Gaming w/Jemal 4E: Past Tense Heroes
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  1. #1
    Scout (Lvl 6)

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  2. #2

    Ruthear ar'Thar, Tiefling Warlord

    The character
    Name: Ruthaer ar'Thar
    Race: Tiefling
    Class: (Tactical) Warlord
    Role: Leader
    Level: 6

    Ruthaer ar'Thar is a brilliant and arrogant Tiefling warlord. His fearsome reputation has likened him to the 'War-Lords' of old Bael Turath.

    Originially a young and exceptionally gifted captain of an embattled free town during the Twilight War. He quickly made his name running daring strike-missions. He quickly rose through the military ranks, respected for his tactical genius and sharp mind, but equally feared for his ruthlessness and lack of empathy. During a heated battle, he once send five score of the towns best men to a certain bloody death for a seemingly minor objective (To this day, he claims this move was decisive for the battle). His star thus shone, only in the days of war. As peace began to settle across the free towns, Ruthaer was quickly relieved from his position for more 'humane' officers.

    His renown however only grew as he took up a live of adventuring, putting his genius to winning fortunes and fame with a small group of equally gifted companions. But he always retained his cold-hearted efficience and, if anything, his presumptious pride only grew with the groups ever more daring exploits. Certain of his supreme intellect and his superiority, he dabbled with his infernal lineage to unlock hidden powers (infernal pact initiate). He wears black armour stitched from unspeakable beasts of the Shadowfell (+1 Deathcut Hide), carries an implement inscribed with infernal runes (+2 Magic Rod) and wields a crimson-tinged, tieflingforged blade that seems to delight in cruelty and pain (+2 vicious Bastardsword). For all the dire warnings of his companions that dark forces may not always bow to his rational, Ruthaer has thus far been vindicated by the success of his exploits.

    Yet, there may come change. Being struck down from his rise to glory by the encounter with the Lich, there may be chance for Ruthaer to learn that somethings are better left untouched. That some forces may not be out-witted by tactical genius. There is yet a chance, that Ruthaer may learn something akin to humility...

    Ability scores
    Strength     : 18 (+4)     Hit points : 60
    Constitution : 18 (+4)     Bloodied   : 30 
    Dexterity    : 12 (+1)     Surges     : 16
    Intelligence : 18 (+4)     Surges/day : 10     
    Wisdom       : 12 (+1)     Initiative : +6
    Charisma     : 15 (+2)      
    Armour class          : 22
    Fortitude             : 19 
    Reflex                : 18 
    Will                  : 17 
    Resistance (Fire)     :  8
    Resistance (Necrotic) :  5
    Resistance (Poison)   :  5
    Arcana    (Int): +12  (trained, pact initiate) 
    Athletics (Str): +12  (trained) 
    Bluff     (Cha): + 7  (+2 racial bonus)
    Diplomacy (Cha): + 5 
    Endurance (Con): +12  (trained)
    History   (Int): +12  (trained]
    Intimidate(Cha): +10  (trained)
    Stealth   (Dex): + 6  (+2 racial bonus)
    Streetwise(Cha): + 5
    Common, Abyssal

    Toughness, Weapon Proficiency (Bastard Sword), Infernal pact initiate, Novice power

    Weapon Proficiency:
    Simple melee, military melee, simple ranged, Bastard Sword

    Size: Medium
    Speed: 6 squares
    Vision: Low-light
    Racial traits & class features
    Bloodhunt (Racial trait)
    +1 to attack roll against bloodied foes.

    Combat leader (Class feature)
    You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

    Tactical Presence (Class feature)
    When an ally who can see you spends an action point to take an extra action, that ally also gains +2 to the attack roll.

    Inspiring Word (Class feature; 2/encounter)
    Minor Action, Close burt 5
    You or an ally in the burst can spend a healing surge and regain an additional 1d6 hit points.
    Basic attack
    Bastard sword (two handed)
    Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
    Wolf pack tactics (Class)
    Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
    --- assist to set up lots of flanking ---

    Viper's Strike (Class)
    Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
    --- Opportunity attack from ally, if target shifts ---
    Infernal Wrath (Racial trait)
    Minor action:
    --- +1 to attack roll and +2 to damage against an enemy that hit since last turn ---

    Hellish Rebuke (Infernal pact initiate)
    10; Standard action, Attack: +9 vs. Reflex; Damage: 1d6 +6 (Magic Rod gives +2d6 on a critical)
    --- damage again if Ruthear takes damage ---

    Leaf in the Wind (Class)
    Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
    --- You (or ally) switch places with target ---

    Fiery bolt (Class, power swap)
    10; Standard action, Attack: +9 vs. Reflex; Damage: 3d6 +6 (Magic Rod gives +2d6 on a critical)
    --- creatures adjacent to target take 1d6 +10 damage ---
    Lead the Attack (Class)
    Standard action, Attack: +12 vs. AC; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
    --- Ruthear and all allies within 5 sq. gain +5 to attack rolls for the encounter (+1 on a miss) ---

    Villain's Nightmare (Class)
    Standard action, Attack: +12 vs. Reflex; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
    --- Cancel movements of the target as immediate interrupt ---

    Deathcut Hide armour (Item)
    Immediate reaction
    --- Damage: 1d10 +2 necrotic against a foe after being hit ---
    Shake it off (1/encounter)
    10; Minor action
    --- Ruthear or an ally makes a saving throw +2 ---

    Stand tough (1/day)
    Burst 5; Minor action
    --- Ruthear and each ally in burst regains 12 hit points ---
    Magic Items                Weight   Other
    Vicious Bastard Sword (+2)  6 lb.   lvl 7 item, versaltile  
    Magic Rod (+2)              - lb.   lvl 6 item
    Deathcut hide armour (+1)  25 lb.   lvl 5 item
    Safewing Amulet (+1)        - lb.   lvl 3 item (680 gp.)
    Belt of Vigor (+1)          - lb.   lvl 2 item (520 gp.)
    75 gp. 
    Equipment           Price    Weight    Other
    Everburning torch   50 gp     1 lb.    
    Journeybread        50 gp     1 lb.    (10 days)  
    Tent                10 gp    20 lb.      
    Adventurer's kit    28 gp    30 lb.    
      Backpack           2 gp     2 lb.
      Bedroll            1 sp     5 lb.
      Flint & Steel      1 gp      -
      Pouch, belt        1 gp   1/2 lb.
      Rations, trail     5 gp    10 lb.    10 days
      Rope, silk        10 gp     5 lb.    50 ft.
      Sunrod (4)         8 gp     4 lb.   
      Waterskin          1 gp     4 lb.      
    Climber's kit        2 gp    11 lb.    +2 for climbing    
      Grappling hook     1 gp     4 lb.
      Hammer             5 sp     2 lb.
      Pitons (10)        5 sp     5 lb. 
    Riding horse        75 gp    - lb.    237/475/1,187 lb.    
    Total              215 gp    94 lb.
    Normal load:    180 lb.
    Heavy load:     360 lb.
    Max. drag load: 900 lb.
    Last edited by Zweischneid; Wednesday, 25th June, 2008 at 08:18 AM.

  3. #3

    Lady Keira

    Lady Keira, Holy Champion of Sehanine

    Lady Keira Delrond, third daughter of William VI Delrond, Baron of Beaumonde, self-proclaimed Royal Matchmaker, Holy Champion of Sehanine
    Female Human Paladin level 6
    Unaligned follower of Sehanine

    Str 18 (+1 level)
    Con 14

    Dex 13
    Int 10

    Wis 16
    Cha 19 (+2 race, +1 level)

    Armor Class 24, Fortitude Defense 21, Reflex Defense 18, Will Defense 21
    Initiative +4, Speed 6
    HP 59 (Bloodied 29, Healing Surge 14, Surges per day 12)

    FEATS: Mounted Combat, Weapon Proficiency (Bastard Sword), Toughness, Healing Hands

    RACE FEATURES: +2 charisma, speed: 6 squares, bonus feat, bonus at-will power, bonus skill, human defense bonus (+1 to fort, reflex and will defenses)

    LANGUAGES: Common, Elven

    SKILLS: Religion +9, Diplomacy +12, Heal +11, Endurance +10, Insight +11

    EQUIPMENT: Vicious Bastard Sword +2 (Lvl 7 item, +2d12 damage on a critical), Battleforged Plate +1 (Lvl 5 item, use extra wind when bloodied to get +1d10 hp), Amulet of Protection +2 (Lvl 6 item, +2 to defenses), Symbol of Hope +1 (680, daily immediate reaction: You or ally hit by save effect, gain +5 on saving throws), Warhorse (680, when mounted gain +5 on damage rolls on charge attack), Heavy Shield (10), Lance (10, counts as longspear, only 1-handed on mount), Standard Adventurers Kit (15), Fine Clothing (2 sets, 60), 75 gp

    CLASS FEATURES: Proficiencies: Cloth armor, Leather Armor, Hide, Chainmail, Scale, Plate, Light shield, Heavy shield, Simple melee, Military melee, Simple ranged; Channel Divinity (Divine Mettle, Divine Strength), Divine Challenge, Lay on Hands (3/encounter)

    Vicious Bastard Sword +2 (+12 vs. AC, 1d10+2 damage)
    No ranged basic attack

    At-Will Prayers:
    Bolstering Strike (+12 vs. AC, 1d10+6 damage, gain 3 temporary hit points)
    Enfeebling Strike (+12 vs. AC, 1d10+6 damage. If target marked it takes -2 to attack rolls until my next turn)
    Valiant Strike (+12 vs. AC, 1d10+6 damage. +1 to attack roll for every enemy adjacent to me)

    Encounter Prayers:
    Piercing Smite (+12 vs. Reflex, 2d10+6 damage, target and up to 3 enemies adjacent are marked)
    Invigorating Smite (+12 vs. Will, 2d10+6 damage. If bloodied gain 8 hit points. Bloodied allies within 5 squares gain the same)

    Daily Prayers:
    On Pain of Death (+8 vs. Will, 3d10+5 damage, 1/round target takes 1d8 damage after making attacks, save ends. On miss half damage and 1d4 ongoing damage)
    Hallowed Circle (burst 3, +8 vs. Reflex, 2d6+5 damage to enemies, Me and allies in zone gain +1 to all defenses until end of encounter)

    Utility Prayers:
    Martyr's Blessing (daily, when ally is hit by melee or ranged attack, take the attack instead)
    Divine Bodyguard (daily, choose ally within 5 squares, you take half of damage done to ally)


    The third daughter of one of the realm's nobles, Keira grew up to a life in privilege. Originally she dedicated herself to Bahamut similarly to her parents, yet as she grew into puberty her loyalties shifted. As she found her calling in life it was in service of Sehanine, the goddess of love. She became a holy champion to Sehanine's cause and became a part of the Royal Guard.
    Keira has a fondness of playing matchmaker, though she has still to find her one true love (though she has had several potential true loves). When Princess Saundra fell in love with the prince of a neighboring hostile realm, she was encouraged by Keira. When the two later married and brought peace to the realm, Keira proclaimed herself as Royal Matchmaker for her involvement.
    Despite the peace brought to the realm, the King was angered by Keira aiding Saundra, thereby undermining his own authority. But Keira was quite popular amongst his nobles and even in his own family (in particular amongst the younger generation), which prevented him from dismissing her directly. Instead he sent her on a series of quests. It was during one of these she encountered a band of adventurers.
    Eventually Keira resigned from the Royal Guard and became a full-time adventurer and heroine, working with these adventurers to save the world more than once. The last one didn't go as planned though...

  4. #4
    Ripper, Bugbear rogue.


    Destinied to be sacriviced on his 14th birthday, he flew his tribe. After some unsavory contacts with humans ("A monster! Kill it")
    he finally found some companions that appretiate his special talents.

    Still wild and dangerous, he still values the friendship of the other characters and accepts the rules of human/dwarven/elven kind out of respect for them.

    Short-time before Ursug's 14th birthday:
    To satisfy his own curiosity and to gain additional respect from the other young warriors, Ursug sneaks up to the elder tent another time.
    Listening carefully, he begins to understand the old shaman's brittle words: "... and therefore we have to kill him before it is to late. The stars and spirits warn us of a great traitor to our race and gods. We cannot let him live any longer. Tomorrow, Ursug has to be sacrificed..."
    Scared and shocked, Ursug sneaked back to the common tent he lives in, gathering his few possessions: his favored dagger, spare clothes, the primitive leather armor and his back.
    Feeling like coward for fleeing, he entered the old shaman's privat tent later for a last time and killed him in his sleep, like it was taught to him.
    Afterwards, he carved his name on the dead man's forehead and on it's breast: "Ursug is dead. Now there is only the Ripper, scrouge to the ones who were willing to sacrifice one of their own!"

    more to follow


    Str: 19
    Con: 13
    Dex: 19
    Int: 13
    Wis: 15
    Cha: 13

    AC: 22 [ 3(1/2level) + 4 dex + 2 armor + 2 enh + 1 shield]
    Fort: 19 [ 3(1/2level) + 4 str + 2 enh]
    Reflex: 22 [ 3(1/2level) + 4 dex + 2 class + 2 enh + 1 shield]
    Will: 17 [ 3(1/2level) + 2 wis + 2 enh]

    1 Two Weapon Fighting
    2 Two Weapon Defense
    4 Nimble Blade
    6 Surprise Knockdown

    At Will
    - Piercing Strike
    - Riposte Strike

    Racial - Predatory Eye
    3 - Topple Over
    1 - Tortourus Strike

    5 - Deep Cut
    1 - Trick Strike


    6 - Chameleon
    2 - Fleeting Ghost

    Trained in:
    Thievery: +13 (3 level + 4 dex + 5 trained +1 item)
    Stealth: +14 (3 level + 4 dex + 5 trained + 2 racial)
    Acrobatics: +13 (3 level + 4 dex + 5 trained + 1 item)
    Athletics: +12 (3 level + 4 str + 5 trained)
    Intimidate: +11 (3 level + 1 cha + 5 trained + 2 racial)
    Perception: +10 (3 level + 2 wis + 5 trained)

    7 - Sunleaf leather Armor +2
    6 - Amulet of Protection +2
    5 - Large Lifedrinker Dagger +1

    Acrobat Boots 520
    Burglar's Gloves 360
    Belt of Vigor (lev.2) 520
    2x Potion of Healing

    Normal Items:
    Adventurer standard pack
    2x normal large daggers
    5x large shuriken
    Last edited by Walking Dad; Tuesday, 1st July, 2008 at 12:45 PM. Reason: Edited to include skill totals!

  5. #5
    Acolyte (Lvl 2)

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    delete me
    Last edited by Graf; Friday, 27th June, 2008 at 08:36 AM. Reason: I suckith

  6. #6
    Acolyte (Lvl 2)

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    Background: Verity Thronble

    Until 20 years ago the name Thronble was synonymous with honor, tradition and dignity. A small clan of nobles the Thronble's controlled a small keep that stood on top of a gateway to some dark realm; in the name of their grim duty the keep was called the Strongfast. They were not all religious (though the patriarch and 1st born of each generation were invariably paladins) but each and every one was (at least perceived to be) a hero of the people. Even those that weren't powerful personally usually made their mark on society in some sort of beneficial way (as a poet, or a priest at a troubled church, or fair judge, or as a wise adviser to a lord of greater standing).

    All except Verity, who excelled in nothing and seemed to have been born rotten and demanding. He didn't seem to be a Thronble at all, and his incompetence when compared to his dashing sisters and devout brothers ate into his already worm-ridden heart.
    And he would ultimately prove everyone right and betray the trust of all who believed him. For in return for the promise of power, and the chance to eclipse all of his siblings Verity betrayed his family's trust to the dark creature bound beneath their keep, the Unseen Lord.

    Now the name Thronble is synonymous with traitor of the worst sort (think "Benedict Arnold"). Verity Thronble's grasping betrayal led to the family's utter destruction and the destruction of Strongfast Keep at the hands of the Unseen Lord's reality warping magics and horrific servants; the Unseen Lord, himself betrayed Verity, but left him alive trapped in a an illusionary prision of the mind.
    For years he lived like an animal in his family's ruined keep, assaulted on all sides by illusions left behind to torment him.
    After the group freed him (only because the needed answers about the details of the assault) he was left humiliated and profoundly regretful. Only fear of where he would go when he died kept him from suicide.
    He became a monk for a time, hiding his identity, but once he used his powers to drive off an attack on the monastery he found that he understood illusionary magic and magic in general, to a degree undreamed of by any but an experienced wizard.
    It seemed that the Unseen Lord had fulfilled his part of the bargain, granting Verity the power that he once craved.
    Denied a place even among the monks he found himself wracked by visions of the Unseen Lord's attacks and went to the only people who would speak to him, the other members of the party. Convincing him of his sincerity he was ultimately instrumental in turning back some of the attacks and one a place in the party.

    Strongfast Keep
    Stood on top of the door to a plane of madness where illusion and reality mixed together (a demi-plane of chaos? the far realm?).

    For bonus points the evil lich could be the Unseen Lord, or else connected to him in some fashion (ally, servant, patron?) and the lich's destruction was supposed to be his shot at (some sort of) redemption that's now gone terribly wrong.

    20 years of selfless adventuring have done improved his reputation only sightly (he is no longer pelted with rotting food when entering a community).
    Even after his exile from the Monastery Verity continued to devote himself to the gods he once scorned; but ironically his minor divine abilities have only further underlined how far his family as fallen. By comparision the illusionary abilities granted by the Unseen Lord in payment for his treachery have grown in leaps and bounds.

    He has often been tempted to his illusionary powers to build an identity anew, but after his rejection by the monastery he's truly feels there is no place he can go. So he wears his coat of arms with the dignity that he can muster, and strives to turn the other cheek in his (probably hopeless) quest for absolution.

    He fears that this new tragedy will be laid at his feet, or equally, that it is his fault, and his sins have come home to roost yet again (what's even worse that they've affected his companions, and possibly more as well).

    Verity short-block

    Defenses 19or21/17/21/22 +2 to saves (if bloodied)
    Hit points 43/43 B: 21 --- surge 10hp (7/day)
    AP 1

    Initiative +3 Passive Perception 22 ✦ Passive Insight 22

    Phantom Chasm(standard)✦ Arcane, Illusion, Implement
    Phantasmal Assailant (standard) ✦ Arcane, Illusion, Implement
    Expeditious Retreat (move) ✦ Arcane
    Invisibility (standard) ✦ Arcane, Illusion
    Healing Word (minor) ✦ Divine, Healing
    Cloak of Resistance (minor) ✦ Item
    Spider Climb(move) ✦ Item

    Potion of Healing (move ; daily) ✦ Consumable, Healing, Item x 3

    Orb of Imposition (free!) ✦ Arcane, Implement
    Maze of Mirrors (standard) ✦ Arcane, Illusion, Implement
    Divine Glow (standard) ✦ Divine, Implement (HS), Radiant

    Verity Thromble Level 6 Human Wizard

    Initiative +3; Senses Perception +12 Insight +12
    HP 43; Bloodied 21; Healing Surge 10 hit points (7/day)
    AC 19* or 21*; Fort 17*, Ref 21*, Will 22* | +2 to saves when bloodied
    *=bloodthread | *= bloodied | *=Cloak of Resistance +2
    Speed 6
    Action Points 1
    Unarmed (standard; at-will) ✦ non-Weapon
    +3 vs AC; if we're at this stage it's game over man...
    Illusory Ambush (standard; at-will) ✦ Arcane, Illusion, Implement
    Range 10 | +9 vs Will; 1d6+6 psychic damage and the target takes a Ė2 penalty to attack rolls until the end of Verity's next turn.
    Scotching Burst (standard; at-will) ✦ Arcane, Fire, Implement
    Burst 1 (w/in 10 squares) | +9 vs Ref; 1d6+6 damage
    Thunderwave (standard; at-will) ✦ Arcane, Thunder, Implement
    Close blast 3 | +9 vs Fort; Hit: all creatures in blast take 1d6+6 damage and are pushed 4 squares
    Divine Glow (standard; encounter) ✦ Divine, Implement (HS), Radiant
    Close blast 3 | +7 vs Ref; Hit: Each enemy in blast takes 1d8+4 damage Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of Verity's next turn
    Maze of Mirrors (standard; Encoutner) ✦ Arcane, Illusion, Implement
    Burst 1 (w/in 10 squares) | +9 vs Will; Hit: The each target in burst is immobilized and takes a -5 to attack rolls until the end of Verity's next turn.
    Expeditious Retreat (move ; daily) ✦ Arcane
    Personal Effect: Shift up to 12 squares (twice speed)
    Invisibility (standard; daily) ✦ Arcane, Illusion
    Ranged 5 Effect: Verity or one other creature is invisible until the end of Verity's next turn. If the subject attacks, it becomes visible.
    Sustain Standard: If the target is within range, you can
    sustain the effect.
    Healing Word (minor; daily) ✦ Divine, Healing
    Verity or one ally within Close Burst 5 Effect: Target spends a healing surge + 1d6 hit points.
    Cloak of Resistance (minor ; daily) ✦ Item
    Personal Effect: Gain resist (all) 5 until end of next turn
    Spider Climb(move ; daily) ✦ Item
    Personal Effect: On this move action, Verity moves with a climb speed to 6 (his speed).
    Potion of Healing (move ; daily) ✦ Consumable, Healing, Item
    [b]Effect: Spend a healing surge to gain 10 hit points.
    [b]Special: You may use a standard action to apply this to an unconscious adjacent creature.

    Freezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
    Burst 2 (w/in 10 squares) | +9 vs Ref; Hit: 1d8+6 damage and knocked prone. Miss: Half Damage. Effect: Cloud remains until the end of Verity's next turn any creature that enters the cloud or start's its turn there is subject to another attack; dismiss as minor
    Phantom Chasm (standard; daily) ✦ Arcane, Illusion, Implement
    Burst 1 (w/in 20 squares) | +9 vs Will; Hit: each creature in burst takes 2d6 + 6 psychic damage and is prone and immobilized until the end of its next turn.
    Miss: The target is immobilized until the end of your next turn.
    Stinking Cloud (standard; daily) ✦ Arcane, Implement, Poison, Zone
    Burst 2 (w/in 20 squares) | +9 vs Fort; Hit: 1d10+6 damage and knocked prone. Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of Verity's next turn. Creatures that enter the zone or start their turns there take 1d10 + 5 poison damage. As a move action, Verity can move the zone up to 6 squares.
    Sustain Minor: The zone persists.
    Phantasmal Assailant (standard; daily) ✦ Arcane, Illusion, Implement
    ranged 20 | +9 vs Will; Hit: 2d10 + 6 psychic damage.
    Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all Verity's allies (save ends both).
    Rituals✦ 10 minutes
    • Animal Messenger (Nature)
    • Brew Potion (Arcana)
    • Comprehend Languages (Arcana)
    • Tenserís Floating Disk (Arcana)
    • Disenchant Magic Item (Arcana)
    • Enchant Magic Item (Arcana)
    • Endure Elements (Nature)

    Orb of Imposition (free; encounter) ✦ Arcane, Implement
    Once per encounter as a free action, you can use your orb to gain one of the following two effects.
    • You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to -4 (wis).
    • You can choose to extend the duration of an effect created by a wizard at-will spell (such as Illusory Ambush) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.

    Light (minor; At-will) ✦ Arcane
    Range 5 | The light fills the targetís square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Only one light at a time.
    Mage Hand (minor; At-will) ✦ Arcane, Conjuration
    Range 5 |
    Mage Hand
    You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
    As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can
    cause the hand to pick up or manipulate a different object.
    Sustain Minor: You can sustain the hand indefinitely.
    Special: You can create only one hand at a time.

    Ghost Sound(minor; At-will) ✦ Arcane, Illusion
    Range 10 | Target: One object or unoccupied square
    Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
    Alignment Good(?); Languages Common, Draconic
    Str 10 (+0) Dex 10 (+1) Con 13 (+1)
    Int 21 (+6) Wis 18 (+4) Cha 11 (+0)

    Athletics (Str) +8sc, Arcana +13, Bluff +3u, Diplomacy +8, Dungeoneering +7u, Endurance +8, History +8u, Insight +12, Intimidate +3u, Nature +13, Knowledge Religion +13, Perception +12, Stealth +3u
    u Untrained Skill
    sc - Boots of Spider Climb mean climb speed not halved

    Magic Items: Orb of Inevitable Continuance + 1, Bloodthread Robes +1 [+1 AC | +2 AC/saves when bloodied), Cloak of Resistance +2, Boots of Spider Climbing (climb speed not halved+power), Potions of Healing x3
    Gear:Climbers Kit [2gp], spellbook, 2 gp worth of candles, 1 gp worth of torches; Adventurer's Kit
    Adventurer's Kit
    Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.

    Ritual Materials: Residuum: 190gp


    gp spend

    orb 680
    Ritual: Disenchant 360
    Ritual: Endure Elements 100
    Residium: 190 gp
    Climbers Kit: 2 gp
    Adventurers Kit: 15
    Potions of Healing x3: 150
    2 gp worth of candles
    1 gp worth of torches

    = 1500

    A lean hard bitten man. Deep crows feet surround his eyes. He tries to smile at but his face is tight and his eyes seem dead.
    Family coat of arms displayed prominently.

    Build Reference

    Str 13
    Dex 10
    Con 10
    Int 18 +2 [human] +1 [4th] = 21
    Wis 17 +1 [4th] = 18
    Cha 11

    Ability Scores: +2 to one ability score of your choice
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Languages: Common, choice of one other
    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 featís 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.

    Wizard 6
    hit points 40
    Feats 4 (+1 human): 5
    Initiate of Faith [Cleric]: skill training: Insight, healing word 1/day
    Trained Skillsx3 (Perception, Endurance, Athletics )
    +One swap feat (Divine Glow)
    Skills Arcana + 3 (+1 human) (+1 for cleric): 5
    Class Skills
    Arcana (Int), Diplomacy (Cha), Insight (Wis), Nature (Int), Knowledge Religion (Int) (Perception, Endurance, Athletics (Str))
    1st level: Animal Messenger (Nature), Comprehend Language (Arcana), Tenserís Floating Disk (Arcana)
    5th level: Enchant Magic Item (Arcana), Brew Potion (Arcana)
    Purchased: 6thDisenchant Magic Item [360gp],

    Wizard 6th
    At wills x3 [includes extra for human] Scotching Burst (standard; at-will), Thunderwave, Illusory Ambush(WotC Class acts article see sblock below),

    Encounter 1st Divine Glow -- swapped from cleric with feat
    3rd - Maze of Mirrors (WotC Class acts article see sblock below)

    Daily 1st Freezing Cloud OR Phantom Chasm (WotC Class acts article see sblock below)
    5th Stinking Cloud OR Phantasmal Assailant (WotC Class acts article see sblock below)

    Utility 2 - Exp Retreat
    6th - Invis

    Swaped Encounter for Divine Glow

    Divine Glow Cleric Attack 1
    Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
    Encounter ✦ Divine, Implement, Radiant
    Standard Action Close blast 3
    Target: Each enemy in blast
    Attack: Wisdom vs. Reflex
    Hit: 1d8 + Wisdom modifier radiant damage.
    Effect: Allies in the blast gain a +2 power bonus to attack rolls
    until the end of your next turn.

    Illusion Reference


    Level 1 Wizard At-Will Spells
    Illusory Ambush Wizard Attack 1
    You create an illusion of swirling spectral assailants that swarm over your enemy.
    At-Will ✦ Arcane, Illusion, Implement
    Standard Action Ranged 10
    Target: One creature
    Attack: Intelligence vs. Will
    Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a Ė2 penalty to attack rolls until the end of your next turn.
    Increase damage to 2d6 + Intelligence modifier at 21st level.

    Level 1 & 3 Wizard Encounter Spells
    Grasping Shadows Wizard Attack 1
    At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness.
    Encounter ✦ Arcane, Illusion, Implement
    Standard Action Area burst 1 within 10 squares
    Target: Each creature in burst
    Attack: Intelligence vs. Will
    Hit: 2d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
    Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.

    Maze of Mirrors Wizard Attack 3
    You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
    Encounter ✦ Arcane, Illusion, Implement
    Standard Action Area burst 1 within 10 squares
    Target: Each creature in burst
    Attack: Intelligence vs. Will
    Hit: The target is immobilized and takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn.

    Level 1 & 5Wizard Daily Spells
    Phantom Chasm Wizard Attack 1
    You create the image of a bottomless chasm that opens beneath your foes, convincing them that they are plummeting to their deaths.
    Daily ✦ Arcane, Illusion, Implement
    Standard Action Area burst 1 within 20 squares
    Target: Each creature in burst
    Attack: Intelligence vs. Will
    Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
    Miss: The target is immobilized until the end of your next turn.

    Phantasmal Assailant Wizard Attack 5
    You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes.
    Daily ✦ Arcane, Illusion, Implement
    Standard Action Ranged 20
    Target: One creature
    Attack: Intelligence vs. Will
    Hit: 2d10 + Intelligence modifier psychic damage.
    Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).

    Last edited by Graf; Friday, 11th July, 2008 at 02:20 AM. Reason: shortblock

  7. #7
    Novice (Lvl 1)

    Join Date
    May 2008
    Brandon, Manitoba
    Read 0 Reviews

    Ý Block SarahRequiem

    Ý Friend+
    The character
    Name: Ashyrel Seraphina Meliadeth
    Race: Eladrin
    Class: Fighter
    Role: Defender
    Level: 6

    Initiative 7; Perseption 23 ; Insight 16
    HP 60 ; Bloodied 30 ; Healing Surge 15; Surges Per Day 11
    AC 21 (23 w/ Heavy shield) ; Fort 20, Ref 17 (19 w/ Heavy Shield), Will 18
    Speed 6 (5 in scale mail)
    Action Points 1
    Alignment Unaligned; Languages Common, Elven

    Str 17 (+1 lv)
    Con 15
    Dex 14 (+2 race)
    Int 14 (+2 race)
    Wis 16 (+1 lv)
    Cha 12

    Racial Features:
    +2 dexterity, +2 intelligence
    Low-Light Vision
    Eladrin Education; +1 trained skill
    Eladrin Weapon Profiency; Longsword
    Eladrin Will: +1 will defence. +5 saving throw vs charms effects
    Fey Origin
    Feystep power

    Class Features:
    Combat Challenge. mark for -2 attack rolls, opportunity attacks
    Combat Superiority. Wis to opportunity attacks. cancel movement.
    Fighter Weapon Talent; two handed. +1 to attack rolls
    Bonus Defence; +2 fortitude

    Armor: Cloth, Leather, Hide, Chainmail, Scale, Light Shield, Heavy Shield
    Weapon: Simple Melee/Ranged. Military Melee/Ranged

    Basic Melee Attack; Vicious Longspear +2
    +11 vs AC. 1d10+7. +2d12 critical. Reach

    Basic Melee Attack; Vicious Longsword +1
    +10 vs AC. 1d10+5. +1d12 critical

    Basic Ranged Attack; Longbow
    +7 vs AC. 1d10+2.

    1 Eladrin Soldier. +2 damage rolls w/ longswords and all spears.
    2 Quick Draw. +2 initiative. Draw weapon with attack action.
    4 Alertness. +2 perseption, don't grant combat advantage when surprised.
    6 Student of Battle. Inspiring word 1/day. Intimidate skill training

    Athletics 10 (-2 with heavy shield)
    Endurance 10
    Heal 11
    Perseption 13
    Intimidate 8

    Gear 84 gp.

    Vicious LongSpear +2 (lv7)
    +4 hit, 1d10+2.
    effect: +2d12 on critical. Reach

    Black Iron Scale Mail +1 (lv 4)
    +8 AC, Resist 5 fire, Resist 5 necrotic. Speed -1

    Amulet of Protection +2 (lv 6)
    +2 fortitude, reflex, will defences.

    Everlasting Provision. (840gp lv 4)
    After an extended rest, the basket create enough food for 5 medium creature for 24 hours)

    Vicious Longsword +1 (520gp, lv 2)
    +4 hit, 1d8+1
    effect: +1d12 critical hit

    Heavy Shield ( 10gp)
    +2 AC/Reflex. -2 Checks.

    Longbow (30gp)
    +2 hit. 1d10. range 20/40, load free

    Arrows (30) (1gp)

    Standard Adventurer's Kit (15 gp)

    At Will:
    Reaping Strike. Melee Weapon
    +11 vs AC. 1d10+7
    Miss: 3 damage

    Sure Strike. Melee Weapon
    +13 vs AC. 1d10+4

    Fey Step. (Move)
    Teleport 5 square

    Covering Attack. Melee Weapon.
    +11 vs AC. 1d10+7
    Hit: An ally adjacent to you can shift 2 squares.

    Armor Piercing Thrust. Melee Weapon
    +13 vs AC. 1d10+9

    Villain's Menace. Melee Weapon
    +11 vs AC. 2d10+7.
    Hit: +2 power bonus to attack rolls. +4 power bonus to damage rolls. (encounter, against the target)
    Miss: +1 power bonus to attack rolls. +2 power bonus to damage rolls. (encounter, against the target)

    Dizzying Blow. Melee Weapon, Reliable.
    +11 vs AC. 3d10+7
    Hit: target is immobilized (save ends)

    Inspiring Word. Healing, minor, range close burst 5.
    1 ally or self
    effect: target spend 1 healing surge +1d6 hp.

    Boundless Endurence. Stance. (minor, Daily)
    Gain regeneration 4hp while bloodied.

    Battle Awareness. Personal, no action. (Daily)
    +10 initiative check




    Level 7:
    Encounter power:
    Griffon's Wrath. Melee Weapon.
    Strength vs AC
    Hit: 2[W]+str. target takes a -2 penality to AC until the end of your next turn.

    Level 8:
    Abilities: +1 strength, +1 Dexterity (18 15 15 14 16 12)
    Feat: Potent Challenge. Add con mod to damage rolls for opportunity attacks granted by your combat challenge class ability.

    Level 9:
    Daily Power:
    Victorious Surge. Melee weapon, Healing, Reliable.
    Strength vs AC
    Hit: 3[W]+str, and you regain hp as if you spent a healing surge

    Level 10:
    Feat: Power Attack
    Utility Power:
    Into the fray (encounter, Minor action)
    Move 3 squares, as long as you can end your move adjacent to an enemy

    Level 11:
    Abilities: +1 to all abilities. (19 16 16 15 17 13)
    Feat: Armor Specialization (scale) +1 AC, Ignore speed penality.
    Paragon Path: Kensei
    Path Features:
    Kensei Control Action. Spend an action point to reroll one attack, damage, skill, or ability roll.
    Kensei Focus: +1 to attack rolls with a melee weapon of your choice (long spear)
    Encounter Power:
    Master Stroke. Melee Weapon.
    Str+2 vs AC
    Hit: 2[W]+str

    Level 12
    Feat: Uncanny Dodge (you do not grant the normal +2 to attack roll when you grant combat advantage)
    Utility Power:
    Ultimate Parry (immediate reaction, Daily)
    Trigger: you take damage from an attack
    effect: Reduce the damage by an ammount equal to your level.

    Level 13:
    Replace Encounter Power (Griffon's Wrath)
    Silverstep. Melee weapon.
    One or Two creatures
    Strength vs AC
    Hit: 2[W]+str. Push target 1 square.
    Effect: Shift dex mod squares.

    Level 14:
    Abilities: Strength +1, Dexterity +1 (20 16 17 15 17 13)
    Feat: Polearm Gamble

    Level 15
    Replace Daily Power: (Dizzying Blow)
    Serpent Dance Strike. (melee weapon)
    Strength vs AC
    Hit: 2[W]+str, target is knocked prone.
    effect: you can shift 1 square and repeat the attack on a different target. You can shift and repeat the attack up to three times against different targets.

    Level 16
    Feat: Spear Push
    Paragon Path:
    Kensei Mastery: +4 to damage roll with selected weapon (long spear)
    Utility Power:
    Iron Warrior (Minor Action, Daily)
    You spend an healing surge and regain an additional 2d6 + con mod HP. You make an immediate saving throw against any 1 effect.

    Level 17
    Replace Encounter Power: (Covering Attack)
    Warrior's challenge. Melee Weapon
    Strength vs AC
    Hit: 3[W]+str, push the target 2 squares
    Special: all your ennemies within 2 squares of the target are marked until the end of your next turn.

    Level 18
    Abilities: +1 strength, +1 Dexterity (21 16 18 15 17 13)
    Feat: Mettle

    Level 19:
    Replace Daily Power: (Serpant Strike Dance)
    Devastation's Wake. Melee Weapon.
    Close Burst 1, each enemy in burst
    Strength vs AC
    Hit: 3[W]+str damage
    Miss: Half-Damage
    Secondary Target: Until end of my next turn, any enemy that move adjacent to me or starts its turn next to you
    Secondary Attack: Strength vs AC.
    Hit: 1[W]+Str

    Level 20
    Daily Power:
    Weapon Soul Dance. Melee Weapon.
    Strength vs AC
    Hit: 3[W]+str. Target is kocked prone and immobilized until the end of your next turn.
    Effect: You can shift 5 squares and make a secondary Attack.
    Secondary Target: One creature other than the primary target
    Secondary Attack: Strength +2 vs AC
    Hit: 2[W]+str. Target is knocked Prone and immobilized until the end of your next turn.
    Effect: You can shift 5 squares and make a tertiary attack.
    Tertiary target: One creature other than the primary or secondary targets
    Tertiary Attack: Strength +3 vs AC
    Hit: 1[W]+str. Target is knocked prone and immobilized until the end of your next turn.
    Last edited by SarahRequiem; Monday, 7th July, 2008 at 12:49 AM.

  8. #8
    Acolyte (Lvl 2)

    Join Date
    Nov 2006
    Europe.And the pbp boards
    Read 0 Reviews

    Ý Block Atanatotatos

    Ý Friend+
    Illian Soulstorm, Half-elf Fey Warlock 6

    Str 10
    Dex 12
    Con 16 (+2 Half-elf)
    Int 18 (+1 level)
    Wis 14
    Cha 20 (+2 Half-elf, +1 level)

    Ac 20 (22 vs first attack in encounter, +1 when used warlock's curse)
    For 18
    Ref 20
    Will 21

    HP: 53
    Healing surges/day: 9

    Init: +4
    Senses: low-light vision, perception:15 insight:22

    Languages:Common, Elven, Draconic
    Alignment: Good
    Patron Deity: Avandra

    Racial features: Dilettante
    Dual heritage
    Group diplomacy

    Class features: Eldritch blast (Charisma)
    Misty step (5 squares)
    Prime shot
    Shadow walk
    Warlock's curse +1d6

    Skills (*trained):
    Acrobatics +4
    Arcana* +12
    Athletics +3
    Bluff* +13
    Diplomacy +10 (+1 group diplomacy)
    Dungeoneering +5
    Endurance +6
    Heal +5
    History* +12
    Insight* +12
    Intimidate +8
    Nature* +10
    Perception +5
    Religion +5
    Stealth +4
    Streetwise +8
    Thievery +4

    Feats: Action surge
    Improved misty step
    Skill Training: Nature
    Human perseverance

    Basic Attack: Ranged eldritch blast +10 vs reflex 1d10+9 dmg, range 10

    -at will: Eldritch blast

    -encounter: Witchfire
    Scorching burst (wizard at-will)
    eldritch rain

    -daily: Curse of the dark dream
    Crown of madness

    -utility: Beguiling tongue (encounter)
    Fey switch (encounter)

    Item daily: Gloves of piercing

    Rod of dark reward +2 (lvl 7)
    Amulet of protection +2 (lvl 6)
    Darkleaf armor +1 (lvl 4)
    Bracers of the perfect shot (680 gp)
    Gloves of piercing (680 gp)
    Standard adventuring kit (15 gp)
    125 gp?

    Illian was raised in an elf village situated near to an entrance to the Feywild. He's had close contact with powerful fey entities since very young, and this is clear from both his appearance and his powers. He's a well-built, 5'9" tall half-elf, exceptionally beautiful with his long light-brown hair and striking green eyes. Illian is of gentle nature, but will not suffer any restraint to his personal freedom, and will often feel deep melancholy, and definitely wanderlust. Indeed, his character was always regarded as closer to the Eladrin fey lords than to his elven peers, as capricious as a fey. But Illian is half-human, too, and when his desire for solitude ends he needs the warmth and comfort of friends. He's approximately 120 years old, but he's been lost in the Feywild and its Underdark for almost three decades, so he's lost the exact count. He's built his fame fighting countless battles with Fomorian rulers and bound pacts with powerful Ghaele lords. He then managed to escape the curse that had imprisoned him out of the Material Plane thanks to the help of his current group of fellows. Illian is normally never without his magical lute, but when he wakes up he's apparently lost it and is now whining like a little kid among the laughters of his companions.What not everyone knows is that the instrument is a powerful artifact too... There's no perform skill in the phb yet, but i would like him to be able to play and sing -indeed, if there was a bard class out already that would be the perfect multiclass. About the lute, my idea is that Illian is a guardian of a powerful artifact in the form of a musical instrument and is in despair to recover it. Thought it may well be a future lame?

    Eldritch blast
    Eyebite: rng 10 vs will, 1d6+cha psychic, invisible to target till start next turn (charm)

    Witchfire:rng 10 vs ref, 2d6+cha fire, -2+int penalty to attack rolls
    Scorching burst: burst 1 within 20; int vs ref; 1d6+int fire
    Eldritch rain: rng 10 vs ref, two creature no more 5 squares apart,1d10+cha+int
    Beguiling tongueminor)+5 to next intimidate,diplomacy or bluff
    Fey switch:rng 10; trade place with willing ally (teleportation)

    Curse of the dark dream:rng 10 vs will,3d8+cha psychic,slide target 3 squares,sustain minor slide 1 square on miss too (charm)
    Crown of madness: rng 10 vs will, 2d6+cha psychic; on sustain minor target basic attacks adjacent ally chosen (save ends; charm)

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