17k) - Daily - you and adjacent ally get Resist 15 to all damage until end of your next turn
+1 Crossbow
Standard adventurer's kit
Money: 640gp
Last edited by renau1g; 20th June 2008 at 09:48 PM..
Burn: +20 [8level + 2prof. + 4magic + 6dex] Damage: 1d10+12 Range: 20/40 Special: Load free
On crit: +1d10 damage, +4d8 fire damage Shortsword: +16 [8level + 3prof. + 3magic + 2str] Damage: 1d6+5
On crit: +3d6 damage, or +3d8 damage if you have combat advantage.
Hunters Quarry: +1 attack +2d8 damage.
Powers:
At-Will Powers:
Careful Attack (Standard Action, 1 creature)
Attack: +22 vs AC
Hit: 1d10+6
Twin Strike (Standard Action, 1 or 2 creature)
Attack: +20 vs AC x2
Hit: 1d10+6 per attack
Encounter Powers:
Elven Accuracy (Race, Free action, Personal)
Reroll an attack roll, use second.
Elven Boots (Item, Minor Action)
Gain +2 speed and stealth checks untill end of your turn)
P: Combined Fire (Immediate Reaction, 1 target attacked by ally)
Trigger: An ally makes a ranged attack or an area attack..
Attack: +20 vs AC
Hit: 3d10+12
13: Knockdown Shot (Standard, 1 creature of same size or smaller)
Attack: +20 vs Reflex
hit: 2d10+12, and target is knocked Prone.
7: Spikes of the Manticore (Standard, 1 or 2 creatures)
Attack: +20 vs AC x2
Hit: 2d10+12 on first, 1d10+12 dex on second.
Daily Powers:
Flameburst Weapon (item, Minor action)
Next ranged basic attack with this weapon before end of turn becomes burst 1 centered on the target. Use normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage.
Duelist Weapon (Item, minor action)
You have combat advantage against the next creature you attack with this weapon on this turn.
Gloves of Piercing (Item, Minor Action)
Untill the end of encounter, attacks ignore any resistamce of 10 or lower.
15: Counfounding Arrows (Standard Action, 1,2 or 3 targets)
Attack: +20 vs AC, x3
Hit: 1d10+12 x3.
Special: Target hit once is dazed, twice is stunned, three is stunned and taked 2d10+6 damage
Miss: Target is dazed.
9: Close Quarter Shot (Standard Action, Ranged 1, 1 adjacent enemy)
Attack: +20 vs AC, does not provoke OA
Hit: 4d10+12
Miss: Half damage.
5: Splintering Shot (Standard Action, 1 creature)
Attack: +20 vs AC
Hit: 3d10+12, target takes -2 attack untill end of encounter.
Miss: Half damage and target takes -1 attak untill end of counter.
Utility Powers:
P: Archers Glory (Encounter, Free Action, Personal)
Trigger: One of your ranged attacks drops an enemy to 0 HP or lower.
Effect: Gain 1 action point that needs to be spent before end of next turn.
16: Longstrider (Daily, Minor Action, Personal)
Speed increases by 2
10: Expeditious stride (Encounter, Minor Action, Personal)
Untill end of next turn, speed increased by 4 and can shif 1 additional square.
6: Weave Through the Fray (Encounter, Immediate Interrupt, Personal)
Trigger: An enemy moves adjacent to you.
Effect: Can shift 5 squares.
2: Yield Ground (Immediate Reaction, Personal)
Trigger: En enemy damages you with meleee attack.
Effect: Can shift 5 squares and gain +2 bonus to defenses till end of next turn.
Duelist's +3 Short Sword. [17,000gp]
Elven Boots [9,000gp] (Feet Slot)
Helm of Battle [4,200gp] (Helm Slot)
Gloves of Piercing [680gp] (Hand Slot)
Dynamic Belt [4,200gp] (Waist slot)
Bracers of the Perfect Shot [680gp] (Arm Slot)
Money:
9140
Class features:
Fighting style: Archer
Prime shot: if no allies are nearer than you to the target, get +1 attack on that target.
Paragon Path features:
Archers Action: Spend 1 action point to reroll one ranged attack or ranged damage roll, instead of taking extra action.
Battlefield Experience: Can designate 5 targets as quarries, and gains +1 attack on quarries.
Battle Surge: When spend an action point to take an extra action or to you gain the benefit of Archers Action you also gain +5 AC against OP untill end of encounter.