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 FEATURES SPEED: 6 Low-Light Vision Furious Assault Half-Orc Resilience: Gain 5 temp hp the first time bloodied in an encounter Swift Charge: +2 Speed when charging
CLASS FEATURES First Strike: At encounter start, Gloomblade gets combat advantage against foes who haven't acted yet Rogue Tactics - Brutal Scoundrel: +3 damage bonus to Sneak Attack Rogue Weapon Talent: Shuriken damage die to 1d6, +1 to attack rolls with Daggers Sneak Attack: 1/round (2/round with Action Point), if Gloomblade has combat advantage and hit with a crossbow, light blade, or sling, deal 2d8 damage
POWERS DISHEARTENING STRIKE Rogue Attack 1 At-Will * Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon Requirement: Must wield a crossbow, light blade, or sling Target: One creature Attack: +9 vs AC Hit: 1d6+5 damage Rattling: Target takes a -2 penalty to attack rolls until the end of Gloomblade's next turn. Creatures immune to fear are not subject to this effect.
SLY FLOURISH Rogue Attack 1 At-Will * Martial, Weapon
Standard Action Melee or Ranged weapon Requirement: Must wield a crossbow, light blade, or sling Target: One creature Attack: +9 vs AC Hit: 1d6+7 damage.
FURIOUS ASSAULT Half-Orc Feature Encounter
Free Action Personal Trigger: Gloomblade hits an enemy Effect: The attack deals extra 1[W] if it's a weapon attack or 1d8 if it isn't.
SLY LUNGE Rogue Attack 1 Encounter * Martial, Weapon
Standard Action Melee weapon Requirement: Must wield a light blade Target: One creature granting combat advantage Attack: +9 vs AC Hit: 1d6+8 damage and Gloomblade gains combat advantage against the target until the end of your next turn. If Gloomblade doesn't apply his Sneak Attack damage to this attack, it deals 1d6 extra damage.
NASTY BACKSWING Rogue Attack 3 Encounter * Martial, Weapon
Free Action Melee weapon Trigger: Gloomblade misses with an attack Requirement: Must wield a light blade Target: One creature Attack: +9 vs AC. Must have combat advantage for this attack. Hit: 1d6+8 damage and Gloomblade can shift 1 square.
HANDSPRING ASSAULT Rogue Attack 1 Daily * Martial, Reliable, Weapon
Standard Action Melee weapon Requirement: Must wield a light blade Target: One creature Attack: +9 vs AC Hit: 3d6+5 damage and Gloomblade can shift 2 squares. Special: When charging, Gloomblade can use this in place of a melee basic attack.
TUMBLE Rogue Utility 2 Encounter
Move Action Personal Effect: Gloomblade can shift 3 squares.
ACROBAT BOOTS Magic Item At-Will
Minor Action Personal Effect: Stand up from prone.
BACKGROUND IN BRIEF
expand
He had a real name... once. Gloomblade was what they called him now. It was a tattoo, in Dwarven script, inked on his right forearm. It was one of many other tattoos on the Half-Orc's body. On his upper left arm was a stylized serpent, symbolizing some sort of barbarian tribe. He barely remembered whatever time was spent there. On his left forearm was the tattoo he received some time either just before or just after landing in Sub Saan Prison. They told Gloomblade he was serving time for attacking some sort of important official. That's not the way to accused remembered it. Of course, all prisoners proclaim innocence, don't they?
And there would have been an end to Gloomblade's story long before it had a chance to begin, if not for a fellow prisoner, Gareth Stonecall, a former stonemason who'd been serving time for braining his patron in a very ugly and very public pay dispute. Stonecall, who befriended Gloomblade, was one of the very few who would dare speak to the wary Half-Orc castoff. The stonemason, while incarcerated at Sub Saan, had studied the gods and become something of a prison preacher. He helped shepherd the lost ones into the light, convert them from depraved into saved, and redeem those one irredeemable souls.
Gloomblade joined Stonecall's church, which met for a few hours a week in the prison kitchen. There, Gloomblade learned much about the gods he'd mostly ignored during his life. It was an eye-opening experience and one that led to Gloomblade's eventual release. With Stonecall's help, Gloomblade was able to prove his innocence of all charges and, after five and a half years in the hells of Sub Saan, Gloomblade was granted his release.
The warden asked the reformed Gloomblade where he'd like to be transported. After all, it wouldn't be proper to release Gloomblade or any prisoner right outside what was supposed to be a secret prison. Gloomblade didn't really have a home to call his own. From all he could remember of his life before imprisonment, the Half-Orc had been on the run from someone or something. Perhaps it was something deep within the recesses of his mind that prevented Gloomblade from remembering his pursuer. Perhaps this was for the best.
For these reasons, Gloomblade asked to be taken to a place far from what most would call civilization. He was transported to the frontier town of Overlook, where his life's adventure would truly begin.
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
Last edited by Insight; 4th June 2009 at 05:41 PM..
Is it right? Is it fair? Nay, my brothers and sisters in arms! The elders of Overlook rule from their high seats, but we bear their burdens. We must show them, show them that we do deserve a seat at the table, that we will no longer be content with tablescraps! For Overlook!
Male Half-Elf Bard/Swordmage 3 Initiative +1; Senses low-light vision; Passive Insight 19, Passive Perception 12 HP 38; Bloodied 19; Healing Surge 9; Surges Per Day 10 AC 19; Fort 15, Ref 16, Will 17 Speed 5 Action Points 1
----------------------------------------------------------------- Harsh Songblade Longsword +1 (standard; at-will) ✦ Weapon
+4 vs AC; 1d8 damage. Hand Crossbow (standard; at-will) ✦ Weapon
+3 vs. AC; 1d6 damage. Guiding Strike (standard; at-will) ✦ Arcane, Weapon
+9 vs. AC; 1d8+5 damage and the target takes a -2 penalty to the defense of Dorn's choice until the end of Dorn's next turn. Cutting Words (standard; at-will) ✦ Arcane, Implement, Psychic
Ranged 10; +6 vs. Will; 1d8+5 psychic damage and the target is pulled 2 squares. Sword Burst (standard; encounter) ✦ Arcane, Force, Implement
Close burst 1 (enemies in burst); +6 vs. Reflex; 1d6+3 force damage. Shout of Triumph (standard; encounter) ✦ Arcane, Implement, Thunder
Close blast 3 (enemies in blast); +6 vs. Fort; 1d6+5 damage thunder damage and Dorn pushes the target three squares. Effect: Slide each ally in the blast 3 squares. Cunning Ferocity (standard; encounter) ✦ Arcane, Weapon
+9 vs. Reflex; 1d8+5 damage and each ally within 5 squares gains a +2 bonus to damage rolls against the target until the end of Dorn's next turn. Slayer's Song (standard; daily) ✦ Arcane, Weapon
+9 vs AC; 2d8+5 damage and the target grants combat advantage to Dorn and his allies (save ends). Miss: Half-damage. Effect: Until the end of the encounter, whenever Dorn hits an enemy, that enemy grants combat advantage to Dorn and his allies until the end of his next turn. Majestic Word (minor; 2/encounter) ✦ Arcane, Healing
Close burst 5 (Dorn or one ally in burst); target spends a healing surge and regains +4 additional hit points; Dorn also slides the target one square. Words of Friendship (minor; encounter) ✦ Arcane, Charm
Dorn gains a +5 power bonus to the next Diplomacy check he makes before the end of his next turn. Concerted Effort (standard; daily) ✦ Arcane
Close burst 10 (Dorn and each ally in burst); Until the end of Dorn's next turn, each target gains a +1 power bonus to attack rolls. Whenever a target hits with at least one attack during their turn, the bonus increases by 1 for the targets whose turn has not yet started. Harsh Songblade Longsword +1 Critical: +1d8 damage. Property: Bards use this blade as an implement for bard powers and bard paragon path powers. Power (Daily): Free action when Dorn hits an enemy with a bard thunder bower using the blade. Each enemy within 2 squares of the triggering enemy is dazed until the end of Dorn's next turn. Veteran's Chainmail +1
When Dorn spends an action port, he gains a +1 item bonus to attack rolls and defenses until the end of Dorn's next turn. Amulet of Protection +1 Virtue of Valor
Once per round when an ally within 10 squares bloodies or reduces an enemy to 0hp, ally gains 4 temporary hit points. Song of Rest
At the end of a short rest so long as Dorn has been playing an instrument or singing, all allies and Dorn that spend a healing surge can +4 extra hit points per surge. Swordbond
Dorn is bonded with one blade; this bond can be changed during an hour long ritual. If the weapon is within 10 squares, he can call it to hand as a standard action. If the weapon is broken, it can be reformed after an hour long ritual. Bardic Training
Dorn can use one bard ritual per day without expending components. Group Diplomacy
Allies within 10 squares add +1 to Diplomacy. Skill Versatility
+1 to all untrained skills. Dilettante Dual Heritage Multiclass Versatility
----------------------------------------------------------------- Alignment Good; Languages Common, Dwarven, Elven Str 8 (+0) Dex 10 (+1) Wis 13 (+2) Con 16 (+4) Int 14 (+3) Cha 18 (+5) Acrobatics +5*, Arcana +8*, Athletics +4*, Bluff +6, Diplomacy +13*, Heal 3, Insight +9*, Streetwise +11*
* Trained Skill Feats: Combat Virtuoso, Heart of the Blade, Ritual Caster Gear Harsh Songblade Longsword +1 (Shimemersong), Hand Crossbow with 20 bolts; Veteran's Chainmail +1, Light Shield; Amulet of Protection +1, Alchemical Reagents (100), Backpack, Belt Pouch, Everburning Torch, Lute, Magical Herbs (50), Trail Rations (10), Waterskin, Wine Bottle; 18gp; 76lbs (80 heavy). Rituals: Comprehend Language, Glib Limerick, Last Sight Vision, Secret Page, Traveler's Chant, Tensor's Floating Disk
Background
Dorn was born to a well-off barrister of Overlook. Never wanting for much, he grew up in a house full of ideals and debate. This instilled within him the beliefs and patriotism he holds to today. But he also saw the darker side of Overlook, especially the lower classes and how non-dwarves (including his father) could not reach the true echelons of power. After many unsuccessful attempts to work within the system (including a stint with the Watch after university), he started his own one man crusade. He printed leaflets, held rallies, and made a general nuisance of himself. While he never did anything really illegal, he was enough of a problem for Overlook that when the orc problem reeled its head, they had the perfect solution for how to deal with Dorn.
Personality and Appearance
Dorn is quite full of himself and very confident in his mission. He never says three words where six will do, and he often makes lofty appeals to justice and liberation and other such concepts. Dorn is tenacious is a fight, and even when things are going wrong, he refuses to see defeat.
Dorn has a proud bearing, lean build, and swarthy skin accented by his shaved head. He dresses in comoner's clothes with a fine cut and little dirt, a sure sign of a custom job. Women tend to swoon when he is speaking.
Character Builder Summary
====== Created Using Wizards of the Coast D&DI Character Builder ======
Dorn, level 3
Half-Elf, Bard
Bardic Virtue: Virtue of Valor
FINAL ABILITY SCORES
Str 8, Con 16, Dex 10, Int 14, Wis 13, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 14, Wis 13, Cha 16.
Male Razorclaw Shifter Centered Breath Monk 3 Initiative +5; Senses low-light vision; Passive Insight 15, Passive Perception 20 HP 34; Bloodied 17; Healing Surge 8; Surges Per Day 8 AC 18; Fort 14, Ref 17, Will 17 Speed 6 Action Points 1
----------------------------------------------------------------- Fleshseeker Monk Unarmed Strike +1 (standard; at-will) ✦ Weapon
+6 vs AC; 1d8+1 damage. Spear (standard; at-will) ✦ Weapon Shuriken (standard; at-will) ✦ Weapon
+8 vs. AC; 1d4+4 damage. Dancing Cobra (standard or move; at-will) ✦ Full Discipline, Psionic, Weapon Attack Technique: +10 vs. reflex; 1d8+5 damage and this attack deals an extra 4 damage if the target made an OA against me during this turn. Movement Technique: Move your speed +2. Five Storms (standard or move; at-will) ✦ Full Discipline, Implement, Psionic Attack Technique:Close burst 1 (each creature in burst) +7 vs. reflex; 1d6+5 damage. Movement Technique:You can shift 2 squares Centered Flurry of Blows (free action; once/round) ✦Implement, Psionic Trigger: You hit with an attack during your turn. The target takes 5 damage, if the target was not the target of the triggering attack you can slide the target 1 square to a square adjacient to you. Drunken Monkey (standard and move; encounter) ✦ Full Discipline Implement, Psionic Attack Technique: +7 vs Will; 1d6+5 and you slide the target 1 square. The target then makes a basic melee attack against an enemy of your choice with a +4 bonus on the attack roll. Movement Technique:You move your speed +2. During this move you ignore difficult terrain and gain a +4 bonus to your defenses against OA. Dance of Swords (standard and move; encounter) ✦ Full Discipline, Psionic, Weapon Attack Technique: +10 vs reflex; 2d8+5 damage. The attack deals extra damage equal to twice the amount of enemies adjacient to you. Movement Technique: You move your speed +2. If any enemy makes an OA provoked by this movement and misses you, you gain CA against that enemy until the end of this turn. ✦ Harmonious Discipline (minor; encounter) ✦ Psionic Wendigo gains 4 THP. When Wendigo has no THP remaining, he gains a +4 bonus to the damage rolls of his next melee attack before the end of the encounter. ✦ Razorclaw shifting (minor; encounter) Until the end of the encounter Wendigo's speed increases by 2 and he gains a +1 bonus to AC and reflex. Whirling Mantis Step (standard; daily) ✦ Psionic, Weapon
Effect: Wendigo can shift his speed. If you enter a square adjacient to an enemy during this shift, you slide that enemy 1 square. After the shift make the following attack: One, two, or three targets; +10 vs AC; 1d8+5 damage and the target is slowed(save ends). Miss: Half-damage and the target is slowed until the end of your next turn. Fleshseeker Monk Unarmed Strike +1 Critical: +1d6 damage. Power (Encounter): Free action when Wendigo hits an enemy with this weapon. The next attack with this weapon gains a +1 to the attack roll. Stoneskin Robes +1 Power (Encounter): Minor action; Wendigo gains 5 THP. Amulet of Protection +1 Unarmed Combatant Unarmed Defense
----------------------------------------------------------------- Alignment Good; Languages Common, Dwarven Str 10 (+1) Dex 18 (+5) Wis 18 (+5) Con 12 (+2) Int 10 (+1) Cha 10 (+1) Acrobatics +12*, Athletics +8*, Perception +10*, Stealth +12*
* Trained Skill Feats: Focused Expertise, Defensive Mobility Gear Stoneskin Robes +1; Fleshseeker Monk's Unarmed Strike +1; Amulet of Protection +1, Spear, Shuriken(5), Restful Bedroll, Standard Adventurer's Kit(Backpack, Bedroll, Flint/Steel, Belt Pouch, 10 days Trail Rations, 50' hemp rope, 2 Sunrods, Waterskin), 2 Alchemist's Fire, 1 Alchemist's Acid, 160 gp
Background: Wendigo was raised by the dwarven monks of the Monastery of the Sundered Chain. His tribe was orginallly from the plains around the fertile Elsir River. The smalls towns of the plains turned against the tribe when it was feared that they had a lycanthrope in their midst. Wendigo's tribe was hunted because they were feared and what they could be hiding in their bloodline. The shifters ran, and Wendigo's own family fled and made a stand at the gates of the Monastery of the Sundered Chain. By the time the dwarves got the massive gates open, the shifters were dead, or dragged away by the righteous townsfolk. Only Wendigo remained, an infant, clutched to his mother's breast and hidden from view.
The dwarves raised the shifter, training his mind and body in their art. They also instilled in the shifter a love for Moradin. Wendigo soon realized he was different than his foster family, but he was never told of his origin. The shifter always wondered what the bloodstains were that covered the flagstones at the gate were from. Over time, Wendigo came to assume his origins, though nobody came out to tell him directly. This fact, caused the shifter to see the monks as friends, not family. His love of the Forgefather didn't wane in any way though. Moradin is the only father he has.
Appearance: Wendigo is tall and lean for a shifter. His head is shaved, but his beard is long and dark brown. His eyes are the color of honey and when he shifts they are slit vertically like a cat. Wendigo wears grey woolen loose fitting shirt and pants. A holy symbol of Moradin holds a short cloak on his shoulders. He wears no boots, his feet are calloused and tougher than stone. A spear is over his shoulder and several shuriken are strapped to a simple belt of cloth. Three other vials hang from the belt as well. They are alchemical bombs he bought while in Overlook, a curiousity at worst, an effective weapon at best.
AC: 20 FORT: 14 (13 in human form) REFLEX: 18 WILL: 19 (18 in human form)
Race and Class Features SPEED: 8 (includes Primal Predator class feature) Low-Light Vision, Fey Origin Group Awareness: Non-elf allies within 5 squares of me gain +1 racial bonus to perception. Wild Step: I ignore difficult terrain when shifting. Wild Shape
Skills and Languages Trained Skills: Nature +12, Stealth +10, Perception +13, Endurance +6 Untrained Skills: STR {+1 (0 with armor)}, CON {+2 (+1 with armor)}, DEX {+5 (+4 with armor)}, INT {+1}, WIS {+5}, CHA {+1} Languages: Common, Elven
Feats
{c} Ritual Caster
{1} Improved Initiative
{2} Implement Expertise: +1 to attacks with totem.
Gear and Wealth
- MAGIC ITEMS
{3} Predator Hide Armor +1
{1} Magic Totem +1 (+1d6 damage on crit)
{1} Amulet of Protection +1
- MUNDANE ITEMS
Ritual book (Animal messenger, Create campsite, Bloom, Endure Elements, Water Walk), backpack, beltpouch, everburning torch with sheath,
rare herbs (200gp worth)
healing potions (six)
various coins (37gp)
Powers WILD SHAPE Druid Class Feature At will * Polymorph, Primal
Minor Action (Special) personal Effect: I change to beast form (jackal), and shift one square. I drop anything I am holding; equipment becomes part of beast form. Can only use powers that have the beast form keyword, or that are derived from implement or magic items.
Grasping Claws Druid Attack 1 At will * Beast form, Implement, Primal
Standard Action Melee touch Target: One creature Attack: +8 vs Ref Hit: 1d8+6 damage, and target is slowed (movement 2) until the end of my next turn. This can be used as a melee basic attack.
Pounce Druid Attack 1 At will * Beast form, Implement, Primal
Standard Action Melee touch Target: One creature Attack: +8 vs Ref Hit: 1d8+6 damage, and target grants combat advantage to the next creature that attacks it before the end of my next turn. When charging, this can be used instead of a melee basic attack.
Call of the Beast Druid Attack 1 At will * Implement, Primal, Psychic
Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: +8 vs Will Hit: Target can’t gain combat advantage until the end of my next turn. On its next turn, it takes 11 psychic damage when it makes any attack that doesn’t include my nearest ally as a target.
Elven Accuracy Elf Feature Encounter
Free Action Personal Effect: Reroll an attack roll, and use the second roll even if it is lower.
Cull the Herd Druid Attack 1 Encounter * Beast Form, Charm, Implement, primal, Psychic
Standard Action Ranged 5 Target: one creature Attack: +8 vs Will Hit: 2d8+6 and I pull the target three squares
Predator’s Flurry Druid Attack 3 Encounter * Beast Form, Implement, primal
Standard Action Melee touch Target: One creature Attack: +8 vs Ref Hit: 1d6+6 and creature is dazed until the end of my next turn Effect: I shift 5 squares and make a secondary attack Secondary Target: One creature other than primary target Attack: +8 vs Ref Hit: 1d6+6 and creature is dazed until the end of my next turn
Savage Frenzy Druid Attack 1 Daily * Beast form, Implement, Primal
Standard Action Close burst 1 Target: Each enemy in burst I can see Attack: +8 vs Ref Hit: 1d6+6, target is dazed and slowed (save ends both) Miss: Half damage, and the target is slowed until the end of my next turn.
Fleet Pursuit Druid Utility 2 Daily * Beast form, Primal
Minor Action Personal Effect: Until the end of the encounter while in Beast form, gain +5 power bonus to speed (=13!)
Predator Armor Daily * Beast form
Immediate reaction
Trigger: an enemy adjacent to me shifts Effect: Until the end of my next turn I gain +1 to attack and damage against the triggering enemy.
Last edited by Kobold Stew; 4th June 2009 at 05:05 PM..
Reason: spending 520!
Moradin has sent us on this glorious mission and the only thing we have to look forward to if we fail is an eternity spent in the Abyss, what are we waiting for.
Male Dwarf Invoker 3 Initiative +1; Senses low-light vision; Passive Insight 20, Passive Perception 15 HP 41; Bloodied 20; Healing Surge 10; Surges Per Day 10 AC 18; Fort 18, Ref 15, Will 18 Speed 5 Action Points 1
----------------------------------------------------------------- Divine Bolts (standard; at-will) ✦ Vanguard's Lightning (standard; at-will) ✦ Thunder of Judgement (standard; encounter) ✦ Offering of Justice (standard; encounter) ✦ Summon Fire Angel (standard; daily) ✦ Wall of Light (standard; daily) ✦ Defensive Staff+1 Critical: +1d8 damage. Cloak of Distortion +1 Ritual Casting Covenant of Wrath +2 Dungeoneering and Endurance
Cast-iron stomach
Dwarven resilience
Dwarven weapon proficiency
Encumbered speed
Stand your ground
----------------------------------------------------------------- Alignment Lawful Good; Languages Common, Dwarven Str 10 (+1) Dex 10 (+1) Wis 18 (+5) Con 18 (+5) Int 12 (+2) Cha 10 (+1) Arcana +7*, Endurance +11*, Insight +10*, Religion +7*
* Trained Skill Feats: Implement Expertise (Staff), Toughness, Distant Advantage, Ritual Caster (B) Gear Defensive Staff+1, +1 Dwarven Chainmail, Cloak of Distortion+1, Backpack, Restful Bedroll, Belt Pouch, Everburning Torch, Trail Rations (10), Waterskin, 0gp;
Saves:+5 against poison
Background
In process
Personality and Appearance
In Process
CB Summary
====== Created Using Wizards of the Coast D&DI Character Builder ======
Tregar, level 3
Dwarf, Invoker
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath
FINAL ABILITY SCORES
Str 10, Con 18, Dex 10, Int 12, Wis 18, Cha 10.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 10, Int 12, Wis 16, Cha 10.
POWERS
Invoker at-will 1: Divine Bolts
Invoker at-will 1: Vanguard's Lightning
Invoker daily 1: Summon Angel of Fire
Invoker encounter 1: Thunder of Judgment
Invoker encounter 3: Offering of Justice
Invoker utility 2: Wall of Light
ITEMS
Ritual Book, Dwarven Chainmail +1, Defensive Staff +1, Cloak of Distortion +1, Adventurer's Kit, Everburning Torch
RITUALS
Hand of Fate
====== Created Using Wizards of the Coast D&DI Character Builder ======
Last edited by renau1g; 3rd June 2009 at 05:00 PM..
Ranged basic attack: Javelin
Str +4 + prof 2 +1 enhancement + 1 level = +8 vs AC
Damage 1d6+5
At Will Reaping Strike: Weapon: Standard action: Melee weapon: Target - one creature Strength v AC: (+4+2+1+1+1 = +9) Hit: 1d10+ 5 On Miss: target takes 4 damage (Str mod)
Cleave: Weapon: Standard action: Melee weapon: Target - one creature Strength v AC: (+4+2+1+1+1 = +9) Hit: 1d10+ 5 Adjacent enemy takes 4 damage (Str Mod)
Brash Strike Weapon: Standard action: Melee weapon: Target - one creature Strength +2 vs AC: (+6+2+1+1+1 = +11) Hit: 1d10 +6 Weapon: With axe, hammer or mace extra damage equal to Con Mod I grant Combat Advantage to the target till start of my next turn
Encounter Steel Serpent Strike: Weapon: Standard action: Melee weapon: Target - one creature Strength v AC: (+4+2+1+1+1 = +9) Hit: 2d10+ 5 Target is slowed and cannot shift until the end of my next turn.
Sweeping Blow: Weapon: Standard action: Melee weapon:
Close Burst 1: Target = each enemy I can see.
Attack: Strength vs AC (+4+2+1+1+1+2 = +11)
Weapon: If wielding an axe...etc, gain attack bonus pf half str mod.
Hit: 1d10+5
Daily Villains menace Weapon: Standard action: Melee weapon: Target - one creature Strength v AC: (+4+2+1+1+1 = +9) Hit: 2d10+ 5 & gain +2 power bonus to attack rolls and +4 power bonus to damage rolls vs target till end of the encounter. Miss: Gain +1 power bonus and +2 power bonus to damage vs target till end of encounter
Utility Boundless Endurance Daily, Healing, Martial, Stance, Minor Action, Personal Effect: Gain Regeneration 2+ Con mod (3) when I am bloodied
Magic Items Level 2 Flesh Seeker Halberd +1 Crit 1d6 Power (Encounter): Free Action: Use when I hit an enemy with this weapon; I gain +1 power bonus on my next attack against that target with this weapon.
Level 2 Screaming scale armour +1 Property: Gain a bonus to Intimidate checks equal to the armour enhancement (+1) Power (Encounter): (Fear); Minor action: An enemy within 5 squares of me takes a -2 penalty to attack rolls until the end of my next turn.
Level 2 Amulet of Mental Resolve +1 Enhancement: Fort, Ref and Will Property: Gain a +2 item bonus to saving throws against effects with the charm, illusion or Sleep keyword.
+1 Distance Javelin Range 15/30 (No crit value)
Background: Haunted veteran Once per encounter I can re-roll a failed saving throw against a Fear effect.
Adventurer’s kit 3 healing potions
Last edited by The Digger; 3rd June 2009 at 03:35 AM..
Reason: added level bonus to passive senses