The Retaking of Forgehold OOC-4E (Full)

Velmont

First Post
Hey, Mal, do you want a wizard retainer that will curse every single gold piece he will have in his treasury ;)

Ok, I'll come with a concept and stats later today. As Mal is a good friend of mine (and generally, my DM), That would be funny to play with him for a change rather then having him mastering me.
 

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Shalimar

First Post
I would be interested in playing a rogue. She would be focused on ranged combat, mainly shuriken, and social situations.

I can post up her stats when I get home tonight.
 

Mal Malenkirk

First Post
Mal Malenkirk, human fighter,lvl 1

STR : 18
DEX : 13
CON : 14
WIS : 14
INT : 10
CHA : 8

HP : 40 Bloodied 20

AC : 18 (20 with shield)
Fortitude : 18
Ref : 13 (15 with shield)
Will : 14

Healing Surge : 11 (heal 10hp)

Class Features

Combat Challenge : Marks enemies on attack until end of next turn (-2 to AC if they attack someone else). If marked enemy shifts or attack someone else, Mal can make an immediate interrupt action (Not same as an AoO).

Combat Superiority : Adds WIS bonus to opportunity attack, if AoO was caused by movement, the target stops moving (Can move again if he has actions left).


Trained skills :

Athletic +10 (+8 with shield), Endurance +8, Intimidate +5, Heal +8

Language : Common, Dwarven (The language of gold!)

Basic melee attack : +10 VS AC (1D10+6)
Oportunity attack : +12 VS AC (1D10+6)

Feat

Tougness
Weapon Profciency (Bastard Sword)
Weapon focus (Bastard Sword)

Exploits

Cleave

Standard Action
At-Will
+8 VS AC
Hit : 1D10+4 and an adjacent enemy takes 4 hp damage.

Reaping Strike

Standard Action
At-Will
+10 VS AC
Hit : 1D10+6 (1D10+7 two handed)
miss : 2hp (4hp two handed) to target (minions are immune)

Tide of Iron

Standard Action
At Will
+10 VS AC
Hit : 1D10+6 and the enemy is pushed 1 sqare. May shift in vacated square.


Covering Strike

Standard Action
Encounter
+10 vs AC
2D10+6
Hit : Ally adjacent to target may slide 2 square


Comeback Strike

Standard Action
Daily
+10 VS AC
Hit : 2D10+6 and use a healing surge
Reliable (don't lose it if attack miss)

Utility

Boundless endurance
Daily, stance, mino action
gain regneration 4 (+2 con modifier) when bloodied.

Equipment :

Scale Armor
Heavy Shield
+1 Life Drinker Bastard Sword of
Short Sword
Dagger
2 hand axe
Adventurer's kit
93gp
 
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Shalimar

First Post
Mira
Female Human Rogue 1

Initiative +6; Senses Perception +5
HP 24; Bloodied 12; Healing Surge 6; Surges Per Day 7
AC 16; Fort 12, Ref 17, Will 13
Speed 6
Action Points 1

-----------------------------------------------------------------
Racial Features:
Bonus At Will: You know one extra at will power from your class
Bonus Feat: You gain a bonus feat at first level
Bonus Skill: You are trained in one extra class skill
Human Defense Bonus: You gain a +1 racial bonus to Fort, Ref, and Will Defenses

Class Features:
First Strike: At the start of an encounter you have combat advantage against any creatures that have not yet acted in the encounter
Artful Dodger: You gain a +3(Cha Modifier) bonus to AC against Opportunity Attacks
Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
Sneak Attack: when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group deal +2d6 damage

Proficiencies:
Armor: Cloth, Leather
Weapon: Dagger, Hand-Crossbow, Shuriken, Sling, Short Sword

Armor: Leather Armor (+2 AC, 15 lbs.)
Weapon:
Dagger +5/+8 (1d4, 5/10 R, 1 lb., Light Blade, Off-hand, Light Thrown)
Short Sword +4 (1d6, 2 lbs., Light Blade)
Shuriken +7 (1d6, 6/12 R, ½ lbs. per 5, Light Blade, Light Thrown) x30

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Alignment Good; Languages Common, Elven
Str 13 (+1) Dex 18 (+4) Con 12 (+1)
Int 10 (+0) Wis 11 (+0) Cha 14 (+2)
Feats: Skill Training (Diplomacy), Quick draw
Skills:
Acrobatics +9*, Bluff +7*, Diplomacy +7*, Insight +5*, Perception +5*, Stealth +9*, Thievery +9*
* Trained Skill
Gear 0 gp. 55/120 LBs
Standard Adventurers Kit (33 lbs.)
Thieves Tools (1 lbs.)

-----------------------------------------------------------------
Powers:
At Will:
Piercing Strike – Dex vs. Reflex - Melee
Hit- 1[W]+4[Dex]

Sly Flourish – Dex vs. AC
Hit – 1[W] +4[Dex] +2[Cha]

Riposte Strike – Dex vs. AC - Melee
Hit – 1[W] +4[Dex]
Effect - if opponent attacks you before start of next turn attack him as an immediate interrupt Str. vs. Dex (1[w] + 1[Str] Damage)

Encounter:
Dazing Strike – Rogue 1 - Dex vs. AC – Melee
Hit – 1[W] + 4[Dex], target is dazed until end of your next turn

Daily:
Blinding Barrage – Rogue 1- Dex vs. AC
Area – Close Blast 3
Hit – 2[W] +4[Dex], target is blinded until the end of your next turn
Miss – Half damage, target is not blinded
 
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SarahRequiem

First Post
Name: Angel Wolfe
Race: Human
Class: Warlock (infernal)
Level: 1
Gender: Female
Age: 19
Height: 5'8"
Weight: 135

Attributes:
Strength: 10 (+0)
Constitution: 18 (+4)
Dexterity: 10 (+0)
Inteligence: 16 (+3)
Wisdom: 8 (-1)
Charisma: 14 (+2)​

Alignment: Unaligned
Deity: -none-
Languages: Common, Deep Speech
Initiative: +0
Speed: 6
Passive Insight: 14
Passive Perseption: 9

Defence:
Armor class: 15
Foritude: 15
Reflex: 15
Will : 14​

HP: 30
Healing surges: 10
Healing Value: 7

Skills:
Acrobatics: 0
Arcana: +3
Atheltics: 0
Bluff (trained): +7
Diplomacy: +2
Dungeoneering: -1
Endurence: +4
Heal: -1
History (trained): +8
Insight (trained): +4
Intimidate: +2
Nature: -1
Perception: -1
Religion (trained): +8
Stealth: 0
Streetwise (trained): +7
Thievery: 0​


Class Features:
Curse (1d6)
Shadowwalk
PrimeShot
Dark One's Blessing​

Powers:
--------------------------------------------------
At-Will

Eldritch Blast (range 10)
+4 vs reflex. 1d10+4

Hellish Rebuke (range 10)
+4 vs reflex. 1d6+4 (fire). 1d6+4(fire) if I take damage before the end of my next turn

EyeBite (range 10)
+2 vs will. 1d6+2. I am invisible to my target until the start of my next turn.​
--------------------------------------------------
Encounter:

Diabolical Grasp (range 10)
+4 vs fort. 2d8+4. slide target 4 squares​
--------------------------------------------------
Daily:

Flames of Phleogethos (range 10)
+4 vs reflex. 3d10+4 (fire). ongoing 5 (fire)​
--------------------------------------------------
Feats:
Human Perseverance: +1 to saving throws
Action Surge: +3 hit after using an action point​
--------------------------------------------------
Equipment:
Dagger (1lb)
+3 vs ac. 1d4

Leather Armor (15lb)
+2ac

Standard Adventurer's kit: (33lb)
[sblock=Standard Adbenturer's Kit]
Backpack (2lb)
BedRoll (5lb)
Flint and Steel
Belt Puch (.5lb)
Trail Rations (10) (10lb)
Rope, Hempen (50ft) (10lb)
Sun Rods (2) (2lb)
Waterskin (4lb)
[/sblock]

59gold.
49lb / 100lb​


Description:

[sblock=Description]
Angel is a tall, attractive young woman with long flowing black hair and deep blue eyes. Her unusual pale skin suggests she spends more time indoor than outdoor, or simply avoids the sun. She doesnt smile much and is generaly pretty shy and will avoid social confrontation unless necessary. Her usual attire consists of tight dark leather pants with high boots decorated with belts and buckles. She wears a finely crafted leather armor, designed like a corset. Most often than not, she wears a hooded cloak on top of she armor. Her eyes can be seen shinning with fiery magic when she fires her infernal powers...
[/sblock]

Backstory:
[sblock=Backstory]
Angel was raised within one of the too many wicked cult of Orcus. She grew up seeing many horrors a child should never see. In her late teenage years, her father, one of the leader of the cult, saw her potential and wanted to prepare her to take over his role when he dies. He had her successfully perform a ritual to make a pact with a demon. Angel did not wait much longer and used her newfound powers to escape the cult and start her life over. For the past 2 years, Angel been traveling, hiding and always on the move hoping that the cult of orcus never find her again.
[/sblock]

Advancement:
[sblock=Advancement]
at level 2:
feat: Linguist (Primordial, Supernal, Abyssal)

UtilityPower:
Fiendish resilience (daily) gain temporary HP 5 + constitution mod.

at level 3:

Encounter Power:
Fiery Bolt. range 10
con vs reflex. 3d6+con (fire). All adjacent creatures take 1d6+con+int(fire)

at level 4:
Feat: Arcane Initiate. Arcana skill training.
Encounter power:
Scorching burst. burst 1 in range 10
int vs fortitude. 1d6+int (fire)

Ability increase: +1 constitution, +1 intelligence

at level 5:
Daily Power:
Hunger of Hadar. Burst 1 in range 10
Zone of darkness, block line of sight. 2d10(necrotic)
sustain (minor):
each creature in the zone. +con vs fort. 1d6+con (necrotic)

at level 6:
Feat: alertness

Utility Power:
Feyswitch (encounter) range 10
me and a willing ally switch place through teleportation.

at level 7:
Encounter Power:
Howl of Doom. Close blast 3
con vs fortitude. 2d6+con (thunder). Push targets 1+int squares

at level 8:
Feat: Improved Initiative

Ability Increase: +1 constitution, +1 intelligence

at level 9:
Daily Power:
Iron Spike of Dis. Range 10
con vs reflex. 3d10+con. target is immobilized (save ends)

at lv10:
Feat: Toughness
Utility Power:
Shielding Shades (daily). personal, immediate reaction.
damage received is reduced to 0.
[/sblock]
 
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Velmont

First Post
Here my character. He is use to be a bounty hunter, more liking to hire capable help to recover his target rather then going alone. He likes to plan traps and once it is set up, he will get his men, wathever surprise might come to him. He might have worked in the past with any other character.

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Aelek Wolfheart
Male Tiefling Warlord 1
Alignement: Unlaigned
Patron: Kord

Initiative +3 [Base: 1]; Senses Perception 9, Insight 9
HP 25; Bloodied 12; Healing Surge 6; Surges Per Day 8
AC 17; Fort 13, Ref 13, Will 15
Speed 5 [Base: 6]
Action Points 1

-----------------------------------------------------------------
Racial Features:
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: +1 racial bonus to attack roll vs. bloodied foes
Fire Resistance: You have Resist Fire 5 [5 + 1/2 lvl]

Class Features:
Combat Leader: You and allies within 10 squares and can see and hear you gain +2 power bonus to initiative.
Inspiring Presence: Allies spending an action point to take extra action regain 4 [level/2 + Cha] lost hit points

Proficiencies:
Armor: Cloth, Leather, Hide, Chainmail, Light Shield
Weapon: Simple Melee, Military Melee, Simple Ranged

Armor:
Chainmail (+6 AC, 40 lbs.)
Light Shield (+1 AC and Refl, 6lbs)

Weapon:
Long Sword +5 (1d8, 4 lbs., Heavy Blade, Versatile)
Throwing Hammer +4 (1d8, 2 lbs., Hammer, Off-Hand, Heavy Thrown)

-----------------------------------------------------------------
Str 14 (+2) Dex 13 (+1) Con 13 (+1)
Int 14 (+2) Wis 8 (-1) Cha 18 (+4)

Languages Common, Goblin

Feats:
Student of teh Sword: Trained in Streetwise and gain +1 to one attack that mark opponent.

Skills:
Bluff +6, Diplomacy +11*, Heal +6*, History +7*, Insight -1, Intimidate +9*, Perception -1, Streetwise +9*
* Trained Skill

Gear 13 gp. 96/140 Lbs
Chainmail (40 lbs.)
Light Shield (6 lbs.)
Longsword (4 lbs.)
Throwing Hammer x2 (2 lbs. each)
Standard Adventurers Kit (33 lbs.)
Climber's Kit (11 lbs)

-----------------------------------------------------------------
Powers:
At-Will:
Furious Smash - Warlord Attack 1
Standard Action - Martial, Weapon - Melee Weapon
One creature - Str vs. Fortitude
Hit: 2[Str] and one ally gain +4[Cha] to hit and damage against that foe on his next attack.

Viper's Strike - Warlord Attack 1
Stadard Action - Martial, Weapon - Melee Weapon
One creature – Str vs. AC - Melee
Hit: 1[W] +2[Str] and if the target shift before the start of your next turn, it provokes an AoO from an ally of your choice.

Encounter:
Inspiring Word - Warlord Feature
Minor Action - Martial, Healing - Close Burst 5
You or one ally in burst
Effect: Target can spend an healing surge and gain an extra 1d6 hit point
Special: Can be used twice per encounter

Infernal's Wrath - Tiefling Feature
Minor Action - N/A - N/A
One Creature - N/A
Effect: Gain +1 to attack roll and +4 [Cha] to damage against a foe that hit you since your last round.

Student of the Sword - Figther Multiclass Feature 1
Free Action - Martial, Weapon - One-handed Melee Weapon
N/A - N/A
Effect: +1 to attack roll on the next attack made. The opponent is marked, wether the attack hit or miss.

Hammer and Anvil – Warlord 1
Standard Action - Martial, Weapon - Melee Weapon
One creature - Str vs. Reflex – Melee
Hit: 1[W] + 2[Str], One adjacent ally gain as a free action a basic attack with +4[Cha] to his damage

Daily:
Bastion of Defence – Warlord 1
Standard Action - Martial, Weapon - Melee Weapon
One creature - Str vs. AC
Hit: 3[W] +2[Str] and allies within 5 squares of you gain +1 power bonus to all defences until the end of the encounter
Effect: Allies within 5 squares of you gain 9 [5+Cha] Temporary hit points
 
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Charwoman Gene

Adventurer
Players So far:
Mal malenkirk - Ftr
Valmont - Warlord
Shalimar - Rogue
Sara requiem - Warlock

Dr. Simon expressed interest but no character. If you are still interested we can make it happen.
I'd like one more, I can deal with two.
A wizard would be ideal, but not necessary.
 


Velmont

First Post
Finally, make a change to my character, he will be a Tiefling. I really didn't knew what to give him as a Dilettante power, and I like the Infernal Wrath, it make good use of his Charisma.

I agree we lack a controller in this group, which is more striker oriented. I could do a change and go for wizard instead of ranger for my multiclass feat, as we have many striker already and it gives my warlord a more striker edge.

@Sarah: Yes, Mal lives in Longueuil. He is a good friend fo mine. I used to live there too for a few years before moving to Montreal itself.
 

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