The Retaking of Forgehold -- Characters


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Shalimar

First Post
Mira Malenkirk

Level 2 Human
Initiative +7; Senses Perception +6
HP 29; Bloodied 14; Healing Surge 7; Surges Per Day 7
AC 18(20 vs. OA); Fort 13, Ref 18, Will 14
Speed 6
Action Points 1

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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 +2(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: Darkleaf Leather Armor +1 (+2 AC, 15 lbs.) (+2 AC vs. first attack/encounter)
Weapon:

Dagger +6/+9 (1d4+1/+5, 5/10 R, 1 lb., Light Blade, Off-hand, Light Thrown)
Short Sword +5 (1d6+2, 2 lbs., Light Blade)
Shuriken +8 (1d6+5, 6/12 R, ½ lbs. per 5, Light Blade, Light Thrown) x30

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Alignment Good; Languages Common, Elven, Dwarven
Str 13 (+1) Dex 18 (+4) Con 12 (+1)
Int 10 (+0) Wis 11 (+0) Cha 14 (+2)

Feats: Student of Battle, Quick draw, Weapon Focus (Light Blades)
Skills:

Acrobatics +10*, Athletics +7*, Bluff +8*, Diplomacy +8*, Perception +6*, Stealth +10*, Thievery +10*
* Trained Skill


Gear 00 gp. 55/120 LBs
Standard Adventurers Kit (33 lbs.)
Thieves Tools (1lb)

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

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

Deft Strike – Dex vs. AC - Melee
Hit – 1[W] +4[Dex]
Effect – Move 2 squares before making an attack

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

Tumble
Effect – As a move action you may shift 3 squares

Daily:
Inspiring Word
Close Burst 5
Effect: You or 1 Ally may spend a healing Surge and regain an additional 1d6 Hit points

Blinding Barrage – 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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Atanatotatos

First Post
Arden d'Miral, Human Wizard, lvl 2

Str: 8
Dex: 13
Con: 10
Wis: 14
Int: 19
Cha: 12

AC: 17
For: 12
Ref: 16
Will: 16

HP: 25
Healing Surges per day: 6

Initiative: +6
Senses: Normal vision, passive perception 13, passive insight 18

Trained skills:
Arcana +10
History +10
Insight +8
Nature +8
Religion +10

Languages: Common, Elven

Feats (* bonus):
Ritual caster*
Armor Training:Leather*
Improved initiative
Action Surge


Cantrips:
Ghost sound, Light, Mage hand, Prestidigitation

Spells (* prepared):
-At will: Illusory ambush, Scorching burst, Thunderwave
-Encounter: Icy Terrain
-Daily: Sleep*, Flaming sphere
-Utility: Shield*, Expeditious retreat

Implement mastery: Orb of imposition

Rituals: Comprehend language, Tenser's floating disk, Animal messenger

Equipment:
Orb of inevitable continuation
Leather armor 1gp
Dagger 1gp
Adventurer's kit 15gp
Orb implement 15gp
Rare herbs 10gp
Alchemical reagents 30gp
94 gp

Arden is a 26-years-old, little short of 6-foot tall man. He is an arcanist, and a scholar. He comes from a family whose tradition occupation is arcane magic, but bears no arrogant attitude because of this, for he hasn't shown a magical talent as great as that of his predecessors till now. He is, though, a passionate student of the intricacies of his art, and has actually decided to travel as an adventurer to fulfill his thirst for knowledge and discover unknown rituals and ancient relics. He is quite healty for his occupation, though not particularly strong or agile, but he is firs and foremost a sharp, attentive individual. He has a lean physique and mid-long brown hair held by a short pony-tail. He wears simple functional clothes, at least when he isn't in his family's mansion. Arden worships Ioun as god of knowledge, but he isn't a fervent believer, he regards the god as a personification of his ideal in life. He is "unaligned" but will do good when possible and not in contrast with his goals. He isn't particularly a social man, but is cooperative when needed and actually in search for companions to aid him in his quest for knowledge.


cantrips:
prestidigitation- standard, ranged 2, 1 hour
ghost sound- standard, ranged 10
light- minor, ranged 5, 5 minutes
mage hand- minor, ranged 5 20 pounds, move action 5 squares


Will:
Thunderwave- close blast 3 vs for 1d6+int thunder +push squares=wis
Illusory ambush- ranged 10 vs will 1d6+int psychic+ -2 to attack rolls
Scorching burst- burst 1 in 10 vs ref 1d6+int fire

encounter:
icy terrain- burst 1 in 10 vs ref 1d6+int cold+ knock prone+ difficult terrain
Shield- personal immediate interrupt +4 AC and Ref when hit by attack till end next turn

daily:
sleep- area burst 2 within 20 vs will slowed,failed save=unconscious, miss slowed(save ends)
 
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Velmont

First Post
Aelek Wolfheart
Male Tiefling Warlord 2
Alignement: Unlaigned
Patron: Kord

Initiative +3 [Base: 1]; Senses Perception 10, Insight 10
HP 29; Bloodied 14; Healing Surge 7; Surges Per Day 8
AC 18; Fort 16, Ref 14, Will 17
Speed 5 [Base: 6]
Action Points 1

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Racial Features:
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: +1 racial bonus to attack roll vs. bloodied foes
Fire Resistance: You have Resist Fire 6 [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 5 [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 +7 (1d8+3, 4 lbs., Heavy Blade, Versatile)
Throwing Hammer +6 (1d8+3, 2 lbs., Hammer, Off-Hand, Heavy Thrown)

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Str 16 (+3) Dex 10 (+0) Con 12 (+1)
Int 14 (+2) Wis 8 (-1) Cha 18 (+4)

Languages Common, Goblin

Feats:
Student of the Sword: Trained in Streetwise and gain +1 to one attack that mark opponent.
Inspired Recovery: Allies spending an action point to take extra action roll a saving throw as a free action, adding 4[Cha] to the roll.

Skills:
Bluff +7, Diplomacy +12*, Heal +7*, History +8*, Insight 0, Intimidate +10*, Perception 0, Streetwise +10*
* Trained Skill

Gear 103 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)

Cloak of Resistance +1

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Powers:
At-Will:
Furious Smash - Warlord Attack 1
Standard Action - Martial, Weapon - Melee Weapon
One creature - Str vs. Fortitude
Hit: 3[Str] and one ally adjacent to you or the target 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] +3[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] + 3[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] +3[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

Cloak of Resitance – Magical Item
Minor Action
Self
Effect: Gain resist 5 to all damage until the start of your next turn

Utility:
Shake it Off - Warlord 2
Minor Action - Martial - Ranged 10
You or one ally
Effect: Target makes a saving throw, adding 4[Cha] to the roll.
 
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Mal Malenkirk

First Post
Mal Malenkirk, human fighter,lvl 2
STR : 18
DEX : 13
CON : 14
WIS : 14
INT : 10
CHA : 8

HP : 40 Bloodied 20

Initiative : +2

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

Perception : 13
Insight : 13

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
+10 VS AC
Hit : 1D10+6 and an adjacent enemy takes 4 hp damage.

Crushing Surge

Standard Action
At-Will
+10 VS AC
Hit : 1D10+6 (1D10+7 two handed)
Hit : gain 2 temp hp

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

[sblock=quickstat]
HP : 40 / 40

AC : 20
Fort : 18
Ref : 15
Will : 14

Attack of opportunity : +12, 1d10+6
Immediate Interrupt : +10, 1d10+6

1 AP
11 surge
[/sblock]
 
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SarahRequiem

First Post
Name: Angel Wolfe
Race: Human
Class: Warlock (infernal)
Level: 2
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: +1
Speed: 6
Passive Insight: 15
Passive Perseption: 10

Defence:
Armor class: 16
Foritude: 16
Reflex: 16
Will : 15​

HP: 35
Healing surges: 10
Healing Value: 8

Skills:
Acrobatics: 1
Arcana: +4
Atheltics: 1
Bluff (trained): +8
Diplomacy: +3
Dungeoneering: +0
Endurence: +5
Heal: +0
History (trained): +8
Insight (trained): +5
Intimidate: +3
Nature: +0
Perception: +0
Religion (trained): +9
Stealth: +1
Streetwise (trained): +8
Thievery: +1​


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

Powers:
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At-Will

Eldritch Blast (range 10)
+6 vs reflex. 1d10+5

Hellish Rebuke (fire)(range 10)
+6 vs reflex. 1d6+5 (fire). 1d6+5(fire) if I take damage before the end of my next turn

Dire Radiance (fear, radiant)(range 10)
+6 vs fortitude. 1d6+5 (radiant). If the target moves nearer to you on its next turn, it takes an extra 1d6+5 damage.​
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Encounter:

Diabolical Grasp (range 10)
+6 vs fort. 2d6+5. slide target 4 squares

Ethereal Stride (personal)
Move action; teleport 3 squares and gain +2 power bonus to all defences until the end of your next turn.​
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Daily:

Flames of Phleogethos (range 10)
+6 vs reflex. 3d10+5 (fire). ongoing 5 (fire)​
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Feats:
Human Perseverance: +1 to saving throws
Action Surge: +3 hit after using an action point
Sacrifice to Caiphon: Sacrifice powerLV HP to recover an attack encounter power that missed all target(s)​
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Equipment:
Pact Blade +1(1lb)
+5 vs ac. 1d4+1

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]

Last update:
+5 hp.
+1 attack , skills, defences & initiative.
New feat: Sacrifice of Caiphon
Utility Power: Ethereal Stride
Retraining: Eyebite -> Dire Radiance
 
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Walking Dad

First Post
Ragnar Baerwulf

[sblock=Stats]
Ragnar Baerwulf Player: WD
Human Barbarian XP ? Level 2
Initiative +2 Senses Normal Vision
Passive Insight 13; Passive Perception 18
HP 40; Bloodied 20; Surge Value 10; Surges Per-Day 10
AC 18; Fortitude 18; Reflex 13; Will 14
Saving Throw Bonus: -
Resist: -
Speed 5
Alignment Unaligned
Languages Common, Primordial

Str 18 Dex 13 Wis 14
Con 14 Int 10 Cha 08

Basic Attack:
Greataxe: +8 ; 1d12+5


Racial Abilities
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Class Features
Feral Might (Rageblood Vigor): Swift Charge Power; Gain 2 THP when getting enemy to 0 HP.
Rage
Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.

All Powers are vs AC

At-Will Powers
Howling Strike (+8 / 1d12+1d6+5)
- When charging, you can use this power in place of a melee basic attack. If you are raging, you do not provoke opportunity attacks for moving during the charge.
Pressing Strike
Recuperating Strike


Encounter Powers
Swift Charge
Great Cleave


Daily Powers
Bloodhunt Rage

Utility Power
Great Leap

Feats
Armor Proficiency (Chainmail)
Armor Proficiency (Scalemail)
Toughness

Skills
Athletics* +10
Endurance* +8
Nature* +8
Perception* +8

Equipment
Frost Greataxe +1

Scale Armor (45), Standard adventurers pack (15), 4 javelins (20), clothes.
2 healing Potions (100), 20 gp

[/sblock]

[sblock=Picture]
Barbarian.jpg

[/sblock]

Background:
Ragnar was born on the fringes of the civilized lands. While his rough upbringing left him socially inept, his strong arms, great constitution, keen eyes and closeness to nature make him a valuable part of any adventuring group.
Ragnar was part of an Ice Barbarian tribe. But after the old chiefs death his older brother or his brothers gretest rival, Grimgrod Boartusk should duell for the new leader position. His brother died in the ring of honor, but Ragnar suspected tereachery in Boartusks victory. Unable to challenge the new chief without a legend of his own, Ragnar left the tribe to seek honor and glory, to one day return and take leadership of his tribe.
 
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