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19th June 2008, 02:16 AM #1
Kombat Kraziness 1: Grotto of the Kua-toa RG
The character thread for the first Kombat Kraziness encounter.
Numbers
Stat summary
Round 1 Initiative
Last edited by Graf; 7th July 2008 at 03:50 AM.
Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creation wiki forum]I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
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19th June 2008, 03:55 AM #2
Gerold the Black: 17th level human fighter – unaligned, pit fighter (pirate)
Hp 15+14+10+(6x16) =135; # Surges 11, Healing Surge: 33 hp
Speed 6; Intiative +11 (roll twice); Perceptions: -1
AC:35 Fort: 30 Ref:27 Will:25
Str 16+4 (20) Con 12+2(14) , Dex 16+1(17) Int 11+1(12) Wis 8+1(9) Chr 11+3(14)
Feats: sure climber, skill training (acrobatics), quickdraw, weapon focus heavy blade, human perseverance, powerful charge, toughness
Paragon feats: bloodlust, armor focus (scale), evasion, danger sense
Skills: Athletics 20, Intimidate 15, Endurance 15 , Streetwise 15, Acrobatics 18
Combat challenge
Combat superiority
Fighter weapon talent 1-handed
Armor Optimization: +1 AC
Extra Damage Action Point: +8 damage with standard attacks (1round)
Dirty Fighting +1 damage with any weapon
At Will:
Base attack: +19 (1d8+11 & +2 vs blooded)
Cleave +19 vs. AC; 1d8+11 damage and adjacent enemy takes 5 damage;
Tide of Iron: +19 vs. AC; 1d8+11 damage and push 1; effect: can shift into vacated square
Sure Strike: +21 vs ac; 1d8+6 dmg
Encounter:
ut 6 Unbreakable (interrupt) Reduce damage by 8
7 Come and Get it (standard) Close Burst 3; enemies in burst must shift 2 to adjacent, then Close Burst 1; +19 vs. AC; 1d8+11 damage
13 Storm of Blows +19 vs AC; 1d8+14 After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.
17 Warriors challenge +19 vs AC 3d8+11 push 2; all enemies within 2 squares marked until end of next turn.
PF11 All Bets Are Off +19 vs AC 2d8+11 secondary attack +16 vs ac; 1d6+5 target dazed until end of next turn.
Daily
Ut 2 Boundless Endurance (Minor, stance) Gain Regeneration 7 while bloodied
5 Crack the Shell: +19 vs. AC; 2d8+11 damage, ongoing 5 damage and -2 AC (save ends both); Reliable
9 Shift the Battlefield: Close Burst 1; +19 vs. AC; 2d8+11 damage and slide 1; miss: half damage
ut 10 Stalwart Guard (minor) close burst 1 allies get +2 shield bonus ac & reflex till end of encounter.
15 Dragons Fangs : make 2 attacks: +19 vs AC 3d8+11; miss 1/2 damage.
ut 16 Iron Warrior (minor) spend healing surge 2d6+3+33 hp, save vs. one ongoing effect.
PF 12 Deadly Payback (immediate reaction) on taking damage in melee; +2 attack and damage vs that enemy till end of next turn.
Equipment
Lvl 18 : "Stormfront" +4 Thundering Scimitar[daily +2d8 dmg, push 1]
High Crit: 1d8+8 & 4d8 thundering
Lvl 17 : +4 razor, (black) dragon scale armor (melee critical hits on Gerold inflict 2d10+3 dmg to attacker)
Lvl 16 : +4 amulet of protection
Cash: Magic Boat (21k). +25k items wavestrider boots (680) light shield of protection (680), +1 thundering scimitar(680), everlasting provisions x2 (1680) Handy Haversack (5k) Dynamic Belt (4.2k) daily reroll athletics or acrobatics skill
Gerold is a balding older man with a hawk-like nose and stern demenor.
He has spent much of his life on boats, exploring new lands and mysterious islands, or raiding other ships as a pirate. His eyesight and hearing are poor, but his well muscled frame is stronger than ever. He has an overfondness for drink, but avoids it completely while adventuring.Last edited by Evilhalfling; 23rd June 2008 at 11:45 PM. Reason: Switching weapon to Scimitar.
Game Quote:
"Sir is not allowed into the dance, because you don't have an invitation, your wearing a dress, and its covered in poo."
"You all are the worst emissaries, ever!" the silver dragon declares, shaking with rage.
"Its a game, a game, I'm only playing. " E. Wiggen
My PbP games , Roll Dice
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19th June 2008, 04:28 AM #3
Lukalos
Male Tiefling Wizard 17 (Battlemage)
Alignment: Unaligned
Deity:
Region:
Height: 5’11”
Weight: 197
Hair: Black
Eyes: Red
Skin: Ruddy tan
Age: 32
XP: 0
Str: 10+1-->11 (+0)
Dex: 14+2-->16 (+3)
Con: 12+1-->13 (+1)
Int: 16+6-->22 (+6)
Wis: 13+3-->16 (+3)
Cha: 11+3-->14 (+2)
Hit Points:87 Bloodied: 43
Healing Surge: 21 Surges per day: 7
Initiative: +7
Speed: 6
Perception: 21 Insight: 26
Action Points: 1
AC 29 Fortitude 23 Reflex 28 Will 24
Basic Melee Attack: +10 vs. AC (+2 Frost dagger) Damage: 1d4+2 Crit +2d6
Basic Ranged Attack: +18 vs. Ref (magic missile) Damage: 2d4+14 force
Skills:
Feats:Code:Arcana +19 (+8 level +5 Trained, +6 Int) Dungeoneering +19 (+8 level +5 Trained, +6 Int) History +19 (+8 level +5 Trained, +6 Int) Insight +16 (+8 level +5 Trained, +3 Wis) Stealth +13 (+8 level, +3 Dex, +2 Racial) Bluff +12 (+8 level, +2 Cha, +2 Racial)
Expanded Spellbook
Hellfire Blood (+1 to attack and damage with fire or fear spells)
Spell Focus (-2 to all saves vs. your spell effects)
Improved Initiative
Raging Storm (+2 to damage with lightning or thunder powers)
Ferocious Rebuke (push target of Ferocious Rebuke 2 square)
Inescapable Force Force effects deal full damage to insubstantial creatures, +1d10.
Solid Sound (gain +2 to Fort, Ref or Will after using thunder or force power, until end of next turn)
Evasion (Missed by area or close attack vs. AC or Ref, take no miss damage)
Arcane Reach (Close attacks can originate 2 squares away.)
Languages:
Common, Draconic
Class and Racial abilities:
Bloodhunt: +1 to attack rolls vs. bloodied enemies
Fire Resistance 13
Infernal Wrath
Orb of Imposition: Once per encounter creature takes -3 penalty on saving throw, or extend duration of an at-will effect one extra turn
Cantrips
Ritual Casting
Spellbook
Arcane Riposte Make an Opp Att with hand, +11 vs. AC, 1d8+7 fire damage
Battle Mage Action When you spend an action point to get an extra action, get +4 attack bonus until start of next turn
Battle Edge When you first become bloodied in an encounter, use an at-will power as an immediate reaction
Powers:Spoiler:
Equipment:Spoiler:
Rituals:Spoiler:
Personality:Spoiler:Last edited by Redclaw; 25th June 2008 at 01:06 PM.
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19th June 2008, 05:18 AM #4
Human Warlord:
Spoiler:
Elven Cleric:
Spoiler:Last edited by Victim; 23rd June 2008 at 04:35 PM.
"I'd like to shake the hand of the genius who invented that - just the hand, after it's been cut off from the now screaming man."
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19th June 2008, 05:25 AM #5
Double Post.
Last edited by Victim; 19th June 2008 at 05:28 AM.
"I'd like to shake the hand of the genius who invented that - just the hand, after it's been cut off from the now screaming man."
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19th June 2008, 05:42 AM #6Gharesh, Dragonborn Warlock 17
Last edited by industrygothica; 21st June 2008 at 12:51 AM.
Games I DM:
[d&d 3.5] Those Left Behind: [OOC1] [OOC2] [Character Records] [Chapter 1] [Chapter 2] [Chapter 3]
[d&d 4e] The Witchlights: [OOC] [Character Records] [Game]
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19th June 2008, 12:27 PM #7
Darrak Earringer
Dwarven Fighter 17 (Iron Vanguard)
Str 18 (+4/+12)
Con 20 (+5/+13)
Dex 16 (+3/+11)
Int 12 (+1/+9)
Wis 16 (+3/+11)
Cha 10 (+0/+8)
Init +11; Perception +11
HP: 122, Bloodied 61
Surges: 16, Value: 37
AC 33; Fortitude 28 Reflex 27 Will 24
* No damage from Close and Area attacks on a miss
* Enemies do not gain +2 to attack when they have Combat Advantage
Abilities:
Low-light Vision
Cast-Iron Stomach
Dwarven Resilience
Encumbered Speed
Stand Your Ground
-----
Combat Challenge
Combat Superiority
Fighter Weapon Talent (1-handed)
Enduring Warrior
Ferocious Reaction
Trample the Fallen
Skills (Check penalty -4):
Athletics +13, Dungeoneering +13, Endurance +20, Intimidate +13
Feats:
Armor Proficiency (plate)
Dwarven Endurance
Dwarven Weapon Training
Evasion
Hammer Rhythm
Mettle
Shield Push
Shield Specialization
Uncanny Dodge
At-Wills:
Basic Melee Attack
+18 vs. AC; 1d10+10 damage; miss: 5 damage
Basic Ranged Attack
Ranged 5/10; +15 vs. AC; 1d6+7 damage
Cleave
+18 vs. AC; 1d10+10 damage and adjacent enemy takes 4 damage; miss: 5 damage
Tide of Iron
+18 vs. AC; 1d10+10 damage and push 2; miss: 5 damage; effect: can shift into vacated square
Encounters:
Frontline Surge (P)
+18 vs. AC; 2d10+10 damage and push 2, can shift into vacated square and allies within 2 can shift 1; miss: 5 damage
Mountain Breaking Blow (17)
+18 vs. AC; 3d10+10 damage and push 4, can shift the same distance if ends adjacent; miss: 5 damage
Anvil of Doom (13)
+18 vs. AC; 2d10+10 damage and stunned until end of next turn; miss: 5 damage
Come and Get it (7)
Close Burst 3; enemies in burst must shift 2 to adjacent, then Close Burst 1; +18 vs. AC; 1d10+10 damage
Utilities:
Inexorable Shift (P, Encounter Move)
Shift into any adjacent square, occupying enemy pushed 2
Interposing Shield (16, Encounter Interrupt, when adjacent ally is hit)
Ally gains +4 to AC and Reflex against attack
Into the Fray (10, Encounter Minor)
Move 3, must end adjacent to enemy
Unbreakable (6, Encounter Interrupt)
Reduce damage by 10
Boundless Endurance (2, Daily Minor, stance)
Gain Regeneration 7 while bloodied
Dailies:
Serpent Dance Strike (15)
+18 vs. AC; 2d10+10 damage and prone; miss: 5 damage; effect shift 1 and repeat attack up to three times, each time against new target
Shift the Battlefield (9)
Close Burst 1; +18 vs. AC; 2d10+10 damage and slide 1; miss: half damage
Crack the Shell (5)
+18 vs. AC; 2d10+10 damage, ongoing 5 damage and -2 AC (save ends both); miss: 5 damage; Reliable
Equipment:
+4 Dwarven Plate Armor (17)
+4 Frost Warhammer (18)
Horned Helm (16)
Cloak of Resistance +3 (12, 13k gold)
Boots of Spider Climbing (5, 1k gold)
Gauntlets of the Ram (8, 3,4k gold
Handy Haversack (10, 5k gold)
Paragon Belt of Vigor (12, 13k gold)
9x Potion of Vitality (15, 1k gold each)
Heavy Shield, +1 throwing hammer, Standard adventurer's kit
Personality:
While Darrak does care about protecting his allies, he is usually motivated more by frustration when his enemies ignore him. He enjoys pushing his enemies around and luring them in for a smack.
Background:
The Earringer clan claims to sport the greatest hammer-wielding warriors of their city. Whether the claim is true has never been truely put to test, but the clan sends its proudest warriors around the world to collect new magical hammers and armor for the next generation every 40 years to support itLast edited by Dalamar; 25th June 2008 at 09:31 PM.
Living Enworld characters:
Rodimus, making his way to the Tomb of Chaos
Tumna Lakeside, on a Rathunt
Zack Grimm, fighting "stonebird men" at A Clash of Earth and Sea
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19th June 2008, 01:07 PM #8
My work in progress:
Halfling Melee Ranger/Pathfinder (Codename: Belkar)
Str: 16 (+4 level) = 20
Con: 13 (+1 level) = 14
Dex: 16 (+4 level) = 20
Int: 11 (+1 level) = 12
Wis: 14 (+1 level) = 15
Cha: 09 (+1 level) = 10
AC: 32 (18+5+4+1+4)
Fort: 28 (18+5+1+4)
Reflex: 29 (18+5+1+1+4)
Will: 24 (18+2+4)
HP: 116 (17x5)+7+14+10
Bloodied: 58
Surge Healing: 29
Surges per day: 10
Feats:
Bonus Toughness
1 Agile Hunter
2 Blade Opportunist
4 Lethal Hunter
6 Two Weapon Fighting
8 Two Weapon Defense
10 Lost in the Crowd
11 Heavy Blade Opportunity
12 Scimitar Dance
14 Danger Sense
16 Uncanny Dodge
Skills:
Dungeoneering
Nature
Acrobatics
Perception
Stealth
At Will
- Hit and Run
- Twin Strike
Encounter
Racial - Second Chance
P - Wrong Step
17 - Two Weapon Eviscerate
13 - Armor Splinter
7 - Sweeping Whirlwind
Daily
15 - Blade Cascade
9 - Attacks on the Run
5 - Frenzied Scirmish
Utility:
P - Act Together (immidiate, daily)
16 - Momentary Respite (standard, daily)
10 - Undaunted Stride (minor, daily, stance)
6 - Weave through the Fray (Immediate Interrupt, encounter)
2 -Yield Ground (immidiate, encounter)
Equipment:
18: Frost Scimitar +4
17: Sunleaf Darkhide +4
16: Amulet of Protection +4
Flaming scimitar +3 (25k)
Boots of striding (4,2k) +1 item to movement
Gauntlets of Ogre Power (1k) - Daily - +5 power bonus to dmg
Handy Haversack (5k)
Potion of Vitalityx2 (2k)
Dynamic Belt (lev.9) (4,2k)
Diadem of Aculty (3,4k)
0,2k
standard adnenturers pack (15)Last edited by Walking Dad; 13th August 2008 at 02:53 PM.
Signature
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20th June 2008, 07:20 PM #9
I think i'm almost ready. I need equipment still, but the abilities, etc are ready.
Jack Harrison
Male Human Cleric 17
Divine Oracle Paragon
Alignment: Unaligned
Deity: Sehanine
Height: 5'7"
Weight: 152 lbs
Hair: Brown, long wavy
Eyes: Brown
Skin: Tanned
Age: 24
XP:
Str: 22 (+6) +2 Racial, +4 levels
Dex: 12 (+1) +1 levels
Con: 12 (+1) +1 levels
Int: 9 (-1) +1 levels
Wis: 20 (+5) +4 levels
Cha: 13 (+1) +1 levels
Hit Points: 119/119 Bloodied: 54
Healing Surge: 27 Surges per day: 8
Initiative: +5
Speed: 7
Perception: 10 Insight: 20
Action Points: 1
AC 34 Fortitude 28 Reflex 25 Will 29
**+1 to all saves**+2 Will from class
***+1 to all saving throws***
Basic Melee Attack: +21 Damage: 1d10+12
Basic Ranged Attack: +12 Damage: 1d8+2
Skills:
Feats:Code:Heal +10 (+5 Trained, +5 Wis) Religion +4 (+5 Trained, -1 Int) Insight +10 (+5 Trained, +5 Wis) Diplomacy +6 (+5 Trained, +1 Cha) Arcana +4 (+5 Trained, -1 Int)
6+1 human+4 Paragon
Ritual Casting (B)
Astral Fire
Improved Initiative
Human Perserverence
Shield Proficiency (Light)
Shield Proficiency (Heavy)
Weapon Proficiency (Bastard Sword)
Weapon Focus (Heavy Blade)
Mettle
Fleet-Footed
Toughness
Sehanine's Reversal
Languages:
Common
Elven
Class and Racial abilities:
Channel Divinity - Divine Fortune - Encounter, Free Action, Personal - +1 on next attack or saving throw
Channel Divinity - Turn Undead
Healer's Lore - +5 to hp healed by healing powers
Healing Word - 3/encounter - Close Burst 10, Minor - Target can use a healing surge to gain +4d6+5 on result
Foresight - Can't be surprised - roll twice for init, use better result
Prophetic Action
Terrifying Insight - Whenever Attack against Will - roll twice use better result
Powers:
3/4/3/5 - At will, Encounter, Daily, utility powers known
At Will:
Lance of Faith - Standard, Implement, Radiant - +17 vs. Reflex - 1d8+11 Radiant damage & 1 ally gains a +2 power bonus on next attack
Righteous Brand - Standard, Weapon - +21 vs. AC - 1d10+12 & one ally within 5 squares gains +6 power bonus to melee attack against target
Sacred Flame - Standard, Implement, Radiant - +17 vs. Reflex - 1d6+11 Radiant damage & one ally gains 9 temp hp.
Encounter:
Daunting Light (+21 vs. Reflex) 1d10+12
Mantle of Glory (+17 vs. Will) 2d10+11
Sentinel Strike (+21 vs. AC) 3d10+12
Prophecy of Doom
Daily:
Avenging Flame (+21 vs. AC) 2d10+12
Divine Power (+21 vs. Fortitude) 2d10+12
Purifying Fire (+17 vs. Reflex) 3d10+11
Utility:
Sanctuary - Encounter - Target gets +5 bonus to all defences until it attacks or end of next turn
Cure Serious Wounds - Daily - Recover hp = to 2 healing surges +5
Astral Refuge - Daily
Hallowed Ground - Daily
Good Omens - Daily
Equipment:
+4 Forgemail Chainmail (16)
+4 Frost Bastard Sword (18)
Symbol of Life (17)
Cloak of Resistance +3 (12, 13k gold)
Battlestrider Greaves (13k) +1 item to movement
Gauntlets of Ogre Power (1k) - Daily - +5 power bonus to dmg
Heavy Shield of Protection (17k) - Daily - you and adjacent ally get Resist 15 to all damage until end of your next turn
+1 Crossbow
Standard adventurer's kit
Money: 640gpLast edited by renau1g; 20th June 2008 at 08:48 PM.
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30th June 2008, 04:17 PM #10
Aeloishi
Female Elven Ranger
Paragon Path: Battlefield Archer
Alignment: Unaligned
Deity:
Height:
Weight:
Hair:
Eyes:
Skin:
Age:
XP: 0
Str: 14 (+2) [13base + 1level]
Con: 15 (+2) [14base + 1level]
Dex: 22 (+6) [16base + 4level + 2race]
Int: 11 (+0) [10base + 1level]
Wis: 20 (+5) [14base + 4level + 2race]
Cha: 09 (-1) [08base + 1level]
Hit Points: 107 Bloodied: 53
Healing Surge: 26 Surges per day: 8
Initiative: 19 [8level + 6dex, 4feat, 1item]
Speed: 8
Action Points: 1
AC 31 [10base + 8level + 6dex + 7armor]
Fortitude 25 [10base + 8level + 1class + 2str + 4item]
Reflex 29 [10base + 8level + 1class + 6dex + 4item]
Will 27 [10base + 8level + 5wis + 4item]
Burn: +20 [8level + 2prof. + 4magic + 6dex] Damage: 1d10+12 Range: 20/40 Special: Load free
On crit: +1d10 damage, +4d8 fire damage
Shortsword: +16 [8level + 3prof. + 3magic + 2str] Damage: 1d6+5
On crit: +3d6 damage, or +3d8 damage if you have combat advantage.
Hunters Quarry: +1 attack +2d8 damage.
Powers:
At-Will Powers:
Encounter Powers:
Daily Powers:
Utility Powers:
Skills:
Feats:Code:Nature 20 [5trained + 8level + 2race + 5wis] Acrobatics 19 [5trained + 8level + 6dex] Endurance 15 [5trained + 8level + 2con] Percepton 20 [5trained + 8level + 2race + 5wis] Stealth 23 [5trained + 8level + 6dex + 4item]
Bonus Ranger: Defensive Mobility.
Level 1: Lethal Hunter.
Level 2: Improved Initiative
Level 4: Weapon Focus (Bow)
Level 6: Danger sense
Level 8: Quick Draw.
Level 10: Uncanny dodge
Level 11: Point-Blank Shot.
Level 12: Running Shot.
Level 14: Devastating Critical.
Level 16: Fleet Foot
Languages:
Common
Elven
Equipment:
Level 18: Flameburst Longbow. (Burn)
Level 17: Elven Cloak (Neck Slot)
Level 16: +4 Magic Hide Armor
Duelist's +3 Short Sword. [17,000gp]
Elven Boots [9,000gp] (Feet Slot)
Helm of Battle [4,200gp] (Helm Slot)
Gloves of Piercing [680gp] (Hand Slot)
Dynamic Belt [4,200gp] (Waist slot)
Bracers of the Perfect Shot [680gp] (Arm Slot)
Money:
9140
Class features:
Fighting style: Archer
Prime shot: if no allies are nearer than you to the target, get +1 attack on that target.
Paragon Path features:
Archers Action: Spend 1 action point to reroll one ranged attack or ranged damage roll, instead of taking extra action.
Battlefield Experience: Can designate 5 targets as quarries, and gains +1 attack on quarries.
Battle Surge: When spend an action point to take an extra action or to you gain the benefit of Archers Action you also gain +5 AC against OP untill end of encounter.Last edited by Rayex; 9th July 2008 at 07:49 AM.
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