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.
Height: 6ft, 8in
Weight: 280lbs.
Head Horns: Tan, spiked strait back
Body Scales: Cerulean
Eyes: Golden
speed: 5
FINAL ABILITY SCORES
Str 18, Con 15, Dex 11, Int 10, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 15, Dex 11, Int 10, Wis 16, Cha 8.
Weapon Talent 1-handed:+1 when wielding weapons 1-handed Combat Superiority:+3 to Opportunity Attacks Dragonborn Fury: +1 to hit when bloodied
Dragonborn Heritage: +2 to healing surge value Dragon Breath: 1d6+2 Lightning, close blast3
EXPLOITS
at-will 1: Cleave - 1[w] +str, str bonus carries through to adjecent enemy
at-will 1: Tide of Iron - 1[w] +str, push target 1 square
encounter 1: Passing Attack - 1[w] +str, 2nd attack vs 2nd target
encounter R: Dragon Breath +6 vs Ref, 1d6 +2 Lightning, Close blast 3
daily 1: Villains Menace, 2[w] +str, gain +1/+2 hit +2/+4 dmg for enc
ITEMS
Scale Armor, Adventurer's Kit, Heavy Shield, 3-Headed Flail
__________________ Its so hard to have a good time, even smiling makes my face ache. - Dr. Frank N. Fuhrter, Rocky Horror Picture Show
____________________
MyGames
Living Eberron Rohna lvl 4 OOC RGIC
Scotley's ToH - Ballista lvl 9 IC
HellrazorIII's Death of the Dragons - Grabhar Goldenwing lvl 5 (Gestalt) RGIC
Dr. Simons B5 Outrageous Fortunne - Croft Callo lvl 2 ICOOC
Dragonwriter's Music Inspired Insanity - Platinus lvl 3 OOCRGIC
Last edited by Vertexx69; 9th June 2009 at 12:32 AM..
====== Created Using Wizards of the Coast D&DI Character Builder ======
Alain, level 1
Half-Elf, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Valor
FINAL ABILITY SCORES
Str 12, Con 18, Dex 10, Int 14, Wis 9, Cha 18.
STARTING ABILITY SCORES
Str 12, Con 16, Dex 10, Int 14, Wis 9, Cha 16.
Autumn had not had the slightest intention of becoming one of Ioun's instruments in the world. She had, in fact, been set on becoming one of the few wizards her people produced. But she and her fellow apprentices had stumbled into an ancient and long-abandoned shrine to the goddess, and she had inadvertently activated an artifact that imbued her with some tiny fragment of the deity's essense -- power that she had needed, for cultists of Vecna had been looking for what Autumn and her friends found accidently. Between the power Ioun lent her and the half-spells of her fellow apprentices, they managed to escape. But Autumn's life would never be the same.
Personality traits
Autumn is naturally curious, and often quite perceptive, but she is a bit lacking in tact.
Appearance
She has the tall and slender build that's common to most razorclaw shifters, though she's less powerfully built than many of her people. Still, her hide armor and staff often convince others that she is an ordinary woodsman... until they see how many books are in her pack.
Autumn's stats
====== Created Using Wizards of the Coast D&DI Character Builder ======
Autumn, level 1
Shifter, Razorclaw, Invoker
Build: Preserving Invoker
Divine Covenant: Covenant of Preservation
FINAL ABILITY SCORES
Str 8, Con 10, Dex 13, Int 16, Wis 20, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 11, Int 16, Wis 18, Cha 10.
FEATS
Invoker: Ritual Caster
Level 1: Warrior of the Wild
POWERS
Invoker at-will 1: Grasping Shards
Invoker at-will 1: Sun Strike
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Summon Angel of Fire
ITEMS
Ritual Book, Implement, Staff, Adventurer's Kit, Hide Armor
RITUALS
Comprehend Language
====== Created Using Wizards of the Coast D&DI Character Builder ======
STRATAGEM
Male tiefling tactical warlord
Level 1 Unaligned Common, Goblin
Size: Medium Speed: 6 Vision: Low-light
STR: 16 (+3) DEX: 10 (+0) WIS: 10 (+0)
CON: 10 (+0) INT: 18 (+4) CHA: 14 (+2)
HP: 22 Surge Value: 5
Bloodied: 11 Per Day: 7
AC: 17 REF: 14
FORT: 14 WILL: 13
Longsword: +6 / 1d8+3
Crossbow: +2 / 1d8
Equipment: Adventurer's kit, hide armor, longsword, crossbow
Skills: Athletics +7*#; Bluff +3; Diplomacy +7*; Heal +5*;
History +9*; Stealth +1#
* Trained # Check Penalty
Feats: Tactical Assault
BLOODHUNT:
You gain a +1 racial bonus to attack rolls against bloodied foes.
FIRE RESISTANCE:
You have resist fire 5.
COMBAT LEADER:
You and each ally within 10 squares who can see and hear you
gain a +2 power bonus to initiative.
TACTICAL PRESENCE:
When an ally you can see spends an action point to make an attack,
the ally gains a bonus to the attack roll equal to +2.
TACTICAL ASSAULT:
When an ally you can see spends an action point to make an attack,
the ally gains a bonus to the damage roll equal to +4.
COMMANDER'S STRIKE:
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target.
Hit: Ally’s basic attack damage + 4 (your INT mod).
OPENING SHOVE:
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: STR vs. Reflex
Hit: Push the target 1 square. Then choose one ally you can see. That ally
either shifts 5 squares (1 + your INT mod), or makes a melee basic attack
against the target.
WARLORD'S FAVOR:
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: STR vs. AC
Hit: 2[W] + STR mod damage. One ally within 5 squares of you gains a
+5 power bonus to attack rolls against the target until the end of your
next turn.
Tactical Presence: The bonus to attack rolls that you grant equals
1 + your INT mod.
INFERNAL WRATH:
Encounter
Minor Action * Personal
Effect: You can channel your fury to gain a +1 power bonus to your next
attack roll against an enemy that hit you since your last turn. If your
attack hits and deals damage, add +2 (your CHA mod) as extra damage.
INSPIRING WORD:
Encounter (Special) * Healing, Martial
Minor Action * Close burst 5
Special: Twice per encounter, but only once per round.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional
1d6 hit points.
LEAD THE ATTACK:
Daily * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + STR mod damage. Until the end of the encounter, you and each ally
within 5 squares of you gain a +5 (1 + your INT mod) power bonus to attack
rolls against the target.
Miss: Until the end of the encounter, you and each ally within 5 squares of
you gain a +1 power bonus to attack rolls against the target.