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Hedvara Pintikk - Illusionist 6 (wizard)

This sheet is my template sheet and has info from a halfling rogue through a lot of it... I'll be replacing it bit by bit...

Hedvara Pintikk
Female, Gnome, Illusionist 6 (Wizard)
3'1", 40 lbs.
Unaligned, Ioun
XP: 0

[sblock=Character Mechanics]
Attributes
Str: 08/-1 (08)
Dex: 10/+5 (10)
Con: 13/+1 (13 (3pts))
Int: 21/+5 (18 (16pts) + 2race + 1 lvl 4)
Wis: 14/+2 (13 (3pts) + 1 lvl 4)
Cha: 12/+1 (10 + 2race)
[sblock=Secondary and Combat]HP: 23
Healing Surges/day: 7 (6+ConM)
AC: 16 (+5int, +1armor)
Fort: 11 (+1con)
Ref: 15 (+5int)
Will: 14 (+2wis, +2wizard)
Speed: 5 squares
Init: +0
Passive Insight: 10
Passive Perception: 10
Languages: Common, Elven

Base Combat
Dagger: Att: +3 prof, +5dex, +1rogueWeaponTalent; Dmg: 1d4; Rng: 5/10; Grp: Light blade; Prop.: Off-hand, light thrown[/sblock][sblock=Skills and Feats]Skills
+12 Arcana (+5trained, +5int, +2race)
+06 Diplomacy (+5trained, +1cha)
+07 Insight (+5trained, +2wis)
+07 Nature (+5trained, +2wis)
+07 Stealth (+5trained, +2race)

Feats
• Ritual Caster (bonus wizard feat - lvl 1): You can master and perform rituals of your level or lower.
• Expanded Spellbook (lvl 1): Each time you learn a daily wizard spell you gain one extra spell of that level.
• Dark Fury (lvl 2): +1 feat bonus to damage rolls with powers that have the necrotic or psychic keyword.
• Skill Training (lvl 4): Stealth
• Mounted Combat(lvl 6)[/sblock][sblock=Race and Class]Gnome
• +2 Int, +2 Cha
• Small
• Speed: 5 squares
• Vision: Low-light
• Languages: Common, Elven
• Skill Bonuses: +2 Arcana, +2 Stealth
• Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.
• Fade Away as an encounter power.

Wizard (lvl1) • Armor Proficiencies: Cloth
• Weapon Proficiencies: Dagger, Quarterstaff
• Implements: Orbs, Staves, Wands
• Defensive Bonus: +2 Will
• Hit Points: 10 + Con (1st) / +4 (additional level)
• Healing Surges: 6 + Con Modifier / Day
• Trained Skills: Arcana, Diplomacy, Insight, Nature
• Control Wizard
• Arcane Implement Mastery: Orb of Imposition
•• 1/encounter as a free action you can select from one of the following two effects. You must be wielding an orb to use this ability.
••• You can select a single creature you have cast a wizard spell on that has an effect lasting until a successful saving throw and it takes a penalty on that saving throw equal to your wisdom modifier.
••• You can extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn. Instead that effect ends at the end of your next turn.
• Cantrips: Ghost Sound, Light, Mage Hand, and Prestidigitation as at-will powers
• Ritual Casting: You gain the Ritual Caster feat as a bonus feat allowing you to use magical rituals.
• Spellbook: You possess a spellbook in which you store your rituals and your daily and utility spells.
•• Rituals: You begin with 3 1st level rituals and gain two more rituals of your choice at 5th, 11th, 15th, 21st, and 25th level and add them to your spellbook. Any ritual you add must be your level or lower. You can buy rituals or acquire them in other ways such as finding them but you are still restricted to using rituals of your level or lower.
•• Daily and Utility Spells: You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can't prepare the same spell twice.
•• Capacity: A typical spellbook has 128 pages and each spell takes 1 page while each ritual takes up a number of pages equal to its level.[/sblock][sblock=Powers]Powers
At Will Exploits
[sblock=Ghost Sound]Arcane, Illusion
Standard Action --- Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound from a whisper to a yell to emanate from the target. They can be nonvocal sounds such as bangs, clangs, etc. and you can whisper quietly enough that only creatures adjacent to teh target can hear your words.[/sblock][sblock=Light]Arcane
Minor Action --- Ranged 5
Target: One object or unoccupied space
Effect: You cause the target to shed bright light with a 4 square radius for 5 minutes. Putting out the light is a free action and you can only have a single light active at one time thus any new one made causes the old one to wink out.[/sblock][sblock=Mage Hand]Arcane, Conjuration
Minor Action --- Ranged 5
Effect: You conjure a spectral floating hand in any unoccupied square within range that can manipulate any object weighing 20 pounds or less and move it up to 5 squares as a move action. You can swap items held in your hand for another one on your person as this move action using this power. As a free action you can cause the hand to drop any object it is holding and as a minor action you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely
Special: You can only create one hand at a time[/sblock][sblock=Prestidigitation][/sblock][sblock=Illusory Ambush]Arcane, Illusion, Implement, Psychic
Standard Action --- Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + IntM psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.[/sblock][sblock=Cloud of Daggers]Arcane, Force, Implement
Standard Action --- Area: 1 square within 10 square radius
Target: Each creature in square
Attack: Int vs. Ref
Hit: 1d6 + IntM force damage
Effect: The power's area is filled with sharp daggers of force. Any creature entering the area or starts its turn there takes force damage equal to your WisM (minimum 1) and the cloud remains in place until the end of your next turn. You can choose to dispel it earlier as a minor action.[/sblock]


Encounter Exploits
[sblock=Grasping Shadows]Arcane, Illusion, Implement, Psychic
Standard Action --- Area burst 1 withing 10 square radius
Target: Each creature in burst
Attack: Int vs. Will
Hit: 1d8 + IntM psychic damage and target is slowed until the end of your next turn
Effect: Shadows writhe in the area of effect and continue until the end of your next turn grabbing at any creatures that enter the area or start their turn in that area dealing IntM psychic damage and slowing them until th end of their next turn.[/sblock][sblock=Fade Away[/sblock]If you take damage you become invisible until you attack or until the end of your next turn.[/sblock][sblock=Maze of Mirrors][/sblock]


Daily Exploits[sblock=Phantom Chasm]Wizard 1
Arcane, Illusion, Implement, Psychic
Standard Action --- Area burst 1 within 20 square radius
Target: Each creature in burst
Attack: Int vs. Will
Hit: 2d6 + IntM psychic damage and the target is prone and immobilized until the end of its next turn
Miss: The target is immobilized until the end of your next turn[/sblock][sblock=Phantasmal Assailant][/sblock]


Utility Exploits[sblock=Phantasmal Terrain]Wizard 2
Arcane, Illusion, Implement, Zone
Standard Action --- Area burst 2 within 10 square radius
Effect: Until the end of the encounter difficult terrain in the affected area costs 2 extra squares of movement instead of the normal 1 for your enemies and hazards and traps in the area gain a bonus to attack rolls equal to your IntM against your enemies.[/sblock][sblock=Wall of Fog][/sblock]
[/sblock][sblock=Gear 100gp]Leather Armor (worn, torso, 25gp/15wt)
Dagger (worn, back, 1gp/1wt)
Shuriken (20, worn, bandollier, 4gp/2wt)
Travellers Outfit (worn, 0gp/0wt)
• Dark gray hood (worn, shoulders - head, --wt) --gp
• Short-sleeved dark grey cotton under shirt (worn, torso, --wt) --gp
• Black and grey over-jacket (worn, torso - over cotton shirt, --wt) --gp
• Black leather belt (worn, waist, --wt) --gp
• Black boots (worn, feet, --wt) --gp

Belt Pouch (worn, left side of belt, .5wt) 1gp
• Flint & Steel (--wt.) 1gp
• Sunrods (2)

Slim Leather Backpack, black (on back, 1wt) 2gp
• Entertainers Outfit (worn, 30gp/6wt)
• Waterskin (4wt) 1gp
• Trail Rations - 10 days (10wt) 5gp
• Winter Blanket (3wt) .5gp
• Mess Kit (metal plate, cup, bowl and utensils, .5wt) .6gp
Bedroll (beneath backpack on back, 5wt) .1gp

Total Weight Carried: ?? lbs.
Carrying Capacity: ??/??/??[/sblock][/sblock][sblock=Character Details][sblock=Description]A slender lean halfling lass in travelling clothes. Well fitted but worn and covered in dust from the road. Well cared for leather armor and a dagger firmly sheathed at her waist. He dark hair is cut close except for a small patch on the back right side of her head which she's grown long and keeps tightly braided and trimmed to mid back. Both of the small halflings ears have multiple silver hoops and her eyes are a vibrant green which add contrast to the dark clothes she favors. Her skin is tan from long days on the road and out in the sun.[/sblock][sblock=Background]Bree had always been part of a travelling entertainment troupe of skilled acrobats, magicians, storytellers and jugglers to name just a few of their number. Her mother, Bree Lightstep, was an acrobat who did wire-work, trapeze and floor routines as well. Corrin, her father, was an acrobat as well but he combined floor routines with juggling routines at the same time. The troupe lived and travelled as a family and everyone was an equal partner in the troupe. Bree was named after her mother who had died giving birth to her to honor her mother. It was both a sad and joyous reminder to the troupe as they watched Bree grow up to be a beautiful and talented young halfling girl.

Taking to the trade as a fish does to water Bree could out-do even her own father by the time she was eleven. She had inherited both her mothers' and fathers' natural talents and abilities and they served her well. Travelling with her family through the cities and towns was her life and she loved it. Always new places to go and people to see kept her smiling but it also taught her some of the harsher lessons of life that many never learn, or at least not until they're older and wiser. She was an amazingly skilled juggler and worked along side her father as they travelled and performed in these cities. She worked the wires as well, just as her mother had, but enjoyed the floor shows she performed with her father more.

A tragic accident happened during a severe thunderstorm as the troupe hurried through an unsafe pass to reach safe ground below to the side of the gorge. The torrential rain had softened the ground and a large portion of the pass gave way suddenly and without warning. Bree had been nearest the edge side on the wheeled wagon that was their home and as they began to slip sideways over into the gorge her father grabbed her waist and hurled her as high and far towards solid ground as he could. The last time she saw her father he had smiled and winked as he vanished over the precipe with a great number of the other wagons. It had been devastating, not just to Bree, but to the troupe itself.

They made their way to the small town they'd been trying to reach mere hourse later. It was the end of the troupe as they all had known it. A few of them stayed together here and there as groups but over half of the troupe had been lost in the accident. For the most part they all took their separate ways in sorrow. Bree set out on her own as the others did moving slower than she had in the past and really spending more time learning the people of the world. It's been tougher than it was and she's learned how to make do however she must. Some days are more difficult than others and there have been dry spells where she's resorted to larceny to survive. She first felt ashamed and guilty in doing so but has since gotten over her initial feelings.

As time wore on her spirits lightened and the disaster which had taken her father from her and shattered the troupe began to fade into a less painful memory. Her street performances showed a marked improvement as her demeanor changed and she's been doing much better for herself. Just this very morning she'd arrived in a town named Bristol. Standing in the midst of the street just inside the gate she'd looked about and taken a deep breath of the morning air and the smells that swept through it.

[/sblock][sblock=Personality]Bree likes to smile. She always prefers a smile to a frown for a few reasons. One of those reasons which is quite important is that means more coin for her. She is typically reserved in social situations preferring silence over chatter although others rattling on don't bother her at all. In fact, she takes every opportunity to let others ramble as it often let's her learn something useful which she tucks away for later. Quite confident she doesn't back down when confronted and can stand "eye-to-thigh", as she likes to call it, with the biggest of them. She doesn't look for trouble but when it happens she's all reflex and action. She likes to play coordination games of all kinds and loves throwing games more than any others.

Despite her relaxed and easy going manner she's not a very trusting soul. She's seen her fair share of the world and those in it and knows better. She will play along with others, nodding and responding where appropriate, but she carefully weighs and measures each word. She can be a bit less empathetic than many, considering others needing to be a bit more thick-skinned but she has a soft spot for strays; particularly children. She'll give street urchins her last coin and not think twice about it. A slight reckless streak runs through her, not a mile wide, but if you spend more than a day or two you'll definitely spot it. She likes to push her own physical boundaries and almost always turns her surroundings into a makeshift obstacle course no matter what the situation is. Even in deadly combat she may look for the more daring and risky move despite what common sense might dictate trusting that her quick reflexes and the watchful eyes of Sehanine will get her through it.

She is full of energy and doesn't like to sit idle for long. This can be confused somtimes with a lack of patience but she can be amazingly patient as long as it's for a purpose. Being idle without reason is what sets her on edge more often than not. Taking a watch post or staking out a mark for hours upon end aren't a problem but camping out without purpose or kicking back at an inn for too many days start to bother her. She tends to become more reckless in these types of situations and will go out of her way just to shake things up a bit. She's not "booksmart" but refers to herself as "streetsmart" and had little if any formal education. Not one to be concerned too much about that she considers books to be mostly a waste of time unless they actually are about something useful. Stories and such nonsense are much better told by a campfire with a group of friends... not read out of a musty pile of pulped decaying wood![/sblock][/sblock]
 
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Morgran Deepwell

[sblock=Stats]
Morgran Deepwell Player: WD
Dwarf Warlock XP 0 Level 6
Initiative +3 Senses Low-light Vision
Passive Insight 20; Passive Perception 15
HP 56; Bloodied 28; Surge Value 14; Surges Per-Day 10
AC 22; Fortitude 19; Reflex 17; Will 17
Speed 5
Alignment Unaligned
Languages Dwarf, Common, Draconic (campaign bonus)

Str 13 Dex 11 Wis 14
Con 19 Int 15 Cha 10

Basic Attack:
Eldritch Blast: +8 vs Reflex, 1d10+5 untyped
Warhammer: +6 vs AC, 1d10+1 (+2 if using both hands)

Racial Abilities
Cast-Iron Stomach; Dwarven Resilience; Dwarven Weapon Proficiency; Encumbered Speed; Stand Your Ground

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Hellish Rebuke: +8 vs Reflex, 1d6+5 fire (again damage if warlock hurt)
Eldritch Blast: +8 vs Reflex, 1d10+5 untyped


Encounter Powers
3 - Fiery Bolt: +8 vs Reflex, 3d6+5 fire (adjacent to target take 1d6+7 fire)
1 - Diabolic Grasp: +8 vs Fort, 2d8+5 untyped (slide 3 squares)


Daily Powers
5 - Avernian Eruption: +8 vs Reflex, 2d10+5 fire (burst 1, ongoin 5 fire save)
1 - Armor of Agathys (12 THP, 1d6+4 cold vs adjacent enemies)


Utility Powers
SB - Inspiring Word: minor, self or ally in close burst 5 can spend a healing surge. Regain 1d6 extra.
6 - Shroud of Black Steel (+2 ac & Fort, -2 speed)

2 - Ethereal Stride (Teleport 3 sq, +2 to defenses eynt)

Feats
1 Armor Proficiency (Chainmail)
2 Improved Dark One's Blessing
4 Student of Battle
6 Armor Proficiency (Scalemail)

Skills
Acrobatics +3
Arcana* +10
Athletics +4
Dungeoneering +7
Endurance +9
Intimidate* +8
Insight* +10
Perception +5
Stealth +3
Streetwise* +8
Thievery* +8


Equipment
3 throwing hammers (BoH), warhammer (BoH), backpack, bedroll, flint and steel, belt pouch, 2 sunrods (BoH), 10 days' trail rations, 50 ft. of hempen rope, waterskin

7 - Dwarven Scale +2 (Free: regain HP like healing surge)
6 - Amulet of Protection +2
5 - Bag of Holding

1,000

Rod of Corruption +1 680
Potion of Healingx2 100
[/sblock]

[sblock=Background]

[/sblock]
[sblock=Image]Morgran is squat and compact with a bald head and unwoven beard. His light grey eyes look as cold as granite and he peers at everyone, as if trying to look into their very souls. He always wears his scalemail under his robes, just in case.

attachment.php
[/sblock]
 
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Garnack

6th Level Dwarven Fighter

I used standard point buy, and standard equipment rules.

Edited my guy a bit, I had messed up his powers. Also added Draconic to languages.
 

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Sorry if people have to redo their sheets because I forgot something add draconic as an already learned lanuage as well Dranconic is the lanuage of the Court as thus any petionier seeking audience must be able to speak the lanuage and for other reason as well

walking daddy love your pictures how do you create/get them
 
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Adventurer's Vault and Forgotten Realms Players Guide.

Eladrin Wizard should be here soon. For simplicity just PHB used: No background yet - and it's taking ages to sort out Rituals and Powers and Magic Items for a higher level character!!
 

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