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====== Created Using Wizards of the Coast D&D Character Builder ======
Cassi Ashonson, level 6
Human, Artificer
Human Power Selection: Heroic Effort
Background: Occupation - Merchant (+2 to Diplomacy)
FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 20, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 17, Wis 14, Cha 10.
Mikel was dead. Her husband, the partner than had made their business crafting and trading in magic items work. She could do the crafting; he could charm anyone and track down the buyers and sellers needed to keep a business going in the lucrative, but high-risk trade. And a client had decided that killing Mikel, rather than spending the two thousand gold for one othe most complex objects she could craft, was the better decision. If she saw that blade again, its owner would learn what else she was capable of. Even if the murder and theif seemed to have outrun the authorities.
"I can't stay here." She'd told her brother, hoping that he and his wife would agree to foster her children. She couldn't run the business on her own, and had not the slightest desire to take on another partner. And the children were most definitely used to the life she and Mikel had been able to provide. She knew of only one other way her skills would bring in anywhere near that kind of income. The same kind of life that might someday grant her a chance to find her husband's killer.
ministat
Cassi Ashonson - human artificer 6
Passive Perception 20, Passive Insight 15
AC 23, Fort 19, Reflex 22, Will 19
HP 51/51, Bloodied 25, Surge Value 12, Surges 8/8
Speed 6, Initiative +3
Action Points: 1/1, Second Wind
At-Will Powers: Ethereal Chill Magic Weapon
Encounter Powers: Shielding Cube Hypnotic Distraction Healling Infusion: Curative Admixture (special) Healling Infusion: Resistive Formula (special) Heroic Effort Swift Mender Energy Conversion
Daily Powers: Punishing Eye Flameheart Defender
Item Powers: Summoned Leather Armor +2 Amulet of Life +1 Summoner's Accurate Staff +2
Arcane Rejuvenation: Whenever one of the artificer’s allies uses a magic item’s daily power, that ally absorbs the energy and gains 8 temporary hit points.
Powers Prepared Magic Missile: Ranged 20, Effect: 11 force damage. Beguiling Strands: Close blast 5 (each enemy), +11 vs Will, you push the target up to 5 squares. Hypnotism: Ranged 10, +11 vs Will, choose one one the following:
The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll, or
You slide the target up to 5 squares
Familiar Harrier: Move Action, Effect: Teleport your familiar up to 10 squares, and until the end of your next turn your familiar can flank with you or your allies. When an attack hits a creature flanked by the familiar, that creature cannot shift until the end of its next turn. Light: Minor Action, Ranged 5 Mage Hand: Minor Action, Ranged 5 Prestidigitation: Standard Action, Ranged 2 Call Spirit Companion: Standard Action, Close Burst 20 Suggestion: Free Action, Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check. Spirit's Prey: Opportunity Action, Melee Spirit 1, Trigger: An enemy leaves a square adjacent to your spirit companion without shifting, Effect: One ally within 10 squares of your spirit companion can make a ranged basic attack against the target as a free action with combat advantage. Healing Spirit: Minor Action, Close Burst 5, you or one ally in the burst can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points. Charm of Misplaced Wrath: Ranged 10, +11 vs Will, you slide the target up to 5 squares. Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the attack roll. Maze of Mirrors: Area Burst 1 within 10 (each creature), +11 vs Will, the target is immobilized and takes a -4 penalty to attack rolls (-6 against you) until the end of your next turn. One target grants combat advantage to you until the end of your next turn. Miss: The target is slowed until the end of your next turn. Spectral Image: Minor Action, Ranged 10, Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches or moves through it.
An Insight check (DC 15 + half your level + your Int modifier) allows a creature to determine that the image is an illusion. Heroic Effort: No Action, Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw. Rolling Thunder: Ranged 10 (one or two creatures), +11 vs Reflex, 3d6+7 thunder damage and you slide the target 3 squares. Miss: Half damage, and you slide the target 1 square. Effect: You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack. Sustain Minor:Each thunderball persists. Secondary Attack: Trigger: A creature moved out of the thunderball's square. Opportunity action: Melee 1, +11 vs Reflex, 5 thunder damage Stinking Cloud: Area Burst 2 within 20 (each creature), +11 vs Fortitude, 1d10+7 poison damage, Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10+7 poison damage. As a move action, you can move the zone up to 6 squares. Sustain Minor: The zone persists. Speak with Spirits: Minor Action, Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+1).
Modest, well-spoken and polite, Nafije dresses in the formal attire of the Ylari and covers her head even when indoors. Nafije is an animal lover, and is often in the company of a blue-and-yellow macaw named Goldie. As the slave of a Thyatian wizard, Nafije has been tasked with accompanying the expedition and documenting the species they encounter. Should the expedition be a great success and return with the riches dreamed of, Nafije will be able to buy her freedom and perhaps return to her people.
Crap, I forgot to equip my armor when I exported it, AC should be 25 on the sheet. I'll fix that when I get a chance tomorrow.
ministats
Barook
Half-Orc Fighter 6
AC: 25 Fort:23 Ref: 18 Will: 14
HP: 60 Bloodied: 30 Surge: 15 Surges/day:11
Passive Insight: 13 Passive Perception: 13
Powers: Combat Challenge, Grappling Strike, Crushing Surge Second Wind, Furious Assualt, Bash and Pinion, Parry and Riposte Villian's Menace, Dancing Defense, Unstoppable, Third Wind Item Power's Summoned Drakescale Armor: Minor Action: Banish or summon armor. Does not provide armor bonus while banished. Amulet of Life: Free action. When you spend a healing Surge, spend an additional healing surge. Flask of the Dragon's Breath. Minor action: drink the elixir, at any point in the encounter, you can make a close blast 3 attack; +11 vs Ref, 1d6+2 Fire damage
Consumables:
Potion of Healing x4, Potion of Resistance x2
Last edited by Almightyfoon; 4th April 2011 at 03:58 PM..
level 6
XP: 8,500
Human, Paladin
Cavalier Virtue of Sacrifice
Human Power Selection: Bonus At-Will Power
Birth - Among Another Race: Among Another Race (Elf)
Background: Birth - Among Another Race (Among Another Race (Elf))
FINAL ABILITY SCORES
Str 19, Con 11, Dex 13, Int 8, Wis 10, Cha 17.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 10, Cha 16.
Defender Aura
At-Will • Aura
Minor Action Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Righteous Radiance
At-Will • Divine, Radiant
Opportunity Action Melee 1
Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Target: The triggering enemy
Effect: The target takes 6 radiant damage.
Spirit of Sacrifice
You gain an additional healing surge (already included). In addition, you can use your second wind as a minor action to heal an ally of your choice within 5 squares of you. If you do so, you gain no benefit from using your second wind, but the ally regains hit points equal to his or her healing surge value.
Divine Sanction:
A creature subject to Divine Sanction is marked by the paladin while the sanction remains. Unless specified otherwise, the mark ends before the specified duration if someone else marks the target. Until the mark ends, the target takes 6 radiant damage the first time each round it makes an attack that doesn't include the paladin as a target.
Valiant Strike
At-Will • Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. AC. You gain a bonus to the attack roll equal to the number of enemies
adjacent to you.
Hit: 1d8 + 6.
Ardent Strike
At-Will • Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. AC.
Hit: 1d8 + 6,, and the target is subject to your divine sanction until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Strike of Hope
At-Will • Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 1d8 + 6 radiant damage. One ally within 5 squares of you gains 3 temporary hit points. If the ally is bloodied, the temporary hit points increase to 8.
Holy Smite
Encounter • Divine, Radiant
Free Action Personal
Trigger: You target an enemy with an at-will weapon attack power.
Effect: The target takes 5 radiant damage. If the triggering attack hits, the target is also dazed until the end of your next turn.
Special: You can use the power twice per encounter, but only once per turn.
Righteous Shield
Encounter • Divine
Immediate Interrupt Close burst 3
Trigger: An ally within 3 squares of you is damaged by an attack.
Target: The triggering ally in the burst
Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.
Restore Vitality
Daily • Divine, Healing
Minor Action Melee 1
Target: One creature
Effect: The target regains hit points equal to your healing surge value and can make a saving throw.
Call Celestial Steed
Daily (Special) F Divine, Summoning
Standard Action Ranged 5
Effect: A celestial tiger appears in an unoccupied space within range to obey your commands. The steed is an ally to you and your allies, and it serves as a mount to you or one ally you designate. While the steed is serving as a mount, the normal rules for mounted combat apply.
The only actions that the steed can take while riderless are move actions and free actions. When the steed makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The steed lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until you start an extended rest.
Special: You can use this power twice per day. However, if the steed drops to 0 hit points, you cannot use the power again until after an extended rest.
Ark of Vengeance
At-Will • Divine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +13 vs. AC
Hit: 2d8 + 6 radiant damage.
Miss: Half damage
Effect: The target is subject to your divine sanction until the end of your next turn.
Shield of Discipline
Encounter • Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain resistance 4 to all damage.
ITEMS
Adventurer's Kit, Dwarven Rimefire Plate Armor +2, Dynamic Longsword +2, Light Barding, Impenetrable Barding (heroic tier), Amulet of Life +1, Heavy Shield, Astral symbol, Potion of Healing (heroic tier) (2), Potion of Resistance (heroic tier), Headband of Perception (heroic tier), javelin (4)
61 gp
Celestial Battle Tiger
Large immortal beast (mount)
HP 28 - Perception 19
Healing Surges none, but you can spend a healing surge for the tiger if an effect allows it to spend one
Defenses
AC: 26 Fort: 22 Reflex: 21 Will: 21
Speed 9 (forest walk)
Resist all 5
Traits
Tiger Agility (mount)
The tiger gains a +10 bonus to Acrobatics and Athletics checks. It does not need to move to gain a running start for Athletics (jump) checks.
Standard Actions
m Bite F At-Will
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d8 + 3 damage.
M Battle Pounce F Encounter
Effect: The tiger jumps up to 5 squares and attacks.
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 3d8 + 3 damage, and the target falls prone.
Triggered Actions
M Raking Claw F At-Will
Trigger: An enemy enters a square adjacent to the tiger.
Attack (Immediate Reaction): Melee 1 (triggering enemy);
+11 vs. AC
Hit: 1d8 + 3 damage.
Background:
...
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
There are secret paths to power one should not contemplate.
Stat Block
Male Human (Tiefling) Hexblade (Sorcerer) 6 (8500 XP) Initiative +7; Senses Passive Insight 12, Passive Perception 12 HP 55; Bloodied 27; Healing Surge 13; Surges Per Day 10 AC 22; Fort 20, Ref 16, Will 20 Resist 8 fire Speed 5 Action Points 1
----------------------------------------------------------------- Soul Eater (standard; at-will; requires pact weapon) ✦ Arcane, Fire (or Necrotic), Implement, Weapon
+11 (+10) vs AC; 1d12+16 fire (1d12+13 necrotic) damage and Skaros gains a +2 power bonus to his next attack roll vs the target before ENT. Eldritch Bolt (standard; at-will) ✦ Arcane, Fire (or Force), Implement
Ranged 10; +10 (+9) vs Ref; 1d10+14 fire (1d10+11 force). Blazing Doom of the Void (standard; twice per encounter; requires pact weapon) ✦ Arcane, Fire, Implement, Necrotic, Weapon
+11 vs Fort. Hit: 2d12+14 fire and necrotic damage. Effect: Skaros gains a +5 power bonus to his next damage roll against the target before ENT. Crackling Fire (standard; daily) ✦ Arcane, Fire, Implement, Lightning
Close blast 3, each creature in blast; +10 vs Reflex. Hit: 2d8+14 fire and lightning damage and target gains vulnerable 5 fire and 5 lightning (save ends both). Miss: Half damage. Hellfire Blast (standard; daily) ✦ Arcane, Fire, Implement
Close blast 3, each creature in blast; +10 vs Reflex. Hit: 3d8+14 fire damage. Miss: Half damage. Soul Feast (standard; at-will; when Skaros drop an enemy or adjacent enemy drops; once per round) ✦ Arcane
Skaros gains +4 temporary hit points. Infernal Wrath (free when enemy hits Skaros; encounter) ✦ Fire
Close burst 10; Target takes 1d6+5 fire damage. Wrathful Aspect (minor; encounter) ✦ Arcane, Fear, Fire
Until ENT, Skaros gains a +5 power bonus to Intimidate checks and any creature that hits him with a melee attack takes 5 fire damage. Iron Aspect of Dispater (minor; encounter) ✦ Arcane
Until ENT, Skaros gains resist 5 to all damage and can ignore forced movement. Arcane Prodigy (free; encounter)
Skaros gains +2 to his next damage roll. Lesser Planar Ally (standard; daily) ✦ Arcane, Conjuration
Skaros conjures a Tiny spirit. It is invisible and lasts until it completes a task (up to 1 hour). It can locate an object/person within 5 miles or explore an area. Flaming Incendiary Dagger +1 Properties: Light Thrown, Off-Hand, Energized (fire), Unerring Critical: +1d6 fire Power (At-Will ✦ Fire): Free action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal. Power (Daily ✦ Fire): Free when Skaros hits with this weapon. He deals an additional 1d6+1 fire damage and the target takes ongoing 5 fire damage (save ends). Dwarven Finemail +2 Property: +2 to Endurance checks. Power (Daily ✦ Healing): Free action. Regain hit points as if Skaros had spent a healing surge. Bracers of Mighty Striking Property: +2 damage to melee basic attacks. Woundstich Powder (heroic) Power (At-Will): Standard action. When sprinkled on adjacent dying creature, the creature stops making death saves until it takes damage, and any untyped ongoing damage ends. Pact Weapon
Manifest Blade of Annihilation as a minor action. Exist until release or dismissed (free). Imperious Majesty
Cha instead of Dex for initiative; bonus +4 damage to creatures that have not acted yet in combat. Hellfire Blood
+1 to attack and damage with fire and fear powers Bloodhunt
+1 on attacks vs bloodied foes.
----------------------------------------------------------------- Alignment Unalighned; Languages Common, Draconic Str 13 (+4) Dex 13 (+4) Wis 8 (+2) Con 18 (+7) Int 10 (+3) Cha 19 (+7) Skills: Arcana +8*, Bluff +14, Diplomacy +12, Endurance +8, Intimidate +12, Religion +8*, Stealth +5
* Trained Feats: Arcane Prodigy, Hellfire Blood, Imperious Majesty, Superior Implement Training (Incendiary dagger) Gear Adv. Kit, Amulet of Protection +2, Bracers of Mighty Striking, FLaming Incendiary Dagger +1, Dwarven Finemail +2, Woundstitch Powder, 2 Healing Potions; 20gp
FEATS
Level 1: Cunning Stalker (Combat Advantage vs a Foe not adjacent to another Foe)
Level 2: Weapon Proficiency (Greatbow)
Level 4: Bow Expertise (+1 to hit per tier with bows, also +1 dmg per tier vs foes not adjacent to other foes)
Level 6: Weapon Focus (Bow)
RACIAL
Low Light Vision
Elven Accuracy (Enc, reroll attack roll)
Fey Origin
Ignore Diff. Terrain during shift
Grant +1 Perception to allies within 5sq
CLASS
Prime Shot - +1 to hit if no allies are closer to target than you.
Hunter's Quarry - Minor action to make foe closest to you your 'Quarry.' Do +1d6 once per round to Quarry.
POWERS
Ranger at-will 1: Nimble Strike (Shift 1 before or after attack), +13, 1d12+10
Ranger at-will 1: Twin Strike, +13, 1d12+5 x2
Ranger encounter 1: Two-Fanged Strike, +13, 1d12+10 x2
Ranger daily 1: Sure Shot, +13 (may reroll), 3d12+10 (may reroll each dmg dice)
Ranger utility 2: Invigorating Stride (Shift Wis mod and use surge)
Ranger encounter 3: Disruptive Strike (ImmInt, +13, 1d12+10, target takes -6 to its attack roll)
Ranger daily 5: Spitting-Cobra Stance (rngd basic as ImmReac attack vs any foe within 5sq that moves closer)
Ranger utility 6: Weave Through the Fray (ImmInt, Shift Wis mod sq)
ITEMS
Duelist's Bow Greatbow +2 (Inflict -2 to hit on ranged and area attacks from target on hit)
Amulet of Life +1 (Enc, when you spend a surge, you may spend an additional one as well.)
Bracers of Archery (heroic tier) (+2 dmg with bows)
Sylvan Hide Armor +1 (+Enh bonus to Stealth and Athletics checks)
Rapier
Backpack (empty)
Flint and Steel
Journeybreads (10)
Silk Rope (50 ft.)
Sunrod (2)
Waterskin
Last edited by Shayuri; 24th November 2011 at 05:08 PM..
Questor, Halfling Chaos Sorcerer 6
Alignment: Good
XP: 7,500 + 1,000 [finding R. Barbarosa] = 8,500
S 14 +2
D 16 +3
C 14 +2
I 11 +0
W 9 -1
C 18 +4
HP: 51 -- Bloodied: 25
Surges/Day: 7, Surge Value: 12
[DEFAULT MELEE ATTACK: +2DAGGER, +10 att, 1d4+4 damage, crit damage=8+2d6]
[+9 ATT BONUS ON CHA-BASED SORCERER ATTACK POWERS
+9=+3(1/2 Level)+2(magic dagger - Sorcerer Implement)+4(cha mod)]
Defenses [+2 AC versus AoO - Halfling Racial Feature]
AC: 17= 10+3(one-half level)+1(magic cloth Bloodthread Armor)+3(dex mod)
[AC: 19 when bloodied because of his Bloodthread Armor]
Fort: 15=10+3(one-half level)+2(con/str mod)
Ref: 16=10+3(one-half level)+3(dex mod)
Will: 17=10+3(one-half level)+4(cha mod)
Skills: [+2 racial bonus to Acrobatics and Thievery]
Arcana +8 = +5(trained)+3(1/2 Level)+0(int)
Bluff +12 = +5(trained)+3(1/2 Level)+4(cha)
Intimidate +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item)
Diplomacy +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item)
Feats:
Halfling Agility (attacker takes -2 on second chance reroll)
Arcane Spellfury (+1 to attack rolls after hitting with at-will attack)
Ritual Caster (master and perform rituals)
[Questor's Possible Next Feat -- Disciplined Wild Soul (roll twice to
determine Wild Soul damage type)]
Racial Features:
Bold - +5 racial bonus to saves vs. fear
Nimble Reaction - +2 racial bonus to AC vs. opportunity attacks
Second Chance [*Encounter* - also see below|- Immediate Interrupt |When hit, force
opp to re-roll the att & use second roll, even if it's lower (or higher)]
Class Features:
Wild Magic
-Chaos Burst - First attack roll in every battle determines special benefit:
even roll = +1 AC, odd = Questor may make a saving throw
-Chaos Power - Bonus to damage with arcane powers=Dex mod (+3)
-Unfettered Power - On natural 20 with arcane attack, slide target 1 square and
knock it prone after all other effects | AND When roll natural 1, must Push each
creature w/in 5 squares of Questor 1 square
-Wild Soul - After Extended Rest, Roll 1d10 to determine Resistance (5) until next
extended rest -- [Questor's Current Wild Soul Resistance= 5/Cold]
[1-Acid/2-Cold/3-Fire/4-Force/5-Lightning/6-Necrotic/7-Poison/8-Psychic/9-Radiant/10-Thunder]
At-Will Powers:
-L1 Chaos Bolt [+9 att, cha vs. will, 1d10+9[+4(cha)+2(dagger)+3(chaos power)] psy dam secondary attack for 1d6 (+9[cha, dagger, chaos power])
dam if roll even number for primary att]
-L1 Storm Walk [+9 att, cha vs. fort, 1d8+9 [+4(cha)+2(dagger)+3(chaos power)] thunder dam and shift 1 sq before
or after att]
Encounter Powers:
-Racial Power: Second Chance - immediate interrupt [When an attack hits Questor,
he may force the enemy to roll the attack again [at -2 due to to Questor's Halfling
Agility Feat] and the enemy uses the second roll even if it's lower (or higher)]
-L1 Bedeviling Burst [+9 att, cha vs. will, 1d10+9[+4(cha)+2(dagger)+3(chaos power)] psy dam + push target 3 sq]
-L3 Poisonous Exhalation [+9 att, cha vs. fort, 2d8+9[+4(cha)+2(dagger)+3(chaos power)] poison dam + target is -2
fort until end of my next turn]
Daily Powers:
-L1 Dazzling Ray [+9 att, cha vs. will, 6d6+9 [+4(cha)+2(dagger)+3(chaos power)] radiant dam and target is -3 to att if I roll an even number (save ends) miss 1/2 dam]
X-L5 Reeling Torment [+9 att, cha vs. will, 3d8+9 [+4(cha)+2(dagger)+3(chaos power)] psy dam +slide target 3 sq at start
of each of its turns (save ends), miss 1/2 dam and only slide 1 sq]
Utility Powers:
-L2 Elemental Shift [MINOR ACTION] [Daily] - change resistance granted by wild soul to
another type for rest of encounter + one ally w/in 5 sq gains resist 5 to that
damage type for rest of encounter, too
-L6 Swift Escape [IMMEDIATE INTERRUPT] [Encounter] : if hit by close or area att Questor
teleports 5 sq (2+dex mod)
Equipment, Including Magic:
Bloodthread Armor +1 (L5, cloth) +1 and gain +2 more to AC and saves when bloodied
Dagger +2 (L6) (+3 prof bonus, so +5 to melee att, +7 counting str mod)
(crit - +2d6 damage) (it also adds +2 to att and dam of Sorcerer Powers)
Circlet of Authority (L7) +2 item bonus to Diplomacy and Intimidate Checks
Standard Adventurers' Kit (15 gp)
Everburning Torch (30gp)
Ritual Book (50 gp)
***Animal Messenger (10gp comp cost)
***Brew Potion (component cost = price of elixir created)
***Travellers' Feast (35 gp comp)
***Make Whole (20% of item cost for com)
***Knock (35 gp comp)
***Comprehend Language (10gp comp)
***Detect Secret Doors (25gp comp)
Ritual Components for Animal Messenger, Animal Messenger, Travellers' Feast,
Travellers' Feast, Knock, Knock, Knock, Comprehend Languages, Detect Secret Doors
Description:
Questor stands 4'1" tall and weighs 77 pounds. He is slender with piercing
bright blue eyes that shine out from his dark face. His hair is raven black
and most days he sports two days worth of stubble on his face. His long
hair is kept in check by his gleaming silver Circlet (of authority). His
dagger has a long, slender, wavy blade and its hilt is set with rhinestones.
Background:
Questor (at least he claims that's is his real name but he never offeres a
surname to go with it), was born and raised in the halfling communities not
too far from Karameikos and Specularum. Upon becoming of age, he moved
to Specularum intending to ply his arcane talents for fun and profit. He was
making a decent living using his talents to redecorate homes, repair pots and
pans, rid houses of rodents, etc. when he heard about the Swords of Darokin
looking for talent. He immediately applied and was accepted. [Stolen from Rhun's
post] "And immediately had to fle for his life with the half-orc Vrashek, after
pissing off the Veiled Society!
Last edited by Leif; 10th March 2012 at 04:20 PM..
Description
Vrashek is tall, closer to seven feet than six, with a build of lean, cut muscle. He moves with a grace and quickness uncommon in someone of his stature.
Personality & Background
Hooks
__________________ - Rhun
For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC
Last edited by Rhun; 20th January 2012 at 03:17 PM..
Geirgrim is a tall muscular man in his late 20's with particularly keen amber eyes. His straw colored hair is worn in a tight braid and his beard short but a little shaggy. His leather armor is well worn, but properly maintained. He wears a hunting knife and a mace on his belt and a quiver with a few javelins on his back, but the odd spear in his hand is the weapon that catches the eye. The dull gray metal of the blade main blade and sharp wings that angle off from it seem somehow unnaturally keen and eager for blood. The thick red oak haft is polished smooth and shows wear that indicates it is has seen much use. He is clearly a man of the wilderness little used to city life. He carries a bedroll and other gear where ever he roams. His boots have seen many leagues.
I think the skill matrix spreadsheet I put together for this game will be easier to find here; I've added Scotley's character, and dropped the two characters that have left the game.