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.
Racial 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.
Class COMBAT CHALLENGE
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
COMBAT SUPERIORITY
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
FIGHTER WEAPON TALENT (Two-handed)
Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.
Armor Optimization (11th level): You have learned to make the most of the armor you wear, positioning it to better absorb and deflect blows. You gain a +1 bonus to AC whenever you wear any kind of armor.
Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.
Stats
Code:
STR 19 AC 27
CON 21 FORT 26
DEX 11 REF 19
INT 11 WILL 21
WIS 15
CHA 11
HP: 108 Init +6
Bloodied: 54 Speed 5
Surges/day: 16 Passive
Surge Value: 32 -Insight 18
Action Points: -Perception 18
Resist: 5 cold, 5 fire (cloak of survival)
Skills
6 Acrobatics 6 0 0 0
6 Arcana 5 0 - 0
15 Athletics 10 5 0 0
6 Bluff 6 0 - 0
6 Diplomacy 6 0 - 0
10 Dungeoneering 8 0 - 2
18 Endurance 11 5 0 2
8 Heal 8 0 - 0
6 History 6 0 - 0
8 Insight 8 0 - 0
11 Intimidate 6 5 - 0
8 Nature 8 0 - 0
8 Perception 8 0 - 0
6 Religion 6 0 - 0
6 Stealth 6 0 0 0
6 Streetwise 6 0 - 0
6 Thievery 6 0 0 0
FeatsBack to the Wall
Paragon Tier
Benefit: Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack
rolls, melee damage rolls, and AC.
Blood Thirst
Paragon Tier
Benefit: You gain a +2 bonus to melee damage rolls against bloodied foes.
Dwarven Durability [Dwarf]
Paragon Tier
Prerequisite: Dwarf
Benefit: Increase your number of healing surges by two and your healing surge value by your Constitution modifier.
Dwarven Weapon Training [Dwarf]
Heroic Tier
Prerequisite: Dwarf
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.
Wintertouched
Heroic Tier
Benefit: When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.
Lasting Frost
Paragon Tier
Benefit: Any target you hit with a power that has the cold keyword gains vulnerable 5 cold until the end of your next turn.
Powerful Charge
Heroic Tier
PreRequisite: Str 13
Benefit: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
Dodge Giants [Dwarf]
Heroic Tier
Prerequisite: Dwarf
Benefit: You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.
Power (At-Will • Cold): Free Action. All damage dealth by this weapon is cold damage. Another free action returns the damage to normal.
Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 2d8 cold damage and is slowed until the end of your next turn.
Cleave; Fighter Attack 1 You hit one enemy, then cleave into another. At-Will; Martial, Weapon
Standard Action; Melee weapon
Targets: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the
target takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Reaping Strike; Fighter Attack 1 You punctuate your scything attacks with wicked jabs and small cutting blows that slip
through your enemy’s defenses. At-Will; Martial, Weapon
Standard Action; Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level. Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you
deal damage equal to your Strength modifier.
Encounter Exploits
Crushing Blow; Fighter Attack 3 You wind up and deliver a devastating blow with your weapon. Encounter; Martial, Weapon
Standard Action; Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the
damage roll equal to your Constitution modifier.
Come and Get It; Fighter Attack 7 You call your opponents toward you and deliver a blow they will never forget.
Encounter; Martial, Weapon Standard Action; Close burst 3; Target: Each enemy in burst you can see Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull
a target that cannot end adjacent to you. You then make a close attack targeting each
adjacent enemy. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage.
Giant's Wake; Fighter Attack 13 You lay about with heavy, sweeping blows, hewing your enemies left and right. Encounter; Martial, Weapon
Standard Action; Melee weapon
Primary Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Make a secondary attack. Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to
your Constitution modifier. Secondary Target: Each enemy adjacent to the primary target and within your melee
reach Secondary Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your
Constitution modifier.
All Bets Are Off; Pit Fighter Attack 11 After landing a solid blow, you belt your enemy in the face with your fist. Encounter; Martial, Weapon
Standard Action; Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Make a secondary attack against the same
target. Secondary Attack: Strength + 2 vs. AC Hit: 1d6 + Strength modifier damage, and the target is dazed until the end of your
next turn
Daily Exploits
Villain’s Menace; Fighter Attack 1 You strike your enemy hard and hound him with skilled parries and stern reprisals. Daily; Martial, Weapon
Standard Action; Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls
and a +4 power bonus to damage rolls against the target until the end of the encounter. Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls
against the target until the end of the encounter.
Crack the Shell; Fighter Attack 5 You break through your enemy’s armor and deal a painful bleeding wound. Daily; Martial, Reliable, Weapon
Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a
–2 penalty to AC (save ends both).
Thicket of Blades; Fighter Attack 9 You sting and hinder nearby foes with a savage flurry of strikes aimed at their
legs. Daily; Martial, Reliable, Weapon
Standard Action; Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and the target is slowed (save
ends).
Utility Exploits
Boundless Endurance; Fighter Utility 2 You shake off the worst of your wounds. Daily; Healing, Martial, Stance
Minor Action; Personal
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.
Unbreakable; Fighter Utility 6 You steel yourself against a brutal attack.
Encounter; Martial Immediate Reaction; Personal
Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier.
Last Ditch Evasion; Fighter Utility 10 Thanks to a combination of skill and luck, you narrowly avoid an attack but leave
yourself perilously exposed. Daily; Martial
Immediate Interrupt; Personal
Trigger: You are hit by an attack Effect: You take no damage from the attack that just hit you. However, you are
stunned and take a –2 penalty to all defenses until the end of your next turn.
Deadly Payback; Pit Fighter Utility 12 You react viciously to an enemy that just hurt you. Daily; Martial, Weapon
Immediate Reaction; Personal
Trigger: You take damage from a melee attack Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and
Feats
Elven Precision (1)--+2 to reroll attack with Elven Accuracy
Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks
Far Shot(2)—Increase projectile weapon range by 5 squares
Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics
Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s
Weapon Focus (Bows) (8)--+2 damage with bow attacks
Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref
Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares
Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares)
Racial Traits and Powers
Elven Weapon Proficiency
Fey Origin
Group Awareness: non-elf allies within 5 squares of you gain a +1 racial bonus to perception
Wild Step: Ignore difficult terrain when you shift
Elven Accuracy
Class Features
Archer Fighting Style
Hunter’s Quarry--+2d8 damage
Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target
Archer’s Action—Spend Action Point to reroll ranged attack or damage roll
Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them
At Will Powers Nimble Strike--Martial, Weapon
Standard Action—Ranged Weapon
Special: Shift 1 square before or after you attack.
Target: One Creature---- +16 vs. AC
Hit: 1d10+10
Twin Strike—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---- +16 vs. AC, two attacks
Hit: 1d10+10 damage per attack
Encounter Powers Evasive Strike—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Special: You can shift 5 squares either before or after the attack.
Target: One Creature---- +16 vs. AC
Hit: 2d10+10 damage
Knockdown Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature of your size or smaller---- +16 vs. Ref
Hit: 2d10+10 damage, and the target is knocked prone
Hawk’s Talon—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Target: One Creature---- +20 vs. AC, ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2d10+10 damage
Combined Fire—Martial, Weapon
Immediate Reaction—Ranged Weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally---- +16 vs. AC
Hit: 3d10+10 damage.
Daily Powers Split the Tree—Martial, Weapon
Standard Action—Ranged Weapon
Targets: Two creatures within 3 squares of each other---- +16 vs. AC (roll twice, take the higher result and apply it to both targets)
Hit: 2d10+10 damage
Excruciating Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature---- +16 vs. AC
Hit: 3d10+10 damage, and the target is weakened (save ends).
Spray of Arrows—Martial, Weapon
Standard Action--Close Blast 3
Requirement: You must be wielding a ranged weapon
Target: Each enemy in blast that you can see---- +16 vs. AC
Hit: 2d10+10 damage
Miss: Half damage
Utility Powers Elven Accuracy—Racial
Free Action—Personal
Effect: Reroll an attack roll. Use the second roll, even if it is lower.
Archer’s Glory—Martial
Free Action—Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer.
Effect: You gain an action point that you must spend before the end of your next turn.
Expeditious Stride—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.
Evade Ambush—martial
No Acti0n—Ranged sight
Effect: At the start of a surprise round in which any allies are surprised, use this power to allow up to 4 allies to avoid being surprised.
Yield Ground—Martial
Immediate Reaction—Personal
Trigger—An enemy damages you with a melee attack
Effect: You can shift 4 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Rituals
Equipment +3 Dragonslayer Longbow: Resist 10 vs. dragon breath attacks. Daily: Your next attack against a dragon, if made before the end of this turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has (minor action). Crit: +3d8, +3d12 vs. dragons.
+3 Elven Battle Leather Armor: +5 item bonus to saving throws against being slowed or immobilized. Encounter: +2 power bonus to speed until the ned of your next turn (minor action).
Helm of the Eagle: +3 item bonus to Perception checks. Daily: Gain a +2 power bonus to your next ranged attack roll this turn (minor action).
+2 Elven Cloak: +2 item bonus to Fort, Ref and Will defenses. Gain a +2 item bonus to stealth checks.
Dynamic Belt (Heroic Tier): +2 item bonus to Acrobatics and Athletics checks. Daily: Reroll an Acrobatics check or Athletics check you just made. Keep the new result (free action).
Gloves of Piercing: Daily: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Boots of Striding: Gain a +1 item bonus to speed when wearing light or no armor.
Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.
Orb of Imposition: once per encounter, impose a -3 penalty (wis mod) on one creature for saving throws against one effect.
Cantrips: a bunch of at-will level 0 utility powers.
Spellbook: One extra daily and utility power for each daily/util power known gets recorded in the spellbook. After an extended rest, I can prepare my allotment of daily/util powers from the list in the spellbook.
Ritual caster as a bonus feat.
Storm Spell: Make a wisdom check as a free action. Regain an expended daily or encounter power based on the result of the check. 1-10: encounter utility. 11-15: encounter attack. 16-20: Daily utility. 21+: daily attack.
Item special properties:
Orb of Reversed Polarities: +3d6 damage on criticals for attack powers with the implement keyword.
Fireburst armor: automatically succeed on saving throws vs. ongoing fire damage
Attacks:
Str vs. defense with dagger: +8 (+6 level, +3 prof, -1 str)
Int vs. defense, wielding orb: +15 (+6 level, +6 int, +3 enhancement)
Powers
----------------------------------------------------------------- basic melee attack (standard; at will, martial, weapon)
+8 vs AC; 1d4-1 damage, and provokes derisive laughter
Ghost Sound (standard; at will, arcane, illusion)
Ranged: 10
Target: One creature or unoccupied square
Effect: Illusory nonvocal sounds
Light (minor; at will, arcane)
Ranged: 5
Target: One object or unoccupied square
Effect: bright light within 4 squares for 5 minutes
Special: Only one light at a time.
Mage Hand (minor; at will, arcane, conjuration)
Ranged: 5
Effect: Create a spectral hand that can carry up to 20lb. Sustain Minor
Special: Only one hand at a time
Prestidigitation (standard; at will, arcane)
Ranged: 2
Effect: minor magical effects.
Special: Only three effects at once.
Magic Missile (standard; at will, arcane, force, implement)
Int vs Reflex; 2d4+9 force damage. Range 20
Scorching Burst (standard; at will, arcane, fire, implement)
Int vs Reflex; 1d6+9 fire damage. Burst 1 within 10
Thunderwave (standard; at will, arcane, thunder, implement)
Target: Creatures within close blast 4. Blast may originate from a square within 2.
Attack: Int vs Fortitude; 1d6+9 thunder damage and push the target 3 squares.
Icy Rays (standard; encounter, arcane, cold, implement)
Ranged: 10
Target: One or two creatures
Attack: Int vs Reflex, one attack per target. 1d10+9 cold damage, and the target is immobilized until the end of my next turn
Fire Burst (standard; encounter, arcane, fire, implement)
Area: burst 2 within 20 squares
Attack: Int vs Reflex against each creature in the area. 3d6+9 fire damage.
Thunderlance (standard; encounter, arcane, thunder, implement)
Area: blast 6. blast may originate from a square within 2.
Attack: Int vs Reflex against each creature in the area. 4d6+9 thunder damage, and push the creature 4 squares.
Storm Cage (standard; encounter, arcane, thunder, lightning, conjuration, implement)
Area: burst 3 within 20 squares
Attack: Int vs Reflex against each creature in the area. 4d6+9 lightning and thunder damage
Effect: A wall in the outer 24 squares of the area. Creatures that start adjacent to or move into a wall square take 10 lightning damage. Wall squares cost 1 extra square of movement, but do not grant cover or concealment. Wall disappears at the end of my next turn.
Prepared powers from spellbook:
Daily: Acid Arrow, Web, Wall of Fire
Utility: Sudden Storm, Shield, Dispel Magic, Blur
spellbook
Daily powers in spellbook. Not all of these are prepared!
Sleep (standard; daily, arcane, implement, sleep)
area: burst 2 within 20
Attack: Int vs. Will
Hit: Target is slowed (save ends). If the target fails its first save, it becomes unconscious (save ends).
Miss: Target is slowed (save ends)
Acid Arrow (standard; daily, arcane, implement, acid)
Range: 20
Attack: Int vs. Reflex.
Hit: 2d8+9 acid damage, and 5 ongoing acid damage (save ends). Secondary attacks against each creature adjacent to the target, Int vs. Reflex, 1d8+9 acid damage and 5 ongoing acid damage (save ends)
Miss: Half damage, and 2 ongoing acid damage to primary target (save ends). No secondary attacks.
Fireball (standard; daily, arcane, implement, fire)
area: burst 3 within 20
Attack: Int vs. Reflex against each creature in burst. 3d6+9 fire damage.
Miss: half damage
Web (standard; daily, arcane, implement, zone)
area: burst 2 within 20
Attack: Int vs. Reflex against each creature in burst.
Hit: Target is immobilized (save ends)
Effect: creates a zone of webs until the end of the encounter. Difficult terrain, and any creature that ends its turn there is immobilized (save ends)
Ice Storm (standard; daily, arcane, implement, cold, zone)
area: burst 3 within 20
Attack: Int vs. Fortitude against each creature in burst.
Hit: 2d8+9 cold damage and target is immobilized (save ends)
Miss: half damage and target is slowed (save ends)
Effect: creates a zone of ice. Difficult terrain
Wall of Fire (standard; daily, arcane, implement, fire, conjuration)
area: wall 8 within 20
Effect: creates a wall of flames up to 8 squares long and 4 squares high. Creatures starting adjacent take 1d6+9 fire damage. Creatures starting or moving within the wall take 3d6+9 fire damage. Entering a wall square takes 3 squares of movement. The wall blocks line of sight. It disappears at the end of your next turn.
Sustain Minor: the wall persists.
Utility powers in the spellbook. Not all of these are prepared!
Shield (immediate interrupt; encounter, arcane, force)
Trigger: you are hit by an attack
Effect: you gain +4 bonus to AC and reflex until the end of your next turn.
Expeditious retreat (Move; daily, arcane)
Effect: As a move action, you shift up to twice your speed.
Dispel magic (standard; daily, arcane)
Target: one conjuration or zone within 10
Attack: Int vs the Will defense of the target's creator. The target is destroyed and all of its effects end.
Invisibility (standard; daily, arcane, illusion)
Range: 5
Target: you or one creature
Effect: The target is invisible until the end of your next turn or until it attacks.
Sustain Standard: target must be within range to sustain the effect.
Blur (minor; daily, arcane, illusion)
Effect: gain +2 power bonus to all defenses, and enemies 5 squares away cannot see you, until the end of the encounter.
Resistance (minor; daily, arcane)
Ranged: 10
Target: you or one creature
Effect: target gains resistance 19 to a damage type of my choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder, for five minutes or until the end of the encounter.
Sudden Storm (minor; daily, arcane, zone)
Area: burst 2 within 20
Effect: A zone of wind and rain that lasts until the end of your next turn. Can be moved up to 5 squares as a move action. Squares are lightly obscured and difficult terrain.
Sustain Minor.
Powers from magic items: Fireburst Armor (minor; daily, fire)
Effect: Until the end of your next turn, any creature that hits you with a melee attack takes 2d8+1 fire damage
Orb of Reversed Polarities (minor; daily)
Effect: Treat any resistance possessed by a target as vulnerable 10 to the same damage type, until the end of your next turn.
Cloak of Resistance (minor; daily)
Effect: gain resist 10 to all damage until the start of your next turn
Total paid: 6395
component cost for each ritual once, totalled: 6990 Hmm, can't afford that. I suppose I'll have to drop raise dead, putting it at 1990.
Appearance
A short, slightly rotund man with skin that should be a swarthy brown, but instead seems to give an impression of a very slightly phosphorescent fungus. He has a hooked nose and a full head of bushy black hair, which he often runs his fingers through.
Background
Tharos was a professor at a respected magical academy for young girls before an unfortunate incident, the details of which were never made public, left two lecture halls and a five century old tower in smoking ruins. Tharos was politely asked to leave, with a generous severance package and a letter of introduction phrased in such a way as to make Tharos very popular with adventuring companies and discreetly shunned by other academic establishments.
Starwinds 13th level Dragonborn cleric – good, radiant servant of Bahamut
Hp: 86, AC 26, Fort 22, Ref 22, Will 26
Stuff
Spoiler:
initiative +8 ; perception +11; move 5
Str 13+3 (16) con 12+2(14), dx 12+2(14) int 8+1(9) wis 17+3(20) chr 13+3(16)
Feats: Enlarge Breath, light shield prof, armor of Bahamut, Pact Initiate (star), Astral Fire,
Utility power swap, Devastating Critical, Empower Breath
Hp 12+14+(5x12) =86; # surges 9, Healing Surge: 23 hp
AC (26) 6+3+1+6 Fort: 22 Ref 22 Will 26
Skills: Religion-10, Arcana-10 Heal-16, insight 16;
Devoted cleric:
Healers Lore (+5 hp to healing spells)
Channel Divinity Healing Word (encounterx2, minor) target spends surge & 3d6+5 healing
Illuminating attack – radiant powers crit on 19-20 (all attacks except where noted)
Radiant action : when you spend action point target within 5 takes 13 ongoing damage (sv ends)
More stuff
Spoiler:
At Will: Lance of Faith +14 vs ref (1d8+10); one ally gets +2 power to hit target; Ranged 5 ;
Sacred Flame + 14 vs ref (1d6+10) ; one ally makes a save or get 8 temp hp. range 5
Encounter: R: Dragon Breath: (cold, NR) +13 vs reflex (2d10+2) close blast 5
Pact – Dire Radiance +8 vs Fort (1d6+4) if target moves closer on its next turn, it takes 1d6+4 again. Range 10.
3 Split the Sky (weapon, thunder, NR) + 13 vs con (1d8+5) push 2, knockdown
7 Break Spirit +14 vs will (2d8+10) target -3 to attack until end of your next turn range 10
11 Solar Wrath +13 vs will enemies take 3d8+10, if undead or demon also stunned 1 round. Blose burst 8
13 Mantle of Glory +14 vs will (2d10+10); allies can spend surge, close blast 5
Daily (none do radiant damage)
1 Avenging Flame (weapon, fire) +13 (2d8+7) ongoing 5 fire damge (sv ends)
- miss ½ damage, 0 ongoing damage; special if target attacks, it cant make a save to end damage.
5 Spiritual Weapon +14 vs AC (1d10+8) creates combat advantage, move 10 as mv action, minor to sustain & attack again
9 Blade Barrier; if creature enters or starts turn in barrier, 3d6+8 damage & 5 ongoing (sv ends) wall 5 within 10 squares ; difficult terrain, sustain minor
Utility
2 bless (standard, daily) all targets get +1 power to hit for the encounter, cb 20 6 Bastion of Health(encounter, minor) ; Range 10; target spends surge +13 hp
10 Shadow Form (star pact, minor, daily) assume shadowy insubstantial form for the encounter, fly 6, can’t take standard actions, minor action to end.
12 Healing Sun (standard, daily,zone) allies ending in zone heal 13 hp; demons or undead entering or starting in the zone take 1d10+5 damage. Lasts until end of next turn; or Sustain Standard, ends if cleric is bloodied at the end of her turn.
Equipment
Spoiler:
Lvl 14 : Symbol of victory +3 +3d8 on crit; (daily–a character within 5 who scores a crit, gains an action point.)
Lvl 13 : Amulet of Health +3 property- resist poison 10
Lvl 12 : light shield of deflection: property- resist 5 to all ranged attacks
Cash:1,400 gp(13k) +3 magic chain mail (9k); +2 resounding mace (daily-daze on hit) 2.6k
__________________ 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; 9th September 2008 at 10:46 PM..
Glib Rollie (Rolen Longwind) cat burglar extraordinaire. Who is occasional forced by circumstance to engage in such unwholesome and undignified activities as crawling around in muddy holes and stabbing things; usually when he's tried to steal some spectacularly important and vindictive persons prized possession and he needs some "free" bodyguards.
(the monsters in the dungeon of course... naturally not the PCs, his trusted and beloved friends )
Initiative +14*; Senses Perception +16 DARKVISION, low light
HP 83; Bloodied 41; Healing Surge 20 hit points (6/day)
AC 27; Fort 19, Ref 27, Will 23
Speed 8
Action Points 1 (gain standard and move) (cat burglar)
*=includes +2 for hanging out with a warlord
----------------------------------------------------------------- Magic Dagger +3 (standard; at-will) ✦ Weapon
+13 vs AC; 1d4+3 damage
OR Deft Strike (standard; at-will) ✦ Marital, Weapon MOVE 2 and +19 vs AC; 1d4+9 damage
w/CA +22;1d4+9+3d8
OR Sly Flourish (standard; at-will) ✦ Marital, Weapon
+19 vs AC; 1d4+13 damage
w/CA +22;1d4+13+3d8
Shadow Stride (move; at-will) ✦ Martial Must be hiding -> move 8, make stealth check, if successful considered to have been hidden the whole time.
Bait and Switch (standard; encounter) ✦ Marital, Weapon
+19 vs Will; 2d4+9 damage, switch positions and SHIFT 4
w/CA +22;2d4+9+3d8
Cat Burglers Gambit (standard; encounter) ✦ Martial, Weapon
SHIFT 3 -> +19 vs AC 3d4+9 -> SHIFT to a square adjacent to target
w/CA +22;3d4+9+3d8
Elvin Precision (free; encounter) ✦ Personal
Reroll an attack roll with a +2 bonus Eyebite(standard; encounter) ✦ Arcane, Psychic, Impliment
ranged 10 | +10 vs Will;1d6+4 and invisible to target TENT Ignoble Escape (move; encounter) ✦ Martial, Personal End any marked condition Shift 8 squares Instant Escape (immediate interrupt; encounter) ✦ Martial, Personal Trigger: Become immobilized, restrained or slowed
End immobilized, restrained or slowed condition and shift 2 squares Sand in the Eyes (standard; encounter) ✦ Martial, Weapon
+19 vs Ref 1d4+9 & target blinded TENT
w/CA +22;1d4+9+3d8
OR Tornado Strike (standard; encounter) ✦ Marital, Weapon
+19 vs AC (TWO TARGETS); 2d4+9 damage & slide target 5 Effect: Move 3
OR Easy Target (standard; daily) ✦ Marital, Weapon
+19 vs AC ; 2d4+9 damage & target slowed and grants Rollie CA (save ends) Miss: Half Damage and grants Rollie CATENT
w/CA +22;2d4+9+3d8
Knockout (standard; daily) ✦ Marital, Weapon
+19 vs Fort; 2d4+9 damage & target unconscious(save ends)Special: If the target takes any damage no longer unconscious Miss: Half damage & target dazedTENT
w/CA +22;2d4+9+3d8
OR Walking Wounded (standard; daily) ✦ Marital, Weapon
+19 vs Fort; 2d4+9 damage & target prone and until end of encounter if move more than half speed fall prone at end of move Miss: Half Damage
w/CA +22;2d4+9+3d8
Shadow Flow Armor (minor; daily) ✦ Item
gain concealment until TSNT Cloak of Resistance (minor; daily) ✦ Item
gain resist all 10 TSNT
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Elvin
Str 9 (+0) Dex 22 (+5) Con 11 (+0)
Int 11 (+0) Wis 13 (+1) Cha 18 (+4)
Acrobatics +17, Athletics +9, Bluff +15, Diplomacy +10u, Endurance +6u, History +6u, Insight +14. Intimidate +10u, Nature +9u, Perception +16, Religionu +6u, Stealth +20, Thievery +18 u Untrained Skill
Magic Items: Goggles of night, shadow flow leather armor +3, cloak of resistance +3, Magic +3 dagger, Buglers Gloves, Diadem of Acuity
Normal Gear: Adventurer's Kit [Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin], 225 gp worth of thieves tools, rope, grappling hooks, little mirrors, spikes, hammers, climbing claws and anything else a cat burglar would have.
xgp
Appearance
Rollie is a slightly built good looking elf, his manic grin and aura of smug self-centered-ness chip at his agreeable personality, but he's not usually around long enough for people to get sick of him.
Build Details
See below
scratch pad
Too long, needs its own post... :/
elf rogue/warlock 13
paragon cat burglar
acrobatic action (AP = move & standard)
body control -1 square on forced move
Powers
Cat Burgler shift 3 dex vs AC 3w+dex
Instant escape (immediate Interrupt) trigger imm, rest, or slow -> end imm, rest, or slow and shift 2
Magic Items
14, Goggles of night (darkvision)
13 shadow flow armor +3 stealth & gain concealment TSNT(m)
12 cloak of resistance+3 (gain resist 10 all TSNT)
Heroic Feats 8
Pact Initiate (Fey) train bluff, eyebite once an encounter
Nimble Blade (+1 with CA)
Elvin Precision (reroll +2)
Backstabber
Paragon Feats (max 5)
Combat Anticipation (+1 vs close, ranged, area attacks)
Defensive Advantage (+2 to defenses when have CA)
Evasion (missed ref/ac area close attack no damage)
Fleet Footed (speed +1)
rogue
12+11(con)+60 =83/41/20
surges 6
trained: Acro, Athl, Insight, Perception, Stealth Thievery
+2 Ref
Dagger, Shuriken, Shortsword, Longbow, Shortbow
First Strike - CA vs all not yet gone
Rogue Tactics Artful Dodger (cha to AC vs AoO)
R Weap Talent (dagger+1, shuriken 1d6)
Sneak Attack +3d6+3d8
Daily
9 Knockout Dex vs Fort 2W+dex and unconcious (save ends) til damaged; half and dazed
+19 2d4+8 unc|half and dazed
5 Walking Wounded Dex vs Fort 2W+dex and prone if moves more than half speed falls prone at end; half
+19 2d4+8
1 Easy Target Dex vs AC 2W+dex and slowed and grants me CA(save ends) ; half and CA TENT
+19 2d4+8
__________________
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
Last edited by Graf; 10th September 2008 at 09:00 AM..
Name: Reed Rowan Player: WD
Halfling Warlock (Fey) XP ? Level 13 Initiative +9 Senses Normal Vision Passive Insight 22; Passive Perception 17 HP 96; Bloodied 48; Surge Value 24; Surges Per-Day 8 AC 25; Fortitude 21; Reflex 23; Will 25 Speed 7 Alignment Unaligned Languages Common, Elf
Str 13 Dex 16 Wis 13 Con 14 Int 16 Cha 20
Racial Abilities
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.
Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse
Feats
Heroic:
Lost in the Crowd, Armor Proficiency (Chainmail), Dark Fury, Improved Misty step, Toughness
Paragon:
Point Blank Shot, Psychic Lock, Twofold Curse
Skills
Arcana
Bluff
Insight
Thievery
Equipment
(14) - Rod of Corruption +3
13 - Eladrin Chain +3
12 - Cloak of Resistance +3
13,000 gold
Bag of Holding (1k)
Boots of striding (4,2k) +1 item to movement
Potion of Vitalityx3 (3k)
Iron Skin Belt (lev.2) (1k)
Shadowfell Gloves (1,8)
2.000
Bracer's of the perfect shot (680)
Pact Dagger +1 (680)
TormentTiefling Warlord 13
Paragon Path: Knight Commander
Alignment: Good
Religion: none
Languages: Common, Draconic
Vision: Low-Light
Ability Scores:
Str 20 (17 (12pts) +3 lvl)
Con 14 (13 (3 pts)+1 lvl)
Dex 12 (11 (1 pts) +1 lvl)
Int 16 (13 (3pts) +1 lvl +2 rac)
Wis 9 (+1 lvl)
Cha 18 (13 +3 lvl + 2 rac.)
Combat:
Init: +11 (+1 Dex, +6 level +4 combat leader)
Pass Percep: 15 Pass Insight: 15
HP: 96/96 Surges/day: 11
Bloodied: 48 Surge Value: 24
AC 25 (+6 level +6 armor +3 Int)
Fort 25 (+6 level +5 Str +1 class +3 amulet)
Ref 22 (+6 level +3 Int +3 amulet)
Will 26 (+6 level +4 Cha +1 class +3 amulet+2 feat)
Speed 8
Resistances: 5 Ranged, 11 Fire
Action points: 1
Basic Attacks:
Melee: +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire
Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range
Attack Powers:
Viper's Strike - Martial, Weapon
Standard Action; Melee ; Target: One creature
Attack: +17 vs. AC
Hit: 2d4+8 damage
Effect: If target shifts before start of my next turn, provokes an OA from an ally
Furious Smash- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage
Encounter Powers:
Guarding Strike- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC
Infernal Wrath -
Minor Action; Personal;
Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square
Shake it Off- Martial, Weapon
Minor Action; Melee weapon; Ranged 10
Effect: Target makes a saving throw with a +4 bonus
Lion's Roar- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp)
Beat Them Into the Ground- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone
Slash and Press- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage
Effect: After the attack, push all adjacent enemies 1 square
Break Their Nerve- Martial
Minor Action; Melee 1; Target: One creature
Effect: Target is marked until end of next turn
Daily Powers:
Bastion of Defence - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp.
Stand the Fallen - Martial, Weapon, Healing
Standard Action; Melee Weapon; Target: One creature
Hit: 6d4+8 damage
Effect: Each ally in 10 squares can use a healing surge and gains +4 hp
Stand Tough - Martial, Healing
Minor Action; Close Burst 5; Target: You & each ally in burst
Effect: Targets regain 14 hp
Tactical Shift - Martial,
Immediate Interrupt; Ranged 10
Trigger: ally gets hit by either melee or ranged attack
Effect: The ally can shift 4 squares
Knock Them Down - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone.
Miss: Target is knocked prone & half damage
Magic Item Powers:
+3 Elven Battle Hide
Property: +5 on saves against slow or immobilise
Power: Encounter: Minor: +2 power bonus to speed until end of next turn
+3 amulet of false life
Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge
+2 flaming spiked chain
Critical: +2d6 damage[b]
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)
+2 Vicious Crossbow
Critical: +2d12 damage[b]
Keoghtoms Ointment
Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge
Race and Class Features:
Bloodhunt (+1 attack bonus to hit bloodied enemies)
Fire Resistance (5 +1/2 lvl = 11)
Infernal Wrath - +1 to hit, +4 damage
Inspiring Presence - when ally spends an action point regain 10 hp
Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp
Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative
Honor and Glory - Adjacent allies gain a +2 bonus to hit
Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn
Feats:
Durable
Toughness
Exotic Weapon Prof. (Spiked Chain)
Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword
Ferocious Rebuke (if hit with infernal wrath, push target 1 square)
Iron Will (+2 to Will)
Combat Commader (Increase combat leader bonus to +4)
Fleet Footed (+1 to speed)
Skills:
Diplomacy: +15 (+6 level +4 Cha +5 trained)
Heal: +10 (+6 level -1 Wis +5 trained)
Athletics: +16 (+6 level +5 Str +5 trained)
Intimidate +15 (+6 level +4 Cha +5 trained)
Equipment:
Item Weight Cost
+3 Amulet of False Life (14)
+3 Elven Battle Hide (13)
Keoghtoms Ointment (12)
+2 Flaming Spike Chain 5000gp
Boots of Striding 4200gp
Bag of Holding 1000gp
+2 Vicious Crossbow 2600gp
4 x Potions of Healing 200gp
Total Weight: 0 lbs.
Money: 10gp
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.
Last edited by renau1g; 2nd September 2008 at 10:33 PM..
Abilities
Cast-Iron Stomach (+5 on saves vs. poison), Dwarven Resilience (use Second Wind as minor action), Encumbered Speed (speed not affected by encumbarance or armor), Stand Your Ground (reduce push, pull and slide by one)
Hospitaler's Blessing (allies attacked by challenged enemy heal 10 hp), Hospitaler's Action (allies within 5 heal 4 when Xak uses an Action Point for extra action),
Melee basic Attack with Warhammer (standard; at-will) * Weapon
+13 vs AC; 1d10+7 damage
Bolstering Strike (standard; at-will) * Divine, Weapon
+15 vs AC; 1d10+9 damage AND gain 4 temp HP
Enfeebling Strike (standard; at-will) * Divine, Weapon
+15 vs AC; 1d10+9 damage AND -2 to attack untill end of its turn if marked
Divine Challenge (minor; at-will) * Divine, Radiant
Close Burst 5, one creature; target is Marked and takes 10 radiant damage once per round if it makes an attack that doesn't target Xak untill Xak uses this on another target or fails to engage it
Lay on Hands (minor; at-will 4/day) * Divine, Healing
Melee touch; Xak spends a healing surge without healing and target heals as if it had spent a surge +4 hp
Invigorating Smite (standard; encounter 3) * Divine, Healing, Weapon
+15 vs Will; 2d10+9 damage AND heal 9 if Bloodied AND Bloodied allies within 5 heal 9
Benign Transposition (standard; encounter 7) * Divine, Teleportation, Weapon
Switch places with ally within 4 squares AND attack enemy within reach after teleportation
+15 vs AC; 2d10+9 damage
Entangling Smite (standard; encounter 13) * Divine, Weapon
+15 vs Will; 2d10+9 damage AND immobilized untill end of Xak's next turn
Warding Blow (standard; encounter P) * Divine, Weapon
Against marked creature, +15 vs AC; 2d10+9 damage AND each ally within 5 can make a saving throw
Channel Divinity: Divine Mettle (minor; channel divinity encounter) * Divine
Close burst 10, one creature; target makes a save with a +4 bonus
Channel Divinity: Divine Strength (minor; channel divinity encounter) * Divine
Xak gains +2 bonus to damage on next attack this round
Channel Divinity: Kord's Favor (free, when Xak or ally within 5 scores critical) * Divine, Healing
Range 5; Xak or ally can spend a healing surge
On Pain of Death (standard; daily 1) * Divine, Implement
Range 5; +13 vs Will; 3d8+7 damage AND 1d8 damage once per round after attacking (save ends)
Miss: half damage AND 1d4 damage once per round after attacking (save ends)
Hallowed Circle (standard; daily 5) * Divine, Implement, Zone
Close burst 3, enemies only; +13 vs Reflex; 2d6+7 damage
Effect: Zone of bright light, Xak and allies gain +1 power bonus to all defenses untill end of encounter
Crown of Glory (standard; daily 9) * Divine, Implement, Radiant
Close burst 1, enemies only; +13 vs Will; 2d8+7 radiant damage
Effect: enemies that start adjacent are slowed untill end of Xak's next turn (sustain minor)
Martyr's Blessing (immediate interrupt, when adjacent ally is hit by a M or R attack; daily utility 2) * Divine
Xak is hit by the attack instead
Wrath of the Gods (minor; daily utility 6) * Divine
Close Burst 1; Xak and allies gain +4 to damage until end of encounter
Cleansing Spirit (minor; encounter utility 10) * Divine
Range 5, Xak or an ally; target makes a save with a +2 bonus
Healing Font (minor; daily utility P) * Divine, Healing
Untill end of encounter, when Xak attacks and hits at least one creature on his own turn, one ally within 10 heals 4d6
Becoming a paladin wasn't something that Xak had planned, but rather something that just happened.
He originally worked as a smith, selling his wares to those who dared to face the dangers of the world. But one day hobgoblins attacked the city he lived in. Xak knew that most of the villagers wouldn't stand a chance of escaping unless someone slowed down the attackers so he picked up a shield and hammer he had forged some time earlier, intending to use all his strength to help others survive.
As he was about to be overcome, he felt the divine touch of Kord reinvigorate him, allowing him to fight a little longer. Just long enough, in fact, that a band of daring do-gooders showed up to drive off the hobgoblins.
Equipment
Dwarven +3 Plate Armor (lvl 12) (Daily * Healing) Free Action, heal surge value
Amulet of Health +3
+3 Warhammer of Terror (lvl 14) (Daily * Fear) Free action when hits, -2 to all Defenses (save ends), +3d8 crit
Magic Holy Symbol +3 (9k gp)
Shield of Defiance (3,4k gp) (Daily * Healing) Immediate Reaction when hit by a critical, spend healing surge
Belt of Heroic Vigor (520gp)
Standard Adventurer's Kit (15gp)