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.
This is a first draft for Stonebear's CS- I need to finalize mundane equipment and add the details for his power write-ups, but most of the rest is done. I'll finish the details as soon as I can.
Name: Stonebear (Joharrji ibn Rahjid)
Race: Goliath
Class: Fighter (great weapon build; M/C Barbarian)
Role: Defender
Level: 6
Alignment: unaligned
Deity: Kord (not religious)
Height: 7’7”
Weight: 345 lbs
Hair: bald
Eyes: green
Skin: red-brown
Age: 24
Weapon Proficiency:
Simple melee, military melee, simple ranged, military ranged
Size: Medium
Speed: 6 squares (5 squares when armored)
Vision: normal
Powers:
[At will]: Cleave, Crushing surge
[Encounter]: Great cleave, Probing attack, Stone’s endurance
[Daily]: Comeback strike, Rain of steel; Berserk (Barbarian MC)
[Utility]: Boundless endurance (daily), Rock steady (daily)
Basic attacks
-Melee: +1 Sunblade glaive (Heavy blade, polearm, reach)
Attack: +11 vs. AC (+2 proficiency, +1 enhancement, +1 talent, +3 level, +4 STR); Damage 2d4+7 (+4 STR, +1 enhancement, +2 feat)
-Ranged: Javelin (heavy thrown)
Attack: +9 vs. AC (+4 STR, +2 proficiency, +3 level); damage 1d6+4, range 10/20
At-will:
>Cleave (Martial, Weapon): Attack +11 vs. AC; HIT 2d4+7, and another enemy adjacent to me takes 4 damage
>Crushing surge (Invigorating, Martial, Weapon): Attack +11 vs. AC; Hit 2d4+7 (and you gain 4 temporary HP)
Encounter:
>Great cleave (E1, swapped from Passing attack with Novice Power feat)(Primal, Weapon); Close burst 1 (each enemy); Attack +11 vs. AC; Hit 2d4+7, +1 damage for each enemy adjacent to you
>Probing attack (E3)(Martial, Weapon); Attack +11 vs. REF; Hit 2d4+7, and you gain +4 power bonus to attacks against the target until the end of your next turn. (Can be used in place of basic melee attack when taking an opportunity attack)
>Stone’s endurance (racial)(Minor action) Gain resist 5 to all damage until the end of your next turn
Daily:
>Berserk fury (Special); free action, gain +2 bonus to damage rolls until the end of the encounter
>Comeback strike (D1); (Healing, Martial, Reliable, Weapon); Attack +11 vs. AC; Hit 4d4+7, and you can spend a healing surge
>Rain of steel (D5); (Martial, Stance, Weapon)(Minor action); Any enemy that starts its turn adjacent to you takes 2d4 damage, as long as you are capable of making OAs.
>Boundless Endurance (U2); (Healing, Martial, Stance)(Minor action) You gain Regeneration 6 when you are bloodied
>Rock steady (U6); (Martial, Stance)(Minor action) Until the stance ends, you cannot be knocked prone, and if you are subjected to a pull, push, or slide, you can choose to reduce the forced movement by 1 square.
*Attack power stats are when wielding glaive, numbers vary with other weapons
Adventurer's kit (TOTAL 21.1 gp; 22.5 lb.)
Backpack 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Flint & Steel 1 gp -
Pouch, belt 1 gp 1/2 lb.
Rations, trail 1 gp 2 lb. 2 days
Rope, 50’ silk; 10 gp, 5 lb.
Sunrod (2) 4 gp 2 lb.
Waterskin (x2); 2 gp; 8 lb.
Money: 36 gp, 9 sp
Normal load: 190 lb.
Heavy load: 380 lb.
Max. drag load: 950 lb.
Carrying: 36 lb +magic items
Background: Stonebear was born far away, in a desert land across the seas. In that land, there were sacred oases, consecrated to the gods, hidden away within rocky portions of the otherwise inhospitable desert. Each sacred spring was guarded by a goliath clan, with skywatchers to maintain the spiritual purity of the site, and sworn warriors to see to the physical protections. Stonebear was raised and trained to be such a guardian warrior, and he was blessed enough to choose the strongest of the tribe's guardian totem spirits- the great bear. But shortly before he became an adult, his tribe and their sacred spring were cursed by unknown supernatural powers- and the spring gave forth no more water. In the face of such a terrible curse, the clan disbanded and scattered- many of them died, and the survivors were forced to flee their homeland, since no other tribe would shelter them for fear of spreading the curse. Stonebear has traveled farthest of all, all the way across the nearly impassible oceans, and he has become a great warrior- but his story is not yet done.
Appearance: Stonebear is large and powerfully built, even by goliath standards- especially when wearing his heavy dark-colored armor. He has skin the rusty red-brown of sandstone, with darker brown markings, and glittering green eyes. Faded tattoos in some foreign script cover his arms from fingertips to shoulders, and like most male goliaths, he is bald. He wears his heavy armor nearly all the time, and his helm is cast in the shape of a bear's head. He carries a glaive with a thick darkwood shaft and a gleaming gold blade, but he also keeps a greatsword and javelins close at hand.
Last edited by pathfinderq1; 17th June 2009 at 02:49 AM..
Holy Strike (Divine, Radiant, Weapon) --Standard
Melee weapon, +12 vs. AC, 1d10+6 radiant damage (1d10+9 vs. marked enemy)
Challenging Strike (Divine, Weapon) --Standard
Melee weapon, +12 vs. AC, 1d10+6 damage and the target is marked until the end of your next turn or you move into a square not adjacent to the target.
Divine Challenge (Divine, Radiant) --Minor
Close burst 5, One creature in burst is marked until you fail to engage it on your turn. Once per turn, if the marked creature makes an attack that doesn't include you as a target, it takes 4 radiant damage.
Lay on Hands (Divine, Healing) --Minor
Melee touch, You spend a healing surge (regain no HP) and target regains HP as if it had spent a healing surge. Special: can be used up to 3 times per day, but only once per round.
Encounter
Piercing Smite (Divine, Weapon) --Standard
Melee weapon, +12 vs. Reflex, 2d10+6 damage and the target and 3 adjacent enemies are marked until the end of your next turn.
Disruptive Strike (Martial, Weapon) --Immediate Interrupt
Melee weapon, Trigger: You or an ally is attacked by a creature, +12 vs. AC, 1d10+6 damage and the target takes a -6 penalty to the triggering attack roll.
Longtooth Shifting (Healing) --Minor
Personal, must be bloodied, until the end of the encounter gain a +2 bonus to damage rolls, and regeneration 2 while bloodied
Hunter's Quarry --Minor
Designate closest enemy you can see as your quarry until the end of your next turn. Once per round, deal an extra 1d6 damage against your quarry on a hit.
Divine Mettle (Divine) --Minor **Channel Divinity**
Close burst 10, one creature in burst can make a saving throw with a +1 bonus
Divine Strength (Divine) --Minor **Channel Divinity**
Personal, gain a +4 bonus to damage on your next attack this turn.
Daily
Paladin's Judgement (Divine, Weapon) --Standard
Melee weapon, +12 vs. AC, 3d10+6 damage and an ally within 5 squares can spend a healing surge. Miss: an ally within 5 squares can spend a healing surge.
Martyr's Retribution (Divine, Weapon) --Standard
Melee weapon, must spend a healing surge without regaining HP, +12 vs. AC, 4d10+6 damage. Miss: half damage.
Martyr's Blessing (Divine) --Immediate Interrupt
Close burst 1, Trigger: an adjacent ally is hit by a melee or ranged attack, Effect: you are hit by the attack instead.
Divine Bodyguard (Divine) --Minor
Ranged 5, choose an ally within 5 squares. Take half of that ally's damage until the end of the encounter or you end this effect as a free action. You can't reduce this damage.
Feats
Spoiler:
Weapon Proficiency: Greatspear
Warrior of the Wild (trained Stealth)
Camouflage (+5 feat bonus to stealth when outdoors with any cover or concealment)
Novice Power (lost Staggering Smite for Disrupting Strike)
Items and Equipment
Magical
Dynamic Greatspear +2 (Weapon)
Crit: 2d6
Power (Encounter, Polymorph): Minor, Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.
Dwarven Drakescale Armor +2 (Armor)
Property: +2 item bonus to Endurance
Power (Daily, Healing): Free Action. Regain hit points as if you had spent a healing surge.
Collar of Recovery +1 (Neck)
Property: Gain extra hit points equal to this item’s enhancement bonus when you spend a healing surge to regain hit points.
Couters of Second Chances (Arm)
Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it’s lower.
Potion of Healing (Consumable)
Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Potion of Clarity (Consumable)
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll.
Mundane and Wealth
Adventurer's Kit
Climber's Kit (+2 bonus to athletics checks to climb)
Holy Symbol
Waterskin
2 Javelins
62 gp
Encumbrance
Carrying: 107 lb
Normal Load: 190 lb
Heavy load: 380 lb
Maximum Drag: 950 lb
Character Notes
History
Vi'kandrix was orphaned at birth. His father had (presumably) died buying time for his mother to escape from the orcs into the Forest of Sif. His mother died in childbirth soon after she was taken in by the Eladrin who make their homes in the forest. Raised by the Eladrin, Vi'kandrix has always felt slow and clumsy, inadequate next to the inherent grace of the fae. He has earned the respect of the Eladrin by respecting their traditions, by mastering their (mortal) domain, and with his controlled demeanor. He has learned to channel his primal instincts toward a higher cause, but fears losing his control in the heat of battle.
Mannerisms and Appearance
Vi'kandrix strives for an air of grace and education. He speaks in measured, deliberate sentences and never, ever, uses contractions. When in battle gear, he often punctuates discussions with graceful spear maneuvers, a "subtle" reminder of the Eladrin weapon he has made his own.
Vi'kandrix wears well-fitted scale armor tinted in mottled greens, grays, and browns. His light brown hair, the same shade as his eyes, is worn long and loose in the Eladrin style. He keeps himself clean shaven and his person and gear neatly maintained. His greatspear, always polished, is marked on the shaft with a silver inlay that combines the holy symbols of Corellon and Sehanine.
Personality Matrix
Social Interactions: Reserved, Self-Assured, Trusting
Decision Points: Commanding, Honest, Protective
Dire Straits: Fierce, Impassioned, Impulsive
Character Builder Summary
Spoiler:
Background: Forest Warden (Scales of War)
Deity: Corellon
Languages: Common, Elven
Remaining Gold: 62gp
====== Created Using Wizards of the Coast D&DI Character Builder ======
Vi'kandrix, level 6
Longtooth Shifter, Paladin
FINAL ABILITY SCORES
Str 19, Con 13, Dex 13, Int 10, Wis 16, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 13, Int 10, Wis 13, Cha 12.
ITEMS
Adventurer's Kit, Dynamic Greatspear +2, Dwarven Drakescale Armor +2, Collar of Recovery +1, Couters of Second Chances (heroic tier), Holy Symbol, Climber's Kit, Waterskin, Potion of Clarity (level 5), Potion of Healing (heroic tier), Javelin (2)
====== Created Using Wizards of the Coast D&DI Character Builder ======
t~
Last edited by tiornys; 27th June 2009 at 04:04 AM..
====== Created Using Wizards of the Coast D&DI Character Builder ====== AltheaKalvinOrdonRelusAzyth, level 6
Deva, Shaman
Companion Spirit: Stalker Spirit
FINAL ABILITY SCORES
Str 10, Con 13, Dex 10, Int 18, Wis 20, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 10, Int 15, Wis 17, Cha 8.
====== Created Using Wizards of the Coast D&DI Character Builder ====== Kolvram, level 6
Dwarf, Avenger
Build: Isolating Avenger
Avenger's Censure: Censure of Retribution
FINAL ABILITY SCORES
Str 12, Con 14, Dex 10, Int 17, Wis 19, Cha 8.
STARTING ABILITY SCORES
Str 12, Con 12, Dex 10, Int 16, Wis 16, Cha 8.
FEATS
Level 1: Dwarven Weapon Training
Level 2: Improved Armor of Faith
Level 4: Armor Proficiency (Leather)
Level 6: Melee Training (Wisdom)
POWERS
Avenger at-will 1: Bond of Retribution
Avenger at-will 1: Radiant Vengeance
Avenger daily 1: Aspect of Might
Avenger daily 5: Oath of Consuming Light
Avenger encounter 1: Whirlwind Charge
Avenger encounter 3: Sequestering Strike
Avenger utility 2: Refocus Enmity
Avenger utility 6: Wrath of the Divine
ITEMS
Adventurer's Kit, Throwing hammer (2), Climber's Kit, Magic Leather Armor +2, Bloodclaw Waraxe +2, Couters of Second Chances (heroic tier), Cloak of Distortion +1, Potion of Resistance (heroic tier), Potion of Healing (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Background: Crusading Zealot (SoW), +1 to saving throws until you fail a saving throw, then the bonus is gone until you rest.
Languages: Common, Dwarven
Last edited by Redclaw; 17th June 2009 at 06:05 AM..
Race and Class Features SPEED: 5 (in Armor) Low-Light Vision Virtue of Valor: 1/round when an ally within 5 squares of me reduces an enemy to 0 hp or bloodies it, I can grant 5 temp. hp to the ally, and the ally gets +2 to their next damage roll before the end of my next turn (Strength of Valor). Song of Rest: if I sing or play during a rest, anyone who spends a healing surge gains +4 hp.
Skills and Languages Trained Skills (includes racial, armor, bkgd, circlet) Arcana +9 Diplomacy +17 Intimidate +14 History +11 Bluff +14
Feats
{c} Ritual Caster
{1} Jack of Trades
{2} Linguist
{4} Strength of Valor
{6} Improved Initiative
Gear and Wealth
- MAGIC ITEMS
{3} Harsh Songblade +1 Longsword Crit: +1d8, can be used as implement
{3} Skald’s chain armor +1
{7} Circlet of Authority
{6} Amulet of Protection +2
Powers Misdirected Mark Bard Attack 1 At will * Arcane, Implement
Standard Action Ranged 10 Target: One creature Attack: +8 vs Ref Hit: 1d8+4 damage, and and target is marked by an ally within 5 squares of me until the end of my next turn.
War Song Strike Bard Attack 1 At will * Arcane, Weapon
Standard Action Melee weapon Target: One creature Attack: +11 vs AC Hit: 1d8+4 and any ally who hits the target gains 4 temp. hp.
Hobgoblin Resiliance Hobgoblin Feature Encounter
Immediate Reaction Personal Trigger: I suffer an effect that a save can end Effect: I make a saving throw against the effect.
Majestic Word Bard Feature Encounter (special) * Arcane, Healing
Minor Action Close burst 5 Target: Me or an ally in burst Effect: Target can spend a surge and regain an additional 4 hp and I slide the target one square.
Words of Friendship Bard Feature Encounter * Arcane
Minor Action Personal Effect: +5 power bonus to next Diplomacy check before the end of my next turn.
Shout of Triumph Bard Attack 1 Encounter * Arcane, Implement, Thunder
Standard Action Close blast 3 Target: Each enemy in blast Attack: +8 vs. Fort Hit: 1d6+4 thunder damage, and I push the target 4 squares. Effect: I slide each ally in the blast 4 squares.
Impelling Force Bard Attack 3 Encounter * Arcane, Force, Implement
Standard Action Ranged 10 Target: One creature Attack: +8 vs Fort Hit: 1d10+4 force damage, and I slide the target five squares to a space adjacent to one of my allies.
Ode to Sacrifice Bard Utility 6 Encounter * Arcane
Minor Action Close burst 5 Target: One ally in burst Effect: I transfer one effect on the ally that a save can end onto myself or another ally in the burst. The new subject gains a +4 power bonus to the save.
Slayer’s Song Bard Attack 1 Daily * Arcane, Weapon
Standard Action Melee weapon Target: One Creature Attack: +11 vs. AC Hit: 2d8+4, and the target grants combat advantage to me and my allies (save ends). Miss: Half damage. Effect: Until the end of the encounter, whenever I hit an enemy, that enemy grants combat advantage to me and my allies until the end of my next turn.
Song of Defense Bard Utility 2 Daily * Arcane, Zone
Minor Action Close burst 5 Effect: burst creates a zone that moves with me, centered on me, that lasts until the end of my next turn, that grants any ally within the zone +1 power bonus to AC. Sustain Minor: the zone persists.
Satire of Bravery Druid Attack 5 Daily * Arcane, Implement, Psychic
Standard Action Close blast 3 Target: Each enemy in blast Attack: +8 vs. Will Hit: 2d6+4 psychic damage, and the target is affected by the satire (save ends). If the target ends its turn closer to me than where it started its turn, it takes 1d6+4 psychic damage and is dazed until the end of its next turn. Miss: Half damage. Effect: I push the target 3 squares.
Harsh Songblade Daily *
Free Action Trigger: I hit an enemy with a thunder power using this blade Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of my next turn.
Last edited by Kobold Stew; 18th June 2009 at 05:03 PM..
Reason: that's all the crunch
====== Created Using Wizards of the Coast D&DI Character Builder ======
Pernicious, level 6
Eladrin, Wizard
Arcane Implement Mastery: Orb of Imposition
FINAL ABILITY SCORES
Str 8, Con 10, Dex 13, Int 21, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 11, Int 18, Wis 14, Cha 10.