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  1. #11
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    The Great Druid (Lvl 17)

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    I'm good with the cleric...this site is killing me this afternoon. I'll try to work on something over the weekend.

 

  • #12
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    Cutpurse (Lvl 5)

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    Thanks, WD!

    I stole the idea to put it all in a code block, and some of the formatting, from DEFCON 1. I like having things aligned by using whitespace, I guess I get that from programming... It's always annoyed me how ENWorld obliterates any 'extra' spaces you put in, so I beat the system.
    Current and past PbP: http://www.enworld.org/forum/4853360-post58.html

  • #13
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    The Great Druid (Lvl 17)

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    A work in progress still debating on a melee-focused or ranged cleric:

    Dragonborn Cleric
    Code:
    COLOR="DarkRed] Mordok [/COLOR]
    "It's good to see that you're still here, I'm glad your time isn't up yet. I would not have as much fun without you here"
    Dragonborn Cleric 5
    Alignment: Unaligned
    Religion: Raven Queen
    Languages: Common, Draconic
    Vision: Low-light
    
    Ability Scores:
    Str 16 (+1 level)
    Con 12
    Dex 18 (+2 race +1 level)
    Int 12
    Wis 14 (+2 race)
    Cha 10
    
    Combat:
    Init: +6
    Pass Percep:  21   Pass Insight: 19
    
    HP:           44   Surges/day:   6
    Bloodied:     22   Surge Value:  11
      
    AC   19 (+2 level +4 Dex +3 armor)
    Fort 16 (+2 level +3 Str +1 amulet) 
    Ref  19 (+2 level +4 Dex +2 class +1 amulet)
    Will 15 (+2 level +2 Wis +1 amulet)
    
    Speed 6
    Sneak Attack: 2d8+3
    Resistances: 5 necrotic, 5 poison
    
    Action points: 1
    
    Basic Attacks:
    Melee: +2 rapier: +10 vs. AC, 1d8+5 damage
    Ranged: +1 shuriken: +10 vs. AC, 1d6+5 damage
    
    Attack Powers:
    Deft Strike - Martial, Weapon
    Standard Action; Melee or Ranged weapon; Target: One creature
    Special: You can move 2 squares before the attack.
    Attack: +11 vs. AC
    Hit: 1d8+6 damage
    
    Piercing Strike - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +11 vs. Reflex
    Hit: 1d8+6 damage
    
    Dazing Strike - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +11 vs. AC
    Hit: 1d8+6 damage, and the target is dazed until the end of
    your next turn.
    
    Topple Over - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +14 vs. AC
    Hit: 1d8+6 damage, and the target is knocked prone.
    
    Easy Target - Martial, Weapon
    Standard Action; Melee or Ranged weapon; Target: One creature
    Attack: +11 vs. AC
    Hit: 2d8+6 damage, and the target is slowed and grants combat
    advantage to you (save ends both).
    Miss: Half damage, and the target grants combat advantage to
    you until the end of your next turn.
    
    Clever Riposte - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +11 vs. AC
    Hit: 2d8+6 damage.
    Effect: Until the end of the encounter, the target takes 4
    damage each time it attacks you, and you can shift as an
    immediate reaction after such an attack.
     
     Class Features and Utility Powers:
    Fleeting Ghost - Martial
    Move Action; Personal
    Effect: You can move your speed and make a Stealth check. You
    do not take the normal penalty from movement on this check.
    
    Elven Accuracy - Personal
    Free Action
    Effect: Reroll an attack roll with a +2 bonus.  Use the second
    result even if it's worse.
    
    Magic Item Powers:
    +2 rapier
      Critical: +2d6 damage
    +1 deathcut leather armor
      Daily (Necrotic): Immediate Reaction. You can use this power
        when an enemy hits you with a melee attack. Deal 1d10
        necrotic damage to that enemy.
      Property: Resist 5 necrotic, resist 5 poison.
     +1 safewing amulet
      Property: When falling, reduce the distance by 10 feet for
        calculating damage.  Always land on your feet after a fall.
    +1 shuriken
      Critical: +1d6 damage
    
    Race and Class Features:
    Elven Accuracy
    Elven Weapon Proficiency (proficient with longbow and shortbow)
    Fey Origin
    Group Awareness (non-elf allies in 5 gain +1 Percep)
    Wild Step (ignore difficult terrain while shifting)
    First Strike (combat adv vs. any creatures not acted yet)
    Brutal Scoundrel (add Str mod to sneak attack damage)
    Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken)
    Sneak Attack (+2d8+3 damage once/round with combat adv.)
    
    Feats:
    Weapon Proficiency (rapier)
    Backstabber
    Elven Precision
    
    Skills:
    Acrobatics:    +11 (+2 level +4 Dex +5 trained)
    Arcana:         +3 (+2 level +1 Int)
    Athletics:     +10 (+2 level +3 Str +5 trained)
    Bluff:          +2 (+2 level +0 Cha)
    Diplomacy:      +2 (+2 level +0 Cha)
    Dungeoneering:  +4 (+2 level +2 Wis)
    Endurance:      +3 (+2 level +1 Con)
    Heal:           +4 (+2 level +2 Wis)
    History:        +3 (+2 level +1 Int)
    Insight:        +9 (+2 level +2 Wis +5 trained)
    Intimidate:     +2 (+2 level +0 Cha)
    Nature:         +6 (+2 level +2 Wis +2 race)
    Perception:    +11 (+2 level +2 Wis +2 race +5 trained)
    Religion:       +3 (+2 level +1 Int)
    Stealth:       +11 (+2 level +4 Dex +5 trained)
    Streetwise:     +2 (+2 level +0 Cha)
    Thievery:      +11 (+2 level +4 Dex +5 trained)
    
    Equipment: 
    Item                          Weight    Cost
    +2 rapier
    +1 deathcut leather
    +1 safewing amulet
    +1 shuriken
                    Total Weight: 0 lbs.
    
    Money: 
    
    Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
    10 days of trail rations, 50' of hemp rope, and a Waterskin.

  • #14
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    Cutpurse (Lvl 5)

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    Quote Originally Posted by renau1g View Post
    A work in progress still debating on a melee-focused or ranged cleric:

    Dragonborn Cleric
    Code:
    COLOR="DarkRed] Mordok [/color]
    "It's good to see that you're still here, I'm glad your time isn't up yet. I would not have as much fun without you here"
    Dragonborn Cleric 5
    Alignment: Unaligned
    Religion: Raven Queen
    Languages: Common, Draconic
    Vision: Low-light
    
    Ability Scores:
    Str 16 (+1 level)
    Con 12
    Dex 18 (+2 race +1 level)
    Int 12
    Wis 14 (+2 race)
    Cha 10
    
    Combat:
    Init: +6
    Pass Percep:  21   Pass Insight: 19
    
    HP:           44   Surges/day:   6
    Bloodied:     22   Surge Value:  11
      
    AC   19 (+2 level +4 Dex +3 armor)
    Fort 16 (+2 level +3 Str +1 amulet) 
    Ref  19 (+2 level +4 Dex +2 class +1 amulet)
    Will 15 (+2 level +2 Wis +1 amulet)
    
    Speed 6
    Sneak Attack: 2d8+3
    Resistances: 5 necrotic, 5 poison
    
    Action points: 1
    
    Basic Attacks:
    Melee: +2 rapier: +10 vs. AC, 1d8+5 damage
    Ranged: +1 shuriken: +10 vs. AC, 1d6+5 damage
    
    Attack Powers:
    Deft Strike - Martial, Weapon
    Standard Action; Melee or Ranged weapon; Target: One creature
    Special: You can move 2 squares before the attack.
    Attack: +11 vs. AC
    Hit: 1d8+6 damage
    
    Piercing Strike - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +11 vs. Reflex
    Hit: 1d8+6 damage
    
    Dazing Strike - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +11 vs. AC
    Hit: 1d8+6 damage, and the target is dazed until the end of
    your next turn.
    
    Topple Over - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +14 vs. AC
    Hit: 1d8+6 damage, and the target is knocked prone.
    
    Easy Target - Martial, Weapon
    Standard Action; Melee or Ranged weapon; Target: One creature
    Attack: +11 vs. AC
    Hit: 2d8+6 damage, and the target is slowed and grants combat
    advantage to you (save ends both).
    Miss: Half damage, and the target grants combat advantage to
    you until the end of your next turn.
    
    Clever Riposte - Martial, Weapon
    Standard Action; Melee weapon; Target: One creature
    Attack: +11 vs. AC
    Hit: 2d8+6 damage.
    Effect: Until the end of the encounter, the target takes 4
    damage each time it attacks you, and you can shift as an
    immediate reaction after such an attack.
     
     Class Features and Utility Powers:
    Fleeting Ghost - Martial
    Move Action; Personal
    Effect: You can move your speed and make a Stealth check. You
    do not take the normal penalty from movement on this check.
    
    Elven Accuracy - Personal
    Free Action
    Effect: Reroll an attack roll with a +2 bonus.  Use the second
    result even if it's worse.
    
    Magic Item Powers:
    +2 rapier
      Critical: +2d6 damage
    +1 deathcut leather armor
      Daily (Necrotic): Immediate Reaction. You can use this power
        when an enemy hits you with a melee attack. Deal 1d10
        necrotic damage to that enemy.
      Property: Resist 5 necrotic, resist 5 poison.
     +1 safewing amulet
      Property: When falling, reduce the distance by 10 feet for
        calculating damage.  Always land on your feet after a fall.
    +1 shuriken
      Critical: +1d6 damage
    
    Race and Class Features:
    Elven Accuracy
    Elven Weapon Proficiency (proficient with longbow and shortbow)
    Fey Origin
    Group Awareness (non-elf allies in 5 gain +1 Percep)
    Wild Step (ignore difficult terrain while shifting)
    First Strike (combat adv vs. any creatures not acted yet)
    Brutal Scoundrel (add Str mod to sneak attack damage)
    Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken)
    Sneak Attack (+2d8+3 damage once/round with combat adv.)
    
    Feats:
    Weapon Proficiency (rapier)
    Backstabber
    Elven Precision
    
    Skills:
    Acrobatics:    +11 (+2 level +4 Dex +5 trained)
    Arcana:         +3 (+2 level +1 Int)
    Athletics:     +10 (+2 level +3 Str +5 trained)
    Bluff:          +2 (+2 level +0 Cha)
    Diplomacy:      +2 (+2 level +0 Cha)
    Dungeoneering:  +4 (+2 level +2 Wis)
    Endurance:      +3 (+2 level +1 Con)
    Heal:           +4 (+2 level +2 Wis)
    History:        +3 (+2 level +1 Int)
    Insight:        +9 (+2 level +2 Wis +5 trained)
    Intimidate:     +2 (+2 level +0 Cha)
    Nature:         +6 (+2 level +2 Wis +2 race)
    Perception:    +11 (+2 level +2 Wis +2 race +5 trained)
    Religion:       +3 (+2 level +1 Int)
    Stealth:       +11 (+2 level +4 Dex +5 trained)
    Streetwise:     +2 (+2 level +0 Cha)
    Thievery:      +11 (+2 level +4 Dex +5 trained)
    
    Equipment: 
    Item                          Weight    Cost
    +2 rapier
    +1 deathcut leather
    +1 safewing amulet
    +1 shuriken
                    Total Weight: 0 lbs.
    
    Money: 
    
    Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
    10 days of trail rations, 50' of hemp rope, and a Waterskin.
    Odd... this 'dragonborn cleric' of yours looks a little familiar...
    Current and past PbP: http://www.enworld.org/forum/4853360-post58.html

  • #15
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    The Great Druid (Lvl 17)

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    I beg,borrow, and steal from the best of'em

  • #16
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    Myrmidon (Lvl 10)

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    I can play a Warlord if you'd rather not play a Cleric. A Dragonborn Warlord might be kinda neat!

    Dragonborn Warlord

    PARANTHRAXUS INIL
    Dragonborn Warlord 5 - 5500xp
    Lawful Good


    ABILITY SCORES
    STR 16
    CON 14
    DEX 11
    INT 12
    WIS 10
    CHA 19

    DEFENSES & HP
    AC 22
    FORT 15
    REFLEX 14
    WILL 17
    HP 46
    BLOODIED 23
    SURGE VALUE 13
    SURGES/DAY 9
    INITIATIVE +4

    BASIC ATTACKS
    MELEE Longsword: +9 vs AC, 1d8+4 dmg, Crit 12.
    RANGED Sling: +4 vs AC, 1d6 dmg, Crit 6, R 10/20.

    SKILLS
    TRAINED Athletics +7, Diplomacy +11, History +10, and Intimidate +13.
    UNTRAINED Acrobatics -1, Arcana +3, Bluff +6, Dungeoneering +2, Endurance +3, Heal +2, Insight +2, Nature +2, Perception +2, Religion +3, Stealth -1, Streetwise +6, and Thievery -1.
    PASSIVE Insight 12, Perception 12
    LANGUAGES Common and Draconic

    FEATS
    Dragonborn Frenzy
    Inspired Recovery
    Shield Proficiency - Heavy

    RACIAL & CLASS ABILITIES
    Speed 6 (5 modified)
    +2 to History and Intimidate (added above)
    Dragonborn Fury: +1 racial bonus to attack rolls when bloodied
    Draconic Heritage: add Con modifier to surge value (added above)
    Dragon Breath as encounter power (added below)
    Armor Proficiencies: Cloth, leather, hide, and chainmain; Light shield
    Weapon Proficiencies: Simple Melee, Military Melee, and Simple Ranged
    Combat Leader: +2 power bonus to initiative for self and all allies within 10sq (added above for self)
    Commanding Presence - Inspiring
    Inspiring Word as encounter power (added below)

    POWERS
    AT WILL Furious Smash (1) and Wolf Pack Tactics (1).
    ENCOUNTER Dragon Breath (racial), Guarding Attack (1), Inspiring Word (class), and Warlord's Strike (3).
    DAILY Bastion of Defense (1) and Stand the Fallen (5).
    UTILITY Shake it Off (2).

    EQUIPMENT & WEALTH
    +2 Chainmail Armor, Heavy Shield of Protection, +1 Terror Longsword, Sling, 20 Sling Bullets, Ironskin Belt, and Std Adventurer's Kit.
    Consumables: 5 Potions of Healing.
    Money: 70gp
    Last edited by Insight; Saturday, 23rd August, 2008 at 05:30 PM.
    Leaving EN World for the land of novel writing. I'll be back someday.

  • #17
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    Waghalter (Lvl 7)

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    I'd like to slot in as an alt. I'm happy to play whatever role may end up vacated.
    Gary Hoggatt - www.garyh.net
    "Such heroic nonsense..."
    Living 4th Edition - Join EN World's community-created Play-by-Post world! Adventure awaits you in the Transitive Isles!

  • #18
    Thanks for the invite I'm refining my character sheet now. Are we starting out with any magic items?

    I'm not as familiar with some of the lingo what exactly constitutes a Beer n' Bretzel game?

  • #19
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    Superhero (Lvl 15)

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    Quote Originally Posted by Niehaus View Post
    Thanks for the invite I'm refining my character sheet now. Are we starting out with any magic items?

    I'm not as familiar with some of the lingo what exactly constitutes a Beer n' Bretzel game?
    Yes, standard starting wealth, see p. 134 in the DMG
    (In this case, you start with each a level 6, 5, 4 item and gold the worth of a 4th level item. Mundane items as you like [but don't go over the top]).

    http://en.wikipedia.org/wiki/Beer_and_pretzels_game

    In this case, I mean a lighthearted approach, with me calling the monsters by their MM name and you can discuss tactics during battle in the OOC thread.
    And the NPCs are (sometimes) a bit stereotypical.
    Signature

    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!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #20
    Here's my initial offering.

    Halfling Paladin
    William Oaknob II
    Halfling Paladin 5
    Alignment
    : Unaligned
    Deity: Sehanine

    Languages: Common, Elven
    Vision: Normal

    Ability Scores:
    Str 8
    Con 12
    Dex 14 (+2 race)
    Int 10
    Wis 17 (+1 level)
    Cha 19
    (+2 race +1 level)

    Combat:
    Init: +4
    Pass Percep: 15 Pass Insight: 15

    HP: 56 Surges/day: 13
    Bloodied: 28 Surge Value: 14

    AC 23 (+2 level +2 shield +9 armor)
    Fort 16 (+2 level +1 Con +2 amulet +1 class)
    Ref 19 (+2 level +2 Dex
    +2 amulet +1 class +2 Shield)
    Will 19 (+2 level +4 Wis
    +2 amulet +1 class)

    Speed 5
    Resistances: +5 Fire +5 Necrotic

    Action points: 1

    Basic Attacks:
    Melee: +1 Lightning Short Sword: +5 vs. AC, 1d6+0 damage
    Ranged: Sling: +4 vs. AC, 1d6+2 damage

    Attack Powers:

    Bolstering Strike
    At-Will Divine, Weapon
    Action Melee weapon
    Target: One creature
    Attack: +10 vs. AC
    Hit: 1[W] + 5 damage, and you gain temporary hit points equal to your Wisdom modifier.

    Enfeebling Strike
    At-Will Divine, Weapon
    Action Melee weapon
    Target: One creature
    Attack: +10 vs. AC
    Hit: 1[W] + 5 damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.


    Fearsome Smite
    Encounter Divine, Fear, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: +10 vs. AC
    Hit: 2[W] + 5 damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.


    Invigorating Smite
    Encounter Divine, Healing, Weapon
    Action Melee weapon
    Target: One creature
    Attack: +10 vs. Will
    Hit: 2[W] + 5 damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.

    On Pain of Death
    Daily Divine, Implement
    Standard Action Ranged 5
    Target: One creature
    Attack: +7 vs. Will
    Hit: 3d8 + 5 damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
    Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).

    Hallowed Circle
    Daily Divine, Implement, Zone
    Standard Action
    Close
    burst 3 Target: Each enemy in burst
    Attack: +7 vs. Reflex
    Hit: 2d6 + 5 damage.
    Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.


    Class / Racial Features and Utility Powers:

    Divine Challenge
    At-Will Divine, Radiant
    Action Close burst 5
    Target: One creature in burst
    Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

    While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn.

    On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.

    You can use divine challenge once per turn.
    Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.

    Lay on Hands
    At-Will Divine, Healing
    Action Melee touch
    Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
    Target: One creature
    Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

    Channel Divinity: Divine Mettle
    Encounter Divine
    Minor Action Close burst 10
    Target
    : One creature in burst
    Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

    Channel Divinity: Divine Strength
    Encounter Divine
    Minor Action
    Personal
    Effect: Apply your Strength modifier as extra damage on your next attack this turn.

    Second Chance

    Encounter
    Immediate Interrupt
    Personal
    Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.

    Sacred Circle

    Daily Divine, Implement, Zone
    Action Close burst 3
    Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.


    Magic Item Powers:

    +1 Lightning Short Sword
    Critical: +1d6 lightning damage

    Power (At-Will • Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.

    Power (Daily • Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.


    +1 Black Iron Plate

    Property: Resist 5 fire.
    Property: Resist 5 necrotic.

    +1 Sehanine's Crescent (holy symbol)
    Critical: +1d6 damage

    Race and Class Features:

    Bold: +5 to saving throws vs fear
    Nimble Reaction: +2 to AC vs Opportunity Attacks
    Second Chance
    Channel Divinity
    Divine Challenge
    Lay on Hands

    Feats:
    Lost in a Crowd
    Toughness
    Durable

    Skills:
    Acrobatics: +2 (+2 level +2 Dex -4 armor +2 race)
    Arcana: +2 (+2 level +0 Int)
    Athletics: -3 (+2 level -1 Str -4 armor)
    Bluff: +6 (+2 level +4 Cha)
    Diplomacy: +11 (+2 level +4 Cha
    +5 trained)
    Dungeoneering: +5 (+2 level +3 Wis)
    Endurance: -1 (+2 level +1 Con
    -4 armor)
    Heal: +10 (+2 level +3 Wis
    +5 trained)
    History: +2 (+2 level +0 Int)
    Insight: +5 (+2 level +3 Wis)
    Intimidate: +11 (+2 level +4 Cha
    +5 trained)
    Nature: +5 (+2 level +3 Wis)
    Perception: +5 (+2 level +3 Wis)
    Religion: +7 (+2 level +0 Int
    +5 trained)
    Stealth: +0 (+2 level +2 Dex
    -4 armor)
    Streetwise: +6 (+2 level +4 Cha)
    Thievery: +2 (+2 level +2 Dex
    -4 armor +2 race)

    Equipment:
    Item Weight Cost
    +1 Lightning Short Sword
    +1 Black Iron Plate
    +2 Amulet of Protection
    +1 Sehanine's Crescent
    Total Weight: 0 lbs.

    Money: 463 gold

    Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
    10 days of trail rations, 50' of hemp rope, and a Waterskin.


    I spent 360 gold to get a magic holy symbol +1 if that's ok if not no biggie.
    Last edited by Niehaus; Monday, 25th August, 2008 at 11:56 AM.

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