[OOC] Secret War


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Leif

Adventurer
One Dwarf Cleric, Coming up!

Farim Rubyheart
Shield Dwarf -medium
Cleric 1
LG -- Moradin

XP 0

Height: 4’7”
Weight: 175
Beard: Brown and very thick (his hair was also brown/thick before he shaved it all off)
Eyes: Black
Head: Shaved

DEFENSES
AC 16 (10+6+0+0)
Fortitude 13 (10+3)
Reflex 10 (10+0)
Will 17 (10+5+2)

SHIELD DWARF TRAITS
Speed 5
Low-Light Vision
Languages: Common, Dwarven
+2 Dungeoneering, +2 Endurance
+5 to saves vs. poison
Second wind as a minor action
Proficient with Throwing Hammer and Warhammer
Move normal speed even when encumbered
Stand Your Ground
Insight (it's an FR thing)

S 13 +1
D 11 +0
C 16 (14+2) +3
I 7 -2
W 20 (18+2) +5
C 15 +2

Action Points:

MAX HP 28
Current HP 28
Bloodied 14
Healing Surge Value 7
Healing Surges per Day 10

ATTACKS
Throwing Hammer (Dwarf)
Warhammer (Dwarf)


FEATS
Dodge Giants

SKILLS
+2 Dungeoneering (Dwarf)
+2 Endurance (Dwarf)
Religion
Arcana
Heal
Insight (+2 racial bonus)

CLERIC FEATURES
Healer’s Lore
Ritual Caster (Make Whole, Gentle Repose)
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word (twice/encounter) (you or 1 ally can spend 1 healing surge +1d6 hp)

AT-WILL PRAYERS
1 Lance of Faith (20Wis vs Ref)
Damage: 1d8+5 radiant, plus ally is +2 on next att
2 Sacred Flame (20Wis vs Ref)
Damage: 1d6+5 and ally gains either +2 temp hp or +2 to save

ENCOUNTER PRAYERS
1 Divine Glow (close blast 3) (20wis vs. Ref) (1d8+5 and allies in blast are +2 to hit until my next action)

DAILY PRAYERS
1 Beacon of Hope (20Wis vs. Will)
(Target weakened until end of its next turn, I and all allies w/in 3 gain 5 hp, and all my healing powers heal +5 hp for the rest of the encounter)

LANGUAGES: Dwarven, Chondathan

EQUIPMENT (10 gp left)
Chainmail
Warhammer (+2 prof. bonus - racial) (1d10)
Holy Symbol
Standard Adventurer’s Kit
Tent

I hope I did this all correctly!
 
Last edited:


Graf

Explorer
Actually, since my primary stat of 15 only gives me a +2 to hit...
Alchemical items offer some interesting possibilities....

The only problem, really, is that they ain't cheap.
 

Chauzu

First Post
Walking Dad said:
Sorry to everyone for me playing the one CHA ditching dwarf.

No worries dude. :cool:

Redclaw said:
Hey Graf, have you checked out the Alchemy rules?

They seem like a cool fit for your artificer.

I like that a lot. Those are definetely allowed...


So how do you guys feel about dice rolls? Do you want me to do them all, or do you guys want to use another source, such as one of those website rollers?
 

The Digger

First Post
1) Hey Leif, I don't wanna be a party pooper but I just read on one of the forums (fora??) that clerics don't get shield proficiency unless they buy the feat.:eek:

2) Chauzu; as to dice rolls I'll go with whatever you want. I am quite used to using Invisible Castle so I don't mind. In one of the other games I am playing the GM rolls for Initiative which does help to speed things up.
 

The Digger

First Post
1) Hey Leif, I don't wanna be a party pooper but I just read on one of the forums (fora??) that clerics don't get shield proficiency unless they buy the feat.:eek:

2) Chauzu; as to dice rolls I'll go with whatever you want. I am quite used to using Invisible Castle so I don't mind. In one of the other games I am playing the GM rolls for Initiative which does help to speed things up.
 

Graf

Explorer
Sheet still a work in progress

My theme is "avoiding to hit rolls" (since I have a primary stat of 15 I won't be making too many of those successfully)
Should I consider putting con as 15=2=17 and having an Int of 12?
Healing Infusion: Curative Admixture is a really cool power to lead off with in a fight, but spending a healing surge for 3 temp hit points is weak. 4 is also weak, but its a bit better.... slightly better anyway.... (a properly constructed character would be granting 5~6, which puts it on par with a mages healing surge and makes it an intelligent power to use)

[sblock=Someone help me with feat ideas... please!]

can I just say... low stats make buying feats tricky: Feats I'm not allowed to have
Armor or shield proficiency, Quick Draw, Far Shot, Far Throw hmm..

For some reason I was really enamored of buying Quick Draw (the idea of having spent years rapidly whipping up alchemical stuff seemed to fit... but with only 1 stat above 12 I can't really do that...)

Maybe I should take alchemy? But if we're starting off equipment-less in a dungeon then maybe that's a terrible idea?

As far as I can tell my choices for feats are: toughness and..... that's it really. I can't think of anything else in character (that's legal anyway...:erm:)[/sblock]

[sblock=For Renau1g -- Feedback on Character sheet]
I think it's easy to fill in, but could be tricky to refer too, it's very vertical... Have you had a chance to look at GK's template? It's pretty compact.

I have little love for the code window... I find scrolling inside of second window time consuming.
I think you can get the same effect by setting font=courier new.
edit: grr deletes extra spaces... but I think it'll work on the wiki

And, I think we need to show a lot more math and/or move the math down (so all the skill modifiers go down; and we should probably actually include all the skills)
(I hate checking and guessing... and having lots of different numbers when I want to refer)


[/sblock]

[sblock=Lickspit]
Name: Thromb Lickspit
Class: Artificer 1 Starting Level: 1
Race: Dwarf
Region: Thunderpeaks
Size: Medium
Gender: Male
Deity: n/a
Alignment: Unaligned
Action Points: 1
XP: 0

Str: 10 +0
Dex: 11 +0
Con: 14 +2
Int: 15 +2
Wis: 14 +2
Cha: 10 +0


Hit Points: 24/24 Bloodied: 12
Healing Surge: 6 Surges per day: 9
Initiative: +0
Senses: Low-Light
Speed: 5
Perception: 17 Insight: 12
Action Points: 1

AC 14
Fortitude 13
Reflex 13
Will 13

Athletics +0u, Arcana +7, Dungeoneering +7, Endurance+4u, History +7, Insight +2u, Perception +7, Swim +0u, Thievery +5
u=untrained

Basic Melee Attack:
+2 vs. AC Damage: 1d10
Basic Ranged Attack: +2 vs. Reflex Damage: 1d8

Feats: Ritual Caster (bonus), Quick Draw artificer needs ideas badly....

Languages: Chondothan, Dwarven

Class and Racial abilities:

Cast-Iron Stomach - +5 saves vs. poison
Dwarven Resilience - Use second wind as a minor action
Dwarven Weapon Prof. - Throwing Hammer and Warhammer
Encumbered Speed
Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.


:bmelee: Warhammer ✦ Weapon
+0 vs AC; 1d10 damage
:ranged: Thundering Armor (standard; at-will) ✦ Arcane, Implement, Thunder
Range 10 | Ally +1 to AC --> attack 2ndary target adj. to ally +2 vs Fort; 1d6+2 damage and push 2ndary target 1 square away from primary.
:area: Aggravating Force (standard; at-will) ✦ Arcane, Force, Weapon
Range 15/30 | 1d8+2 force damage and next attack on target by ally gets +2 to attack roll (until end of Thromb's next turn)
:ranged:Shielding Cube (standard; encounter) ✦ Arcane, Artifice, Force, Implement
Range 10 | Artifice appears adjacent to target and +2 vs Ref; Hit: 1d8+2 damage
Artifice:
Thomb and allies within 1 square get +1 to AC -- Artifice has Defenses of 5 | hit points 6
Minor: Move artifice 2 squares or shift 1 square
Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement
Wall 5 (w/in 10 squares) | Effect: Walls squares are filled with caustic acid until end of next turn (see also minor action). Squares count as Difficult terrain, lightly obscured.
Creature that starts its turn inside or adjacent to wall takes 1d6+2 acid damage vs Ref; Hit: 1d8+4 damage and knocked prone. Miss: Half Damage.
Minor: Sustain

Healing Infusion: Restorative Formula (minor; twice per encounter) ✦ Arcane, Healing
:close: Burst 5 | | Effect: Target (Thromb or ally) w/in burst can spend healing surge + gain 1d6 hit points.
Special: Healing Infusion Powers can be used twice per encounter but once per round.
Healing Infusion: Curative Admixture (minor; twice per encounter) ✦ Arcane, Healing
:close: Burst 5 | Effect: All allies w/in burst can spend healing surge to 3 temp hit points
Special: Healing Infusion Powers can be used twice per encounter but once per round.

Total Weight:XXXlb Money: 45gp


Appearance:
Age: 89
Height: 5'4"

Personality:

Background:
[/sblock]



[sblock=Logs]
XP log:


Achievements Log:
Positive: xx received from (link) | Effect
Negative: xx received from (link) | Effect

Wealth log:
100 gp from starting wealth
(see below)
Sold XXX for

Other log:
XXXX from
[/sblock]

Notes:
XXXX


[sblock=Creation and Advancement]
Starting Attributes
Cost Initial Racial Level Final
Str: 0 10 0 10
Dex: 1 11 0 11
Con: 2 12 +2 0 14
Int: 7 15
0 15
Wis: 2 12 +2 0 14
Cha: 0 10
0 10

Number of Trained Skills: Arcana + 4
Skills Trained Attrib Racial Feat
Total
Athletics -- +0 -- -- +0
Arcana +5 +2 -- -- +7
Dungeoneering +5 +2 +2 -- +7
Endurance -- +2 +2 -- +4
History +5 +2 -- -- +7
Insight -- +2 -- -- +2
Perception +5 +2 -- -- +7
Swim -- +0 -- -- +0
Thievery +5 +0 -- -- +5
Trained Skills: 5

Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged


Saves Attrib Racial Class Feat Equip Total
Armor Class +2 -- -- -- +2 14
Fortitude +2 -- +1 -- -- 13
Reflex
+2 -- -- -- -- 12
Will +2 -- +1 -- -- 13

Powers:

Number of Powers Known 2/1/1/0
At will, Encounter, Daily, utility powers known

Powers

POWERS
Attrib Weapon/Impl Feat
Total-to-hit | Damage
At Will
Aggravating Force +2 -- -- +2 1W + 2 (int)
Thundering Armor +2 -- -- +2 1d+6 + 2(int)
Subtotal 2

Encounter
Shielding Cube +2 -- -- +21d8 + 2 (int)
Subtotal 1

Daily

Caustic Rampart +2 -- -- +2 1d+6 + 2(int)
Subtotal 1

Base Effect Attribute Feat Total

Class
Restorative Formula Cure:HS +1d6 N/A -- HS+1d6
Curative Admixture
Cure: 2 (con) + 1 thp N/A -- 2 (con) + 1 thp


Equipment: Cost Weight
Leather Armour 25gp 15lb
Warhammer 15gp 05lb
Standard Adventurer's Kit 15gp 33lb
Hand Crossbow 25gp 05lb
Total 95gp

L1 -> CLASS Artificer HP: 12 (class) + 14 (con)
Feat: ??, Bonus: Ritual Caster
Powers Known:

Other: OTHER NOTE
[/sblock]
 
Last edited:

Leif

Adventurer
1) Hey Leif, I don't wanna be a party pooper but I just read on one of the forums (fora??) that clerics don't get shield proficiency unless they buy the feat.:eek:
No poop in my party, dude! That's just the sort of help that I need with 4e. Thanks, I'll make the change!
 

Walking Dad

First Post
Vondal Darrakson

Work in progress

[sblock=Stats]
Vondal Darrakson Player: WD
Dwarf Wizard XP 0 Level 1
Initiative +0 Senses Low-light Vision
Passive Insight 13; Passive Perception 13
HP 29; Bloodied 14; Surge Value 7; Surges Per-Day 10
AC 13; Fortitude 14; Reflex 10; Will 15
Speed 5
Alignment Unaligned
Languages Dwarf, Illuskan

Str 13 Con 19 Dex 11
Int 17 Wis 16 Cha 7

Racial Abilities
Cast-Iron Stomach; Dwarven Resilience; Dwarven Weapon Proficiency; Encumbered Speed; Stand Your Ground

Class Features
Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

At-Will Powers
Ghost Sound, Light, Mage Hand, Prestidigitation
Magic Missile, Cloud of Daggers/ Hungry Maws

Encounter Powers
Force Orb

Daily Powers
Flaming Sphere, Sleep

Utility Powers
-

Feats
Ritualist, Armor Proficiency (Leather)

Skills
Arcane* +8
Diplomacy* +3
Dungeoneering* +10
History* +8
Nature* +8

Endurance +6
Insight +3
Perception +3

Rituals
Animal Messenger, Make Whole, Tenser’s Floating Disk

Equipment
None :(
[/sblock]

[sblock=Background]
Name: Vondal Darrakson
Class: Wizard

[sblock=Appearance]
92250.jpg

[/sblock]

Background:
Vondal was always interested in the past. From the past glorys of forgotten dwarf strongholds, to the fossils of unknown creatures found only in the deepest dwarven mines. His bright intellect and natural curiosity drew the interest of a local dwarven wizard, who recognized the potential of this curious dwarf.
Under Vestus tutelage, Vondal learned not only forgotten secrets of the past, but also the arcane powers, that will help him to further explore the world.
(One first success in merging his intersts with the arcane arts was the development of his signature spell 'Hungry Maws' [optical varaint of cloud of daggers].)
After finishing his apprenticeship, he was hired by a mining company to idnetify the different kind of stones and minerals they found in their endavours.
Hearing of the oppotunity to explore Stonefast, volunteered instantly for this mission.

Personality:
A curious brave adventurer, with few things in common with the typical bookish wizard. More the Indiana Jones type of a scientist and an explorer he also values the abilities of the men around him.
He shuns the typical wizard garb and favors sturdy leather clothes above robes (level one feat: Armor Proficiency: Leather).
[/sblock]
 
Last edited:

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