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.
__________________ 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
At-will Exploits Melee Basic Attack (Maul +24 vs AC, 2d6+16) Brash Strike (Maul +26 vs AC, 2d6+21, grant CA to target until the end of the round) Crushing Surge (Maul +24 vs AC, 2d6+16, Invigorating) Cleave (Maul +24 vs AC, 2d6+16 and 7 to an adjacent target)
Encounter Exploits Come and Get It (Close Burst 3, target shifts 2 to end adjacent to me, Close Burst 1, Maul +24 vs AC, 2d6+16) Anvil of Doom (Maul +24 vs AC, 4d6+16 and target is stunned, save ends) Boggling Bash (Maul +24 vs AC, 6d6+16, target is dazed and takes -2 to attack rolls until the end of next round) Inexorable Advance (Maul +24/+24 vs AC, 2d6+21, may shift one square before each attack, Invigorating)
Daily Exploits9, 15, 19, P Victorious Surge (Maul +24 vs AC, 6d6+16, regain HP as if spending a healing surge)
Unyielding Avalanche (Gain regeneration 5, +1 to AC and saving throws, enemies that begin adjacent to me take 2d6 damage and are slowed until the end of their turn) Relentless Assailant (Maul +24 vs AC, 8d6+16, spend a healing surge, Invigorating, Reliable) Line-Breaker Assault (Maul +24 vs Fortitude, 6d6+16, target slides to an adjacent space and is dave, save ends, gain Resist All 5 until the start of next turn)
Utility Exploits
Boundless Endurance (Minor, Stance, gain regeneration 7 when bloodied, Daily)
Unbreakable (Immediate Reaction, reduce incoming damage by 10, Encounter)
Shooter's Nemesis (Immediate Reaction when hit by a ranged attack, spend a healing surge and gain +4hp, Daily)
Iron Warrior (Minor, spend a healing surge and gain +2d6+5hp, make one save, daily)
Blood Iron (Immediate reaction upon becoming bloodied, gain Resist All 5, daily)
Notes
All attacks with hammer or mace deal 5 damage on miss.
Gain 7 temporary HP whenever struck with a melee or close attack.
+3 damage with hammers while I have temporary HP.
Gain 7 temporary HP when using an Invigorating power - stacks with note #2.
Enemies take -2 to save vs. daze, stun.
Take no miss damage from attacks that target Fort, Will.
If using a second wind while bloodied, spend two surges.
+3 to OAs
Equipment
Battering Hammer +5 (level 21)
Forgemail Armor of Sacrifice +4 (level 20)
Cloak of the Walking Wounded +4 (level 19)
Iron Armbands of Power (45,000gp)
Survivor's Belt (9,000)
Strikebacks (5,000)
Assault Boots (13,000)
Goggles of Night (21,000)
12,000gp
__________________ "Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
Racial Features
Fey Step - Teleport 5 squares as a move action, +2 bonus to all defenses until the end of your next turn.
+5 racial bonus saves against charms
Class Features
Staff of Defense
Encounter,Immediate Interrupt
You gain a bonus to defense against one attack equal to your Constitution modifier (+2).
Orb of Imposition
Encounter, Free Action
Creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. (-5)
Ritual Casting
Ready Orb takes a minor action. Orb gets +1 attack, damage, -1 all AC.
Cantrips
Ghost Sound
Light
Mage Hand
Prestidigitation
Paragon Path Features
Extra Damage Action - When you spend an action point to take an extra action, you also add one-half your level (10) to the damage dealt by any of your standard action attacks this turn.
Storm Spell - Once per day, you can reach into the spellstorm and extract a spell you have already used so that you can use it again. Make a Wisdom check. The result indicates the kind of spell you can extract. You can instead extract a spell using a lower result than the result you rolled, if you so choose.
Storm Fury When you first become bloodied in an encounter, you unleash a burst of arcane energy that deals 10 lightning damage to all your enemies within 10 squares of you.
Feats:
Armor Proficency: Leather
Expanded Spellbook
Second Implement
Feywild protection
Improved initiative
Raging Storm
Iron Will
Lightning Reflexes
Great Fortitude
SKill Focus: Arcana
Resounding Thunder
Lightning Arc - When you score a critical hit with a power that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 10 squares of the original target that was not already targeted or affected by the power. That target takes damage equal to the damage dealt to the original target.
OA: +16 vs. AC, 1d8
Powers
At Will
Scorching Burst
Area Burst 1, 10 squares
+21 vs Reflex, 1d6+11 fire damage
Thunderwave
Close Blast 3 or 4
+21 vs Fort, 1d6+13 Thunder damage, push 5 (Wis) squares
Encounter
Storm Cage
Area Burst 2 or 3, 20 Squares
+21 vs. Reflex, 4d6+13 lightning and thunder damage
You conjure a wall in the 16 (20) outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn.
Combust
Area Burst 2, 20 Squares
+21 vs. Reflex, 5d6+11 fire damage
Mesmeric Hold
3 Targets, Range 10Sq
+21 vs. Will, 2d6+11 psychic damage, the target is immobilized until the end of your next turn.
If you target only one creature with this power, you gain a +4 power bonus to the attack rol
Lightning Bolt
Ranged 10
+21 vs. Reflex, 2d6+13 lightning damage
2 sec targets, +21 vs. Reflex, 1d6+13 lightning damage
Daily
Maelstrom of Chaos
Close Burst 10
+21 vs. Fortitude, 3d8+11 force Damage and you can teleport the target to a location of your choice within the burst.
Miss: Half damage, and no teleportation.
Disintegrate
Ranged 10
+21 vs. Reflex, 5d10 + 11 damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends).
Prismatic Beams
Close Burst 5
+21 vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Lightning Serpent
Ranged 10
+21 vs. Reflex, 2d12+13 lightning damage, ongoing 5 poison damage and is slowed (save ends both)
Miss: Half damage, and the target is slowed (save ends).
Utility
Sudden Storm
Area burst 2, 20 squares
Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares.
Sustain Minor: The zone persists.
Fly
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.
Resistance
Minor Action Ranged 10
resist 27 (cid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder)
Disguise Self
Minor Action Personal
You make yourself, your clothing, and your equipment look different. 1 hour.
Shield
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Items
Spell Book/Ritual Book (21[23] Spell Pages used)
Capacity: A typical spellbook has 128 pages. Each
spell takes up 1 page. A ritual takes up a number of
pages equal to its level.
Ritual Book 157
Level 21 Magic Orb +5
Level 20 Cloak of Feywild Escape +4
(Daily): Move Action. Choose an ally you can see. You disappear from the world until the start of your next turn, at which point you appear in any unoccupied space within 5 squares of the chosen ally.
Level 19 Survivor's Armor +4 (Leather)
(Daily): Immediate Interrupt. Use this power when hit by an attack. Choose a willing ally within 5 squares of you. That ally takes the damage instead.
Defensive Staff +4 65,000gp cost
Bag of Holding
14,010 gp in residuum
1000 Scrying orb focus
Spellbook
Disintegrate/Evard’s Black Tentacles/Acid Wave
Prismatic Beams/Wall of Ice/Bibgy's Grasping Hands
Wall of Fire/Lightning Serpent/Ice Storm
Fly/Stoneskin/Displacement
Arcane Gate/Resistance/Blur
Disguise Self/Dispel Magic/Wall of Fog
Shield/Expeditious Retreat/Feather Fall
Kanriel Starlight
Abandoned at birth was raised on the frionges of soiety, surrounded by people he felt were unworthy of him. A old wizard took in the young eladrin upon sensing his potential. He also was unworthy of Starlight. For well over a century, Kanriel has not found anyone he considers worthy of his presence. He has thrown himself into the study and application of magic and has little patience for the doings of others. He has developed a fascination with lightning that he stops at no length to indulge. He has a tendency to be disturbingly pragmatic.
1 Two Weapon Fighting (+1 damage w/main hand when using two weapons)
1 Two weapon defense (+1 shield bonus to AC and Reflex when using 2 weapons, bonus)
2 Two-bladed warrior (skill training w/ ranger skill, can use 1 handed weapon in off-hand, multi-class ranger feat)
4 Dwarven weapon training(prof and +2 dam w/ axe and hammers)
6 Dwarven durability (+2 healing surge, +5 to surge value, retrained)
8 Adept power(Ranger)
10 Grit (When spending a healing surge gain 5 temp hp)
11 Enduring Wallop (Ongoing 5 damage with fighter daily attack)
12 Lightning reflexes(+2 to ref def)
14 Hammer Rhythm(con damage on a miss)
16 Armor Spec(chainmail, +1 AC and ACP with chainmail)
18 Agile Tempest(+1 damage with tempest damage bonus)
20 Marked Scourge (+4 damage vs marked enemies)
Race Traits
Vision: Low-light
Skill Bonuses: +2 Endurance(included), +2 Dungeoneering
Cast iron stomach: +5 on saves vs poison
Dwarven resilience: Second wind as minor action
Encumbered speed: speed not reduced by heavy armor
Stand your ground: Forced movement moves 1 less square. Make saving throw to avoid going prone from attack
Fighter Abilities
Combat Challenge: On an attack can mark foe. When marked foe that is adjacient shifts or makes an attack that doesn't include me, I can take a melee basic attack as an immediate interrupt. Combat Superiority: +4 bonus on opportunity attacks, an enemy struck by my opp attack stops moving. Tempest Technique: Two weapon def as bonus feat. +1 to attack with weapons that have off-hand quality. +2 to damage while wielding two weapons and wearing chainmail or lighter armor. +3 to damage if using weapons with the off-hand quality. Throwing Action: When spend an AP to take an extra action, I can make a ranged basic attack as a free action, not provoking OA. Throwing Master: Increase the size by one die of a thrown weapon. Uncanny Thrower: Take no penalty for throwing a weapon at long range.
Opportunity attacks
Opportunity Attack: +27 vs AC 1d10+17
Ranged Opportunity Attack(spitting cobra stance): +25 vs AC 1d8+14
At-Wills
Dual Strike, +22/21 vs AC(two attack, main off), 1d10+12/1d10+10. Crushing Surge, +22 vs AC, 1d10+17 and gain 5 temp hp. Basic Attack: +22 vs AC, 1d10+17 or +21 vs AC 1d10+15 Ranged Basic Attack: +21 vs AC, 1d8+14 Quick Draw Trick: Free action, I can draw or stow one or two weapons Pass Forward: Move action, Pick an adjacient enemy and move up to your speed. As long as I stay adjacient, I don't provoke OA from that opponent.
Encounter Powers
Two-fold Torment, +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit. Appalling Crunch, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp Landslide Strike, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16. Boggling Smash, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn. Unbreakable, Immed Reaction, when hit by an attack, reduce the damage by 10 Bolstering Stride, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp. Strikebacks(Immed React): Make a melee basic att against an adjacient foe that hits me.
Daily attacks
Defensive Resurgance: Minor Action. I can spend a healing surge and gain a +2 to AC until the start of my next turn. Spitting Cobra Stance: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you. Quicksilver Stance: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage Smash and Grab: Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage. Eruption of Steel: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage)
If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half)
Magic Item Daily Powers 2/day +1 per milestone
Voidcrystal Armor: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends) Battering Craghammer: Make a melee basic attack vs all enemies in a blast 3. Dwarven Boots(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower. Cloak of displacement: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square.
Gear
Money: 200gp
Battering Craghammer+5(21)
Crysteel Voidcrystal Armor +4(19)
Cloak of Displacement +4(20)(each encounter gain a +2 bonus to AC and Ref until an attack hits)
Bloodclaw Craghammer +4(take up to 4 damage and deal double that amount to target of attack, +4d6 on crit)(65000gp)
Throwing hammer +3(9000gp)
Iron armbands of power(+2 damage to melee attacks)(1800gp)
Strikebacks(5000gp)(+1 to hit on opp att)
Dwarven Boots
Backbone Belt(after second wind gain +4 to defenses)
2 potions of vitality(minor, spend surge, but regain 25hp and make a save)
Last edited by EvolutionKB; 31st December 2008 at 06:40 AM..
Feats:
1 Two Weapon Fighting (+1 damage when using 2 melee weapons)
2 Elven Beast Mastery (Beast benefits from Wild Step and Elven Accuracy)
4 Elven Precision (+2 to reroll from Elven Accuracy power)
6 Two Weapon Defense (+1 AC and Reflex when using 2 melee weapons)
8 Beast Protector (Opportunity attack when enemy attacks beast)
10 Coordinated Opportunity (+2 damage on opportunity attacks when beast is adjacent to target)
11 Hunter's Advantage (+2 dmg against Combat Advantage)
12 Defensive Advantage (+2 AC when you have combat advantage)
14 Bleeding Precision (Daily attack powers do 5 ongoing damage, save ends)
16 Evasion (No damage from missed area or close attacks)
18 Secret Stride (No penalty to stealth checks due to movement)
20 Combat Anticipation (+1 defenses vs ranged, area or close attacks)
Race Traits: Vision: Low-light Skill Bonuses: +2 Nature, +2 Perception Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Elven Accuracy: You can use elven accuracy as an encounter power. Reroll an attack. Use result even if worse than original.
Class Abilities: Ranger
Beast Mastery (Cat)
Hunter's Quarry +2d6 Feral Spirit
Fearsome Partnership, beast is +2 damage when within 10sq
Feral Action, beast gets +4 atk when AP spent for 1 turn
Spirit Link, use your healing surges to give beast 2nd wind
At-Will Melee Basic, +23 vs AC, 1d6+13 Circling Strike, +23 vs AC, 1d6+13, Beast shifts 1 before or after Twin Strike, +23 vs AC, 1d6+7, 2 attacks Pack Alertness - Minor (Both beast & master roll perception +2 and use better result, if one notices something, both do) Quick Recovery - Reaction (Trigg - Beast recieves effect save can end, beast gets saving throw at +3)
Encounter Feral Diversion, +24 vs AC, 2d8+9, Bease can shift 3sq before attack, you can shift 3sq after attack as free action) Cheetah's Rake, +23 vs AC, 1d6+13, Close burst 1, targets are immobilized and prone until end of next turn, dual weapon Knockdown Pounce, +23 vs AC, 2d6+13 (Push 2sq and prone), Beast shifts speed before attack Beast Rush, +24 vs AC, 1d8+7, 2nd Atk +23 vs AC, 1d6+13, Beast can shift 3sq before attack Weave Through The Fray - Interrupt (Trigg - Enemy moves adjacent to you, Effect: Shift 3 sq) Swiftness of Spirit - Minor (Beast takes move, or has +2 to hit on next attack) Elven Accuracy - Minor (Reroll attack)
Daily Twin Soul Strike, +23 vs AC, 3d6+13, 2nd Atk, +24 vs AC, 2d8+9,Beast gets CA against your target, you get CA against beast's Ferocious Roar, +24 vs Will, 2d8+5 psychic, Close Burst 2 (beast), push 1 sq + daze (save ends). Scent of Fear, +24 vs AC, 3d8+4, Target gives CA to beast and beast basic attacks on minor, until end of encounter Passing Ambush, +23 vs AC, 3d6+16, Shift 2sq, if you were hidden you remain hidden Evade the Blow - Interrupt (Trigg - Enemy hits you with melee attack, shift 1sq away from enemy)
Ratheros
Beast - Medium Cat
Str 19, Con 13, Dex 21, Int 7, Wis 15, Cha 7
Speed: 7 sq
AC: 34, Fort 31, Ref 33, Will 32
Hit Points: 174
Attack Bonus: +24
Basic Attack Damage: 1d8+5
Athletics +19, Stealth +20
Gear
Money: 200gp
Equinox - Paired Short Sword +4, 85000
Coif of Focus (+5 to saves vs Daze or Stun)
Feyleather Assassinbane +4 (Immune to surprise)
Cloak of Survival +4 (Resist Cold/Fire 10, +4 Endurance)
Iron Armbands of Power +2, 1800
Strikebacks (Gloves), 5000
Boots of Free Movement +2, 1800
Totemic Belt, 9000
Last edited by Shayuri; 13th December 2008 at 11:44 PM..
Hit Points 128/144 Temporary HP 0 Healing Surges 12/12
Action Points 1 Item Daily Powers Used 0/2 Milestones 0
Resist All 2 Armor Class 35 Fortitude 31 Reflex 29 Will 30
OA valiant strike +23+1 per enemy adjacent to me, 2d4+2d6+9 (4d12+29 crit.): Use this when not using holy strike.
or holy strike +23, 2d4+2d6+9 radiant (4d12+29 crit.); +4 damage if target is marked. Use this when enemy is marked or vulnerable vs. radiant
Passive Perception 24 Passive Insight 29
Power Tracker
Second Wind Channel Divinity Dragon Breath xLeveraging Strike Piericng Smite Ruby Scabbard Student of the Sword Warrior's Challenge Whirlwind Smite
Bloodied Retribution xControlling Thrust Marking Stance Martyr's Retribution Polearm Sweep Reaching Stance Sacred Circle Turn the Tide
Feats
Acolyte Power
Adept Power
Armor Specialization (Plate)
Draconic Arrogance
Dragonbreath Warrior
Heavy Blade Opportunity
Novice Power
Polearm Gamble
Polearm Momentum
Reaping Blade
Spear Push
Student of the Sword
Dragonborn Cleric of Bahamut/ Angelic (Draconic) Avenger
sheet
Name: Draxius Player: WD
Dragonborn Cleric (Bahamut) XP ? Level 20 Initiative +13 Senses Low-light Vision Passive Insight 28; Passive Perception 24 HP 130; Bloodied 65; Surge Value 33; Surges Per-Day 8 AC 37; Fortitude 30; Reflex 29; Will 29 Speed 7 Alignment Lawful Good Languages Common, Draconic
Str 23 Dex 16 Wis 17 Con 13 Int 10 Cha 15
Racial Abilities
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath (cold/fire) as an encounter power.
Class Features
Channel Divinity, Healer’s Lore, healing word, Ritual Casting
At-Will Powers Righterous Brand (melee; +23 vs AC; 1d12+10 damage and one ally within
5 squares of you gains a power bonus to melee attack rolls
against the target equal to your Strength modifier until the
end of your next turn.)
Sacred Flame (r5; +17 vs Reflex; 1d6+9 radiant damage, and one ally you can see chooses either to gain 12 temporary hit points or to make a saving throw.)
Encounter Powers R - Dragon Breath (cl blast 5; +20 vs Reflex; 2d10+3 cold and fire damage)
P - Astral Wave (cl burst 8 (enemies); +17 vs Will; 2d8+5 radiant)
Daily Powers P - Angel Ascendant (melee; +23 vs AC; 5d12+10 damage; Effect: You gain a speed of fly 6 (hover) until the end of the encounter.)
19 - Holy Wrath
15 - Holy Spark
9 - Divine Power
Utility Powers (all teleport) P - Angelic Presence (Enemies gain a –2 penalty to attack rolls against you
until the end of the encounter or until you are bloodied.)
16 - Astral Shield
10 - Mass cure light wounds 6 - Holy Lantern
2 - Divine Aid
105K
Belt of Sacrifice (2,6K) (minor: use to HS to give ally one; aura 5 +1 to healing surge value)
Battlestride Greaves (13k) (+1 move)
Bag of Holding (1k)
Residium (76K)
220 gold