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Plots & Places Post 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.

 
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Old 6th June 2009, 03:10 PM   #1 (permalink)
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Charwoman Gene Orc Berserker (Lvl 4)
CG'S KotS RG

Rogue's Gallery for my Keep on the Shadowfell Game. Post Character, and CB Summary if you use the CB.
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Old 6th June 2009, 05:55 PM   #2 (permalink)
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Vertexx69 Goblin Sharpshooter (Lvl 2)
Adamar, level 1
Dragonborn Fighter, Male

Adamar
Guardian Fighter

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

AC: 19 Fort: 16 Reflex: 12 Will: 13
HP: 30 Surges: 11 Surge Value: 7

Attack +8, 1d10+4

TRAINED SKILLS
Athletics +9, Heal +8, Endurance +6

FEATS
Weapon Profiency (3-headed flail)

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
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Last edited by Vertexx69; 9th June 2009 at 12:32 AM..
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Old 7th June 2009, 05:35 PM   #3 (permalink)
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Redclaw Goblin Sharpshooter (Lvl 2)
Alain the Warbler, level 1
Half-Elf Bard


CB Summary
====== 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.


AC: 16 Fort: 14 Reflex: 13 Will: 15
HP: 30 Surges: 11 Surge Value: 7

TRAINED SKILLS
Arcana +7, Streetwise +9, History +7, Bluff +9, Diplomacy +11

UNTRAINED SKILLS
Acrobatics, Dungeoneering, Endurance +4, Heal, Insight +2, Intimidate +5, Nature, Perception, Religion +3, Stealth, Thievery, Athletics +1

FEATS
Bard: Alchemist
Level 1: Strength of Valor

POWERS
Bard at-will 1: Guiding Strike
Bard at-will 1: War Song Strike
Bard daily 1: Saga of Rivalry
Bard encounter 1: Focused Sound
Dilettante: Blazing Starfall

ITEMS
Ritual Book, Adventurer's Kit, Lute, Chainmail, Scimitar, Dagger (4)
====== Created Using Wizards of the Coast D&DI Character Builder ======
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Old 8th June 2009, 05:31 PM   #4 (permalink)
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drothgery Goblin Sharpshooter (Lvl 2)
Autumn, Female Razorclaw Shifter Invoker 1

synopsis

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.


AC: 16 Fort: 11 Reflex: 14 Will: 16
HP: 20 Surges: 6 Surge Value: 5

TRAINED SKILLS
Religion +8, History +8, Insight +10, Arcana +8, Perception +10

UNTRAINED SKILLS
Acrobatics +2, Bluff, Diplomacy, Dungeoneering +5, Endurance -1, Heal +5, Intimidate, Nature +5, Stealth +2, Streetwise, Thievery, Athletics -2

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 ======



Character Builder File
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Old 8th June 2009, 10:38 PM   #5 (permalink)
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Velmont Goblin Sharpshooter (Lvl 2)
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Alear, Male Deva Avenger 1

Alear
Alear, level 1
Deva, Avenger
Avenger's Censure: Censure of Pursuit

FINAL ABILITY SCORES
Str 8, Con 14, Dex 13, Int 18, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 13, Int 16, Wis 16, Cha 10.


AC: 19 Fort: 13 Reflex: 15 Will: 15
HP: 28 Surges: 9 Surge Value: 7

TRAINED SKILLS
Religion +11, Streetwise +5, Stealth +6, Perception +9

UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +2, Heal +4, History +6, Insight +4, Intimidate +0, Nature +4, Thievery +1, Athletics -1

FEATS
Level 1: Armor Proficiency (Leather)

POWERS
Avenger at-will 1: Bond of Retribution
Avenger at-will 1: Radiant Vengeance
Avenger encounter 1: Avenging Echo
Avenger daily 1: Aspect of Might

ITEMS
Leather Armor, Falchion, Adventurer's Kit, Holy Symbol
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Old 10th June 2009, 05:35 PM   #6 (permalink)
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Code:
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.

Last edited by DEFCON 1; 10th June 2009 at 06:29 PM..
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