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  1. #11
    Ziang Yu, Artficer 3

    Stats

    Name Ziang Yu Player: WD
    Human Artificer XP ? Level 3
    Initiative +1 Senses Normal Vision
    Passive Insight 14; Passive Perception 17
    HP 36; Bloodied 18; Surge Value 9; Surges Per-Day 8
    AC 18; Fortitude 15; Reflex 16; Will 14
    Speed 6
    Alignment Unaligned
    Languages ?

    Str 12 Dex 11 Wis 13
    Con 14 Int 18 Cha 10

    Racial Abilities
    Bonus At-Will Power; Bonus Feat; Bonus Skill; Human Defense Bonuses

    Class Features
    Arcane Empowerment, Arcane Rejuvenation, Healing Infusion, Ritual Casting

    At-Will Powers
    Aggravating Force (crossbow) (Range 15; +7 vs AC / 1d8+4 force; next attack of ally vs enemy gets +2 to hit)

    Magic weapon (crossbow) (Range 15; +8 vs AC / 1d8+4 damage; each ally next to me gain +1 att and +2dam)

    Static Shock (Melee or Range 5; +5 vs Reflex / 1d8+4 lightning; next attack gain -2 penality on damage)


    Encounter Powers
    Healing Infusion: Resistive Formula (Minor Cl Burst 5; +1 AC, can end bonus as free action to gain HS + 2 THP)

    Healing Infusion: Curative Admixture (Minor Cl Burst 5; can spend HS, heals 1 extra)

    Burning Weapons (crossbow): (Range 15; +7 vs reflex / 1d8+4 fire; Each ally 2 sq deals 2 extra fire damage whenever he or she hits with a melee attack until the eynt.)

    Lightning Sphere (burst 1 in 10; +5 vs Fort / 1d8+4 Lightning; grants combat advantage eynt)


    Daily Powers
    Icebound Sigil (Until the end of the encounter, any attack that uses the target as a weapon or an Implement deals +2 extra cold damage.
    As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends).


    Utility Powers
    Restorative Infusion (Range 10, 20 THP, can give further as minor up to 5 sq)


    Feats
    Ritualist, Master Mixer, Jack of All Trades

    Skills
    Arcane* +10
    Diplomacy* +6
    Heal* +7
    Perception* +7
    History* +10
    Thievery* +6

    Rituals
    Brew Potion, Disenchant Magic Item, Enchant Magic Item and Make Whole.

    Equipment
    Standard adventurers pack (15gp), leather armor (25gp), crossbow (25gp), sling (1gp), 2 daggers (2gp), spear (5gp), ritualbook (class feature), Residium (15gp), 10 empty fasks (3gp), 20 sling bullets (1gp), 20 bolts (1gp), Recipes: (Alchemist's Fire, Tanglefoot Bag) (170gp), Tanglefootbag lev 2 (25gp)

    Fire Cane of Controlled Explosion lvl 3+

    Enhancement +1
    Weapon: Treat as crossbow
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6
    Property:
    (Prototype aiming) Before you make an attack roll. Roll 1d6 and subtract 3; the result is a power bonus or a penalty to your attack roll.
    (Fire weapon) Change damage roll for 1d10

    Power (Daily): Rather uncontrolled explosion Standard Action. Make a ranged basic attack with this weapon against all enemies within a close blast 3.


    13gp still to spend


    Background

    Name: Ziang Yu
    Class: Artificer

    Appearance




    Background:

    My name is Ziang Yu. I'm a scientist in the years that most call 'The Times of the Four Nations'. My mainsource of knowledge are old scrolls, written by ancienct alchemist. By now, I have collected three recipes: 'Blazing Oil', 'Draught of Life' and 'Grappling Tar'.
    I finance my exporations by working for fancy nobles, lords, secret societies, crime lords, and the list is quite long. The things you make range from weapons to 'stamina' pills.

    Everything was good, as I earned enough money to continue my researches. But then I took a contract with a noble to make a chair that propels itself forward. The nobleman’s father was too old to walk, and his temper didn’t allow anyone to carry him in a wheel chair.
    The ignorable cretins hurried my work and objected more tests. I was only mildly surprised that the test-run ended with the nobleman’s father joining his ancestors. I the end, I got my test-dummy...

    In the accompanying smoke and confusion I made my way far from the reach of the noble's revenge.
    That's how I ended here.

    And what is your story?


    Personality:
    Proud and intelligent, shyness is not one of his flaws.
    He is very inventive, but tends to repeat tactics, that sound 'good'.
    ("Perhaps it just was not enough blackpowder...")
    In fights he prefers to use his arcane/alchemical formulas for ranged combat and to heal his companions.

    Last edited by Walking Dad; Thursday, 15th April, 2010 at 10:00 AM.
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    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

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    Invisible Castle

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  • #12
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    Cutpurse (Lvl 5)

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    ° Ignore Helfdan
    Wang Chi, human paladin lvl3

    Name: Wang Chi
    Male Human Paladin Lvl 3
    Alignment: Lawful Good
    Religion: Way of the Sword
    Medium Humanoid, 5’10" tall, 154#, 23 yrs old
    Black hair, Brown eyes

    Speaks Common, languagename

    Ability Scores (25 Points)

    Str: 17 (+3) 7 pts (+racial Bonus)
    Con: 14 (+2) 5 pts
    Dex: 13 (+1) 3 pts
    Int: 10 (+0) 2 pts
    Wis: 13 (+1) 3 pts
    Cha: 14 (+2) 5 pts

    Basic Combat Stats

    Hit Points: 46
    Bloodied: 23
    Healing Surge: 12/day
    HP/Surge: 11

    Initiative: +2
    Speed: 6 squares (5 in armor)
    Action Points: 1

    Defenses

    AC: 19
    Fort: 17
    Ref: 15
    Will: 16

    Attacks

    +7 Melee, Unarmed, 1d4+5 damage
    +8 Melee, Vanguard Jian +1, 1d8+7 damage


    Skills

    Athletics +9
    Diplomacy +8
    Endurance +9
    Heal +7
    Insight +7
    Religion +5

    Racial Traits and Power
    +1 to fort, ref, will defenses
    Bonus power, feat, skill

    At Will Powers

    Bolstering Strike: Weapon, Standard Action
    Holy Strike: Weapon, Radiant, Standard Action
    Valiant Strike: Weapon, Standard Action

    Encounter Powers

    Radiant Smite: Weapon, Radiant, Standard Action
    Righteous Smite: Healing, Weapon, Standard Action

    Daily Powers

    Paladin’s Judgment: Healing, Weapon, Standard Action

    Utility Powers

    Martyr’s Blessing: Daily, Divine, Immediate Interrupt

    Other Class Features

    Divine Challenge: At Will, Radiant, Minor Action
    Lay on Hands: At Will (1/day), Healing, Minor Action
    Channel Divinity: Encounter, Minor Action
    +1 to attack and mark target with one-handed weapons 1/encounter

    Feats

    Student of The Sword
    Weapon Focus: Heavy Blades
    Toughness


    Trainings

    Innate Martial Arts
    Channeling Chi
    Martial Arts Training
    Stone Palm
    Turtle's Shelter
    Whirlwind Kick (not yet mastered)

    Equipment

    Dwarven Dingjia (scale armor) +1
    Shin Wen Kia (Chainmail Armor - worn, 40#)

    Vanguard Jian +1
    Jian (Longsword - belt left, 4#)
    Dagger (belt right, 1#)
    Belt Pouch (belt, 0.5#)
    Quiang (Longspear - carried, 9#)

    Iron Armbands of Power
    Amulet of Life +1
    Symbol of Hope +1

    Crossbow (left back, 4#)
    Quiver/20 bolts (right back, 2#)
    Backpack (center back, 2#)
    Bedroll (below backpack, 5#)

    Holy Symbol (neck, 1#)

    Waterskin- water (backpack, 4#)
    5 Torches (backpack, 5#)
    Flint & Steel (backpack)
    Trail Rations- 10 days (backpack, 10#)
    4 healing potions

    Coins- 41gp, 5sp, 0cp (pouch)


    Appearance: Chi is of above-average height, and lean but solid. He is made of wiry muscle, and walks with a swordsman’s grace. Much stronger than he looks. He is clean shaven and keeps his hair short, in military manner. His handsome features are almost gentle, and his light brown eyes appear thoughtful. But in battle, he appears supremely focused, and his features turn grim.
    Last edited by Helfdan; Sunday, 7th March, 2010 at 02:39 AM.

  • #13
    Registered User
    Enchanter (Lvl 12)

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    I Defended The Walls!

    ° Ignore Scotley
    Quote Originally Posted by Voda Vosa View Post
    Please Scotley can you Sblock Ban lu? tnks
    Very sorry, I just found this post. Ban Lu is now concealed.

  • #14
    I aim to misbehave
    Acolyte (Lvl 2)

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    ° Ignore Keia
    Kaoru [Male Human Warlock 3] (Started by Nightbreeze, temporarily played by Keia)

    Great are the mysteries of nature, and even greater is the mystery of man. Now, give me a hand with this bread
    Judging by his height, Kaoru is clearly a man in his early twenties, but his carefully shaved and soft, almost baby-like face, and his usual merry smile make him look a lot younger. He carries long raven-black hair and his brown eyes. He wears simple white and green clothes.

    Background and personality

    Kaoru the Airhead
    Kaoru was brought on the island as an infant, by the same man that murdered his family. That man was stopped, and sadly, killed by Master Jiem. Since then, Kaoru was brought up by the master, but was not trained in martial arts, even if he showed some promise.

    Some could say that he was raised as a spoiled child, since apparently he had no duties, but that doesn't happens for two reasons: first of all, he always offers help to whoever is willing to accept it, and thus you can often see him working with other people. Besides, he has assumed the habits of a contemplative, often engaging in deep reflections about the nature of world and mankind with Master Jien.

    The second reason for which he is not called "spoiler brat" is simply that fact that everyone likes him: his open personality and merry smile often bring laughter to the most worried of minds. Women of all ages adore him, male adults appreciate his willingness to help and his maturity and the other students love his company. Even his few rivals and envy-holders have to grudgingly admit that "you can't dislike the man". Because of that, he often gets favors that other don't even dare to ask: for example, the other students built him a house even when no one asked them to do it.

    While everyone knows that Kaoru seems to be gifted with strange abilities, out of politeness no one speaks about it, and he doesn't display it. He is gifted with the ability to commune with ancient spirits of the nature, and from the he draws inspiration and powers. He has never used them, but sometimes he has dreamed about using them in battle, and these dreams unnerve him.

    When not helping someone else, he increasingly spends his time studying, and is well versed in history, philosophy and religion.

    Although very often other people cook for him in exchange for his help, he often cooks on his own, especially bread: he always makes a lot of bread and offers it to the students of his master, for a pleasant rest. Then, he challenges someone at the lying game, and while he is exceptionally good at lying, he is poor in spotting lies.



    Abilities
    Code:
    Ability scores 
    Strength     : 10 (+0)     Hit points : 36 [Base 12 + Con 14 + (lvl x 2 x 5)] 
    Constitution : 14 (+2)     Bloodied   : 18 
    Dexterity    : 14 (+2)     Surges     :  9 
    Intelligence : 14 (+2)     Surges/day :  8 [Base 6 + 2 Con] 
    Wisdom       : 11 (+0)     Initiative : +3 [Level 1 + Dex 2] 
    Charisma     : 20 (+5)     
      
    Defenses: 
    Armour class : 13 [Base 10 + level 1 + Dex 2 + Armor 0]
    Fortitude    : 14 [Base 10 + level 1 + Con 2 + racial 1]
    Reflex       : 15 [Base 10 + level 1 + Dex 2 + racial 1 + class 1]
    Will         : 18 [Base 10 + level 1 + Cha 5 + racial 1 + class 1]
      
    Skills 
    Acrobatics:   + 3 [Level 1 + Dex 2]
    Arcana:       + 9 [level 1 + Int 3 + training 5] 
    Athletics:    + 1 [level 1 + Str 0]
    Bluff:        +11 [level 1 + Cha 5 + training 5]
    Diplomacy:    +11 [level 1 + Cha 5 + training 5] (from Bard)
    Dungeonering: + 1 [level 1 + Wis 0]
    Endurance:    + 3 [level 1 + Con 2]
    Heal:         + 1 [level 1 + Wis 0]
    History:      + 9 [level 1 + Int 3 + training 5] 
    Insight:      + 1 [level 1 + Wis 0]
    Intimidate:   + 6 [level 1 + Cha 5]
    Nature:       + 1 [level 1 + Wis 0]
    Perception:   + 1 [level 1 + Wis 0]
    Religion:     + 8 [level 1 + Int 3 + training 5]
    Stealth:      + 3 [level 1 + Dex 3]
    Streetwise:   +11 [level 1 + Cha 5 + training 5]
    Thievery:     + 3 [level 1 + Dex 2]
    Languages: Common, ??

    Racial traits
    Bonus at-Will power, Bonus feat, Bonus skill, Human Defense Bonus

    Class features
    Eldritch blast, Eldritch pact, Prime shot, Shadow walk, Warlock's curse

    Feats
    [1st lvl]: Ritual caster
    [Human]: Melee Training (Cha) [Use Charisma for basic melee attacks]
    [2nd lvl]: Bard Dilettante [Training in Diplomacy, Majestic Word 1/day]

    Training
    Innate martial training, Channel chi, Chi blast

    Weapon Proficiency:
    Simple

    Size: Medium
    Speed: 6 squares
    Vision: Normal


    Powers


    Unarmed attack:
    +6 [Level 1 + Cha 5] vs AC, 1d4 dmg

    10 Eldritch blast:
    +6 [Level 1 + Cha 5] vs Reflex, Hit: 1d10+5 dmg

    10 Eyebite:
    +6 [Level 1 + Cha 5] vs Will, Hit: 1d6+5 psychic dmg, and invisible to the opponent until the start of my next turn.

    10 Witchfire:
    +6 [Level 1 + Cha 5] vs Reflex, Hit: 2d6+5 fire damage, the target takes a -4 penalty to attacks until the end of my next turn.

    Close burst 1 Otherwind Stride:
    +6 [Level 1 + Cha 5] vs Fortitude, Each target in burst, Hit: 1d8+5 damage, and the target is immobilized until the end of my next turn. Effect: You teleport 5 squares. Fey Pact: You teleport a number of squares equal to 5 + your Intelligence modifier [2].

    10 Curse of the dark dream:
    +6 [Level 1 + Cha 5] vs Will, Hit: 3d8+5 psychic dmg and slide the target 3 squares. Sustain minor: slide the target one square, whether I hit or miss (save ends)

    Close burst 5 Majestic Word: Minor action, Target: You or one ally in burst. Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma mod [+5]. You also slide the target 1 square.

    Beguiling tongue - I gain a +5 to the next Bluff, Diplomacy or Intimidate check that I make during this encounter.
    Last edited by Keia; Friday, 29th May, 2009 at 03:16 PM.

  • #15
    Koryo of the Tiger's Rest, human monk 3

    Lithe and lissom is a small man of about 35 years. He is dressed in light, wide-cut black clothes and black-and-white cotton-sole shoes. His long black hair, shot with first grey, is bound in a braid and he sports a fine, pencil-thin beard. His attentive black eyes rarely miss anything. He carries himself with disciplined grace. His wide clothes and belt could easily conceal shuriken and daggers.

    background
    Koryo of Tiger’s Rest
    Koryo, an orphan by birth and raised from his earliest days to serve the Black Veil, only had one true friend in life – Daejo. Both were brought up in the same orphanage. Koryo and Daejo, both known for mischief and clever tricks they played on the other kids, almost as soon as they could walk on their own, were noted for their behaviour by the imperial housemaster of the orphanage and subsequently marked for special training to serve the needs of the empire. Where most orphans, depending on their disposition, end up either in military or administrative services of the Great Empire, both Koryo and Daejo were tried and tested and eventually ascended to a hidden school and monastery in the distant Shadow Cloud Mountains. This hidden, nameless monastery schooled and trained children in the arts of subterfuge, espionage and assassination. Those who survived and prospered became spies and assassins of the Black Veil.

    Though life at the school was hard, merciless at times and many children failed to complete their training, both Koryo and Daejo prospered, even excelled in the ways of the Black Veil. Their childhood friendship grew into youthful camaraderie and competitive companionship. In time, both were initiated into the secret order, taking up the secretive work of the assassin’s order.

    Koryo, ever the more driven and ambitious of the two friends quickly rose in rank and reputation. Daejo, though equally skilled, eventually found love and purpose in the arms of a beautiful woman. Eventually they married and had a son named Areum (아름; "Beauty"). Dark fortune came upon the two friends when Mastermind Tien died and ‘Mask’ took over the order. Daejo, sensing the cruel streak of the new head assassin urged Koryo early on to part ways with the Black Veil. Koryo, denying the subtle early changes within the ways of the assassins order persuaded his friend – and his family – to stay. But ‘Mask’ was a man of cruel and fickle temper. In a nefarious scheme to rid the Black Veil of traitors and disloyal man, Daejo, having talked about disbanding the order once to often, was singled out to be assassinated. Black-clad figures descended upon the humble town-house where Daejo lived with his family, outside the Black Veil’s monastery. Daejo and Koryo, who came aware of the assassination at the last moment, fought off the assassins, but not before a poisoned throwing knife took the life Daejo’s beautiful young wife.

    Before sunrise, Koryo, Daejo and Areum where gone and well out of sight of the city. They fled to the eastern islands, fighting pursuers and robbers all the way. But even though accusations where never spoken, the death of Daejo’s wife stood heavy between the two friends. Having persuaded Daejo and his family to stay, Koryo couldn’t help but feel responsibility for the women’s death by assassin’s poison. Eventually, the friends parted ways and Koryo settled in Tiger’s rest, where he lived, many years, in the solitude of the large islands lush forests, thinking, meditating, and contemplating.

    Eventually, Koryo slowly grew back into a life of sorts, taking up businesses with the people of the island. Still, now in his middle ages, still lithe and muscular from the daily exercises of demanding martial art forms, he remains a withdrawn man, reluctant to engage with people for fear of harming them unintentionally.


    stats
    Koryo Human monk 3

    Str 11
    Dex 19 (+2 race)
    Con 14
    Int 10
    Wis 15
    Cha 8


    AC: 17
    For:16
    Ref:17
    Will:145

    Hp:36 Surge:9 Surges/d:9

    Init: +35
    Speed: 6
    Senses:normal vision, Insight:18 Perception:18

    Basic attacks: - (unarmed attack) +9 vs AC, 1d8+5 dmg


    Skills (*trained; ):
    Acrobatics░* +10
    Arcana +1
    Athletics +1
    Bluff +0
    Diplomacy +0
    Dungeoneering +3
    Endurance*░ +8
    Heal +3
    History +1
    Insight* +8
    Intimidate +0
    Nature +3
    Perception* +8
    Religion* +6
    Stealth* +10
    Streetwise +0
    Thievery +5

    Feats (*bonus):
    Action Surge*
    Hero of the Faith
    Melee Training (Dexterity)

    Racial features:
    Bonus feat
    Bonus trained skil
    +1 to For,Ref,Will

    Class Features:
    Flurry of Blows
    Mental Equilibrium
    Unarmed Combatant
    Unarmored Defense

    Trainings:
    Innate Martial Arts, Martial Arts Training, Channel Chi

    Powers:
    At will:
    -Dragon's Tail: melee,+6 vs Fort; 1d6+5; knock prone
    -Five Storms: melee; +6 vs Ref; 1d6+5; Close Burst 1
    -Dancing Cobra: melee +9 vs Ref, 1d8+5dmg, +2 to damage if target made OA against me
    - Agile Recovery: Minor action to stand up

    Encounter:
    -Open the Gate of Battle: melee, +9 vs AC; 2d8+5 damage; If target was undamage before the attack it takes 1d8 additional damage
    -Dance of Swords: melee; +9 vs Ref; 2d8+5 damage; Deals damage = twice # of enemies around me.
    -Channel Chi: Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied
    -Disrupting Strike: melee or ranged, immediate interrupt if you or ally is attacked, 1W+str or dex, and target takes penalty to attack roll for triggering attack of 3+Wis mod
    - Oath of Enmity

    Daily:
    -Masterful Spiral: close burst 2, +6 vs Ref; 2d6+5 force damage; TE of encounter - reach with melee touch attacks increases by 1
    - Parrying unarmed strike - 1/day when an enemy makes a melee basic attack against me, roll an opposed MBA with a +1 bonus, if mine is higher, the attack misses

    Equipment:
    Black veil cape





    LEB Judge - Come try PbP in Eberron (4e)
    http://www.enworld.org/forum/living-eberron/


    L4W Judge - Come try PbP in the Transitive Isles (4e - Homebrew)
    http://www.enworld.org/forum/living-4th-edition/

  • #16
    I aim to misbehave
    Acolyte (Lvl 2)

    Keia's Avatar

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    ° Ignore Keia

    Kaoru - (revised)

    Kaoru [Male Human Sorceror 3] (Started by Nightbreeze, revised and played by Keia) - in progress

    Great are the mysteries of nature, and even greater is the mystery of man. Now, give me a hand with this bread

    Judging by his height, Kaoru is clearly a man in his early twenties, but his carefully shaved and soft, almost baby-like face, and his usual merry smile make him look a lot younger. He carries long raven-black hair and his brown eyes. He wears simple white and green clothes.

    Background and personality

    Kaoru the Orphan
    Kaoru was brought on the island as an infant, by the same man that murdered his family. That man was stopped, and sadly, killed by master Jiem. Since then, Kaoru was brought up by the master, but was not trained in martial arts, even if he showed some promise.

    Some could say that he was raised as a spoiled child, since apparently he had no duties, but that doesn't happens for two reasons: first of all, he always offers help to whoever is willing to accept it, and thus you can often see him working with other people. Besides, he has assumed the habits of a contemplative, often engaging in deep reflections about the nature of world and mankind with master Jien.

    The second reason for which he is not called "spoiler brat" is simply that fact that everyone likes him: his open personality and merry smile often bring laughter to the most worried of minds. Women of all ages adore him, male adults appreciate his willingness to help and his maturity and the other students love his company. Even his few rivals and envy-holders have to grudgingly admit that "you can't dislike the man". Because of that, he often gets favors that other don't even dare to ask: for example, the other students built him a house even when no one asked them to do it.

    While everyone knows that Kaoru seems to be gifted with strange abilities, out of politeness no one speaks about it, and he doesn't display it. He is gifted with the ability to commune with ancient spirits of the nature, and from the he draws inspiration and powers. He has never used them, but sometimes he has dreamed about using them in battle, and these dreams unnerve him.

    When not helping someone else, he increasingly spends his time studying, and is well versed in history, philosophy and religion.

    Although very often other people cook for him in exchange for his help, he often cooks on his own, especially bread: he always makes a lot of bread and offers it to the students of his master, for a pleasant rest. Then, he challenges someone at the lying game, and while he is exceptionally good at lying, he is poor in spotting lies.


    Abilities
    Code:
    Ability scores 
    Strength     : 10 (+0)     Hit points : 35 [Base 12 + Con 13 + (lvl x 2 x 5)] 
    Constitution : 13 (+1)     Bloodied   : 17 
    Dexterity    : 16 (+3)     Surges     :  8 
    Intelligence : 12 (+1)     Surges/day :  7 [Base 6 + 1 Con] 
    Wisdom       : 10 (+0)     Initiative : +4 [Level 1 + Dex 3] 
    Charisma     : 18 (+4)     
      
    Defenses: 
    Armour class : 14 [Base 10 + level 1 + Dex 3 + Armor 0]
    Fortitude    : 14 [Base 10 + level 1 + Con 2 + racial 1]
    Reflex       : 15 [Base 10 + level 1 + Dex 3 + racial 1]
    Will         : 18 [Base 10 + level 1 + Cha 4 + racial 1 + class 2]
      
    Skills 
    Acrobatics:   + 4 [Level 1 + Dex 3]
    Arcana:       + 7 [level 1 + Int 1 + training 5] 
    Athletics:    + 1 [level 1 + Str 0]
    Bluff:        + 5 [level 1 + Cha 4]
    Diplomacy:    +10 [level 1 + Cha 4 + training 5]
    Dungeonering: + 1 [level 1 + Wis 0]
    Endurance:    + 7 [level 1 + Con 1 + training 5]
    Heal:         + 1 [level 1 + Wis 0]
    History:      + 3 [level 1 + Int 2] 
    Insight:      + 6 [level 1 + Wis 0 + training 5]
    Intimidate:   +10 [level 1 + Cha 4 + training 5]
    Nature:       + 1 [level 1 + Wis 0]
    Perception:   + 1 [level 1 + Wis 0]
    Religion:     + 2 [level 1 + Int 1]
    Stealth:      + 4 [level 1 + Dex 3]
    Streetwise:   +10 [level 1 + Cha 4 + training 5](from Bard)
    Thievery:     + 4 [level 1 + Dex 3]
    Languages: Common, ??

    Racial traits
    Bonus at-Will power, Bonus feat, Bonus skill, Human Defense Bonus

    Class features
    Spell Source (Storm); Storm Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier; Storm Soul: You gain resist 5 thunder and resist 5 lightning. While this resistance is active, your arcane powers ignore all targets' resistance to that damage type up to the value of your resistance. If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defenses until the end of your next turn. If you do so, the resistance returns after you take a short rest or an extended rest; Storm's Embrace: When you roll a natural 20 on an attack roll for an arcane power, wind surges around you and your enemy. You can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack's other effects.

    Feats
    [1st lvl]: Weapon Focus - light blades [+1 Damage with dagger]
    [Human]: Implement Expertise - Dagger [+1 to hit with dagger]
    [2nd lvl]: Bard Dilettante [Training in Streetwise, Majestic Word 1/day]

    Training: Innate martial training, Channel chi, Chi blast

    Weapon Proficiency: Simple Melee, Simple Ranged
    Implements: Daggers, Staffs, Wands [from bard], Instruments [from bard]

    Size: Medium
    Speed: 6 squares
    Vision: Normal

    Powers

    Powers
    At-Will: [2]
    - Lightning Strike [R10, Cha +7 [+4 Cha +1 lvl +1 Feat + 1 dagger] vs. Refl, 1d8 + 9 [+4 Cha + 3 Dex +1 Feat +1 wpn] lightning plus special]
    - Blazing Starfall [R10 Burst 1, Cha +7 vs. Refl, 1d4 + 9 radiant damage]
    - plus one more (human)
    Encounter: [1]
    - Thunder Slam [1st] [R10, Cha +7 vs. Fort, 2d10 + 9 thunder damage, push 3 squares]
    - Dancing Lightning [3rd] [R10, Cha +7 vs. Refl, 2d10 + 9 lightning, 4 thunder damage to adjacent creatures]
    Utility: [0]
    - Spatial Trip
    Daily: [1]
    - Howling Tempest [1st] [R10 Burst 1, Cha +7 vs. Fort, 2d6 + 9 thunder, plus special]
    - Majestic Word [feat] [Close burst 5, Healing surge + Cha 4]

    Detailed Powers

    Blazing Starfall Sorcerer
    A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through.
    At-Will ✦ Arcane, Fire, Implement, Radiant, Zone
    Standard Action ✦ Area burst 1 within 10 squares

    Target: Each creature in burst
    Attack: Charisma vs. Reflex
    Hit: 1d4 + Charisma modifier radiant damage.

    Lightning Strike Sorcerer
    Lightning strikes your foe and then ricochets to another enemy.
    At-Will ✦ Arcane, Implement, Lightning
    Standard Action ✦ Ranged 10

    Target: One creature
    Attack: Charisma vs. Reflex
    Hit: 1d8 + Charisma modifier lightning damage. A creature of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dexterity modifier.
    Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 squares of the target.

    Thunder Slam Sorcerer Attack 1
    A shock wave of sound slams into the enemy.
    Encounter ✦ Arcane, Implement, Thunder
    Standard Action Ranged 10

    Target: One creature
    Attack: Charisma vs. Fortitude
    Hit: 2d10 + Charisma modifier thunder damage, and you push the target 3 squares.

    Dancing Lightning Sorcerer Attack 3
    As lightning strikes your foe, thunder batters creatures around it.
    Encounter ✦ Arcane, Implement, Lightning, Thunder
    Standard Action ✦ Ranged 10

    Target: One creature
    Attack: Charisma vs. Reflex
    Hit: 2d10 + Charisma modifier lightning damage, and each creature adjacent to the target takes thunder damage equal to your Charisma modifier.

    Spatial Trip Sorcerer Utility 2
    You spin around, releasina a blaze of aolden eneray. As you finish your revolution, you disappear and reappear a short distance away.
    Encounter ✦ Arcane, Teleportation
    Move Action Personal

    Effect: You teleport a number of squares equal to half your speed.

    Howling Tempest Sorcerer Attack 1
    You summon a howling storm on the battlefield. The tempest's thunder deafens your foes, and its winds scatter them.
    Daily ✦ Arcane, Implement, Thunder, Zone
    Standard Action ✦ Area burst 1 within 10 squares

    Target: Each creature in burst
    Storm Magic: You can choose not to target a creature in the origin square of the burst.
    Attack: Charisma vs. Fortitude
    Hit: ld6 + Charisma modifier thunder damage, and the target is deafened (save ends). You slide the target a number of squares equal to your Dexterity modifier.
    Effect: The burst creates a zone of deafening wind that lasts until the end of your next turn. Each creature that starts its turn within the zone takes thunder damage equal to your Charisma modifier. As a move action, you can move the zone 3 squares.
    Sustain Minor: The zone persists.

    Majestic Word Bard Feature
    You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant.
    Encounter (Special) ✦ Arcane, Healing
    Minor Action Close burst 5

    Target: You or one ally in burst
    Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
    Level 6: 1d6 + Charisma modifier additional hit points.
    Special: You can use this power once per day (at per the multiclass feat).


    Items of Note

    Wyrmtooth Dagger - [Level 2, 520 gp, PHB II p. 204]
    Carved from a dragon’s tooth, this dagger can strip away a creature’s elemental defenses.
    Weapon: Dagger
    Enhancement: +1 attack rolls and damage rolls
    Critical: +1d6 damage
    Property: On a critical hit the target loses its resistances (save ends).
    Power (Daily): Free Action. Until the end of the encounter, sorcerer attack powers you use through this dagger ignore the resistances of any enemy within 10 squares of you.
    Last edited by Keia; Wednesday, 23rd September, 2009 at 01:44 PM.

  • #17
    Registered User
    Novice (Lvl 1)

    ukingsken's Avatar

    Join Date
    Oct 2008
    Location
    Valley, NS, Canada
    Posts
    738

    ° Ignore ukingsken
    Updated Shen will go here
    2+2=4 Fate is certain.
    LEB Judge Circa 2009

    My Chracters
    L4W Characters

    Vashik One Eye
    Verrigath Hazzire (Pending Approval)

    LEB Characters

    Cleaver d'Deneith

    Other Characters

    Orim Tyudik


  • #18
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    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

    Join Date
    Apr 2007
    Location
    Bahia Blanca, Buenos Aires, Argentina
    Posts
    10,743

    ° Ignore Voda Vosa
    Shen Rui Level 3
    (Provisional until finding replacement.)
    Human, Warlord
    Build: Tactical Warlord
    Commanding Presence: Tactical Presence

    FINAL ABILITY SCORES
    Str 18, Con 14, Dex 10, Int 14, Wis 10, Cha 12.

    STARTING ABILITY SCORES
    Str 16, Con 14, Dex 10, Int 14, Wis 10, Cha 12.


    AC: 15 Fort: 17 Reflex: 14 Will: 14
    HP: 36 Surges: 9 Surge Value: 9

    TRAINED SKILLS
    Heal +6, Intimidate +7, Endurance +8, History +8, Athletics +10

    UNTRAINED SKILLS
    Acrobatics +1, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +1, Insight +1, Nature +1, Perception +1, Religion +3, Stealth +1, Streetwise +2, Thievery +1

    FEATS
    Human: Tactical Assault
    Level 1: Double Team
    Level 2: Improved Tactics

    POWERS
    Bonus At-Will Power: Viper's Strike
    Warlord at-will 1: Wolf Pack Tactics
    Warlord at-will 1: Commander's Strike
    Warlord encounter 1: Warlord's Favor
    Warlord daily 1: Lead the Attack
    Warlord utility 2: Knight's Move
    Warlord encounter 3: Steel Monsoon

    Channel Chi: Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied
    ITEMS
    Leather Armor, Reproachful Halberd +1
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #19
    Registered User
    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

    Join Date
    Apr 2007
    Location
    Bahia Blanca, Buenos Aires, Argentina
    Posts
    10,743

    ° Ignore Voda Vosa
    Shen Rui Level 3
    (Provisional until finding replacement.)
    Human, Warlord
    Build: Tactical Warlord
    Commanding Presence: Tactical Presence

    FINAL ABILITY SCORES
    Str 18, Con 14, Dex 10, Int 14, Wis 10, Cha 12.

    STARTING ABILITY SCORES
    Str 16, Con 14, Dex 10, Int 14, Wis 10, Cha 12.


    AC: 15 Fort: 17 Reflex: 14 Will: 14
    HP: 36 Surges: 9 Surge Value: 9

    TRAINED SKILLS
    Heal +6, Intimidate +7, Endurance +8, History +8, Athletics +10

    UNTRAINED SKILLS
    Acrobatics +1, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +1, Insight +1, Nature +1, Perception +1, Religion +3, Stealth +1, Streetwise +2, Thievery +1

    FEATS
    Human: Tactical Assault
    Level 1: Double Team
    Level 2: Improved Tactics

    POWERS
    Bonus At-Will Power: Viper's Strike
    Warlord at-will 1: Wolf Pack Tactics
    Warlord at-will 1: Commander's Strike
    Warlord encounter 1: Warlord's Favor
    Warlord daily 1: Lead the Attack
    Warlord utility 2: Knight's Move
    Warlord encounter 3: Steel Monsoon

    Channel Chi: Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied
    ITEMS
    Leather Armor, Reproachful Halberd +1
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

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