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ShaggySpellsword

First Post
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[COLOR="Sienna"][B]Cerric Farstar[/B][/COLOR]
Eladrin Wizard 5
[B]Alignment:[/B] Good

Black hair, violet eyes

[B]Languages:[/B] Common, Elven
[B]Vision:[/B] Low-light vision

[B]Ability Scores:[/B]
Str 13  +1  /  +3 
Con 14  +2  /  +4
Dex 10  +0  /  +2
Int 21  +5  /  +7
Wis 10  +0  /  +2
Cha 10  +0  /  +2

[B]Initiative:[/B]  +4   [B]Action Point:[/B]  1
[B]Perception:[/B]  12   [B]Insight:[/B]      12

[B]HP:[/B]          29/41   [B]Surges/Day:[/B]    6/6
[B]Bloodied:[/B]    20   [B]Surge Value:[/B]  10

[B]AC:[/B]   22 (+2 lvl +5 Int +4 armor +1 staff)
[B]Fort:[/B] 14 (+2 lvl +2 Fort)
[B]Ref:[/B]  17 (+2 lvl +5 Int)
[B]Will:[/B] 15 (+2 lvl +2 Class +1 racial)

[B]Speed:[/B] 6

[B]Basic Attacks:[/B]
+1 staff: +5 vs AC, 1d8+1 damage (1d6+9 on crit)
Magic missile: +8 vs Reflex, 2d4+6 force damage (1d6+14 on crit)

[u][B]At-Will Attack Powers:[/B][/u]
[sblock]
[COLOR="Lime"]Scorching Burst[/COLOR] – Arcane, Fire, Implement
Standard Action; Area burst 1 within 10 squares, Target: Each creature in the burst
Attack: +8 vs. Reflex
Hit: 1d6+6 fire damage (1d6+12 on crit).

[COLOR="lime"]Magic Missile[/COLOR] – Arcane, Force, Implement
Standard Action; Ranged 20, Target: One creature
Attack: +8 vs. Reflex
Hit: 2d6+6 force damage (1d6+14 on crit)[/sblock]

[u][B]At-Will Utility Powers:[/B][/u]
[sblock]
[COLOR="Lime"]Ghost Sound[/COLOR] – Arcane, Illusion
Standard Action; Ranged 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.

[COLOR="lime"]Light[/COLOR] – Arcane
Minor Action; Ranged 5, Target: One object or unoccupied square.
Effect: You cause the target to shed bright light.  The light fills the target’s square and all squares within 4 squares of it.  The light lasts for 5 minutes.  Putting ot the light is a free action.
Special: You can have only one light cantrip active at a time.  If you create a new light, your previously cast light winks out. 

[COLOR="lime"]Mage Hand[/COLOR] – Arcane, Conjuration
Minor Action; Ranged 5
Effect:  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.

[COLOR="lime"]Prestidigitation[/COLOR] – Arcane
Standard Action; Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
  -Move up to 1 pound of material
  -Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  -Color, clean, or soil items in 1 cubic foot for up to one hour.
  -Instantly light (or snuff out) a candle, a torch, or a small campfire.
  -Chill, warm, or flavor up to 1 pound of nonliving material for up to one hour.
  -Produce out of nothingness a small item or image that exists until the end of your next turn.
  -Make a small, handheld item invisible until the end of your next turn.
  Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions.  This cantrip cannot duplicate the effect of any other power.
Special:  You can have as many as three prestidigitation effects active at one time.[/sblock]

[u][B]Encounter Attack Powers:[/B][/u]
[sblock]
[COLOR="Red"]xBurning Hands[/COLOR] – Arcane, Fire, Implement
Standard Action; Close blast 5; Targets: each creature in blast.
Attack: +8 vs. Reflex
Hit: 2d6+6 fire damage (1d6+18 fire damage on crit)

[COLOR="red"]xColor Spray[/COLOR] – Arcane, Implement, Radiant
Standard Action; Close blast 5, Target: Each creature in blast
Attack: +8 vs. Will
Hit: 1d6+6 radiant damage, and the target is dazed until the end of your next turn.[/sblock]

[u][B]Encounter Utility Powers:[/B][/u]
[sblock]
[COLOR="red"]Shield[/COLOR] – Arcane, Force
Immediate Interrupt; Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

[COLOR="red"]xFey Step[/COLOR] – Teleportation
Move Action; Personal
Effect: Teleport up to 5 squares.[/sblock]

[u][B]Daily Attack Powers:[/B][/u]
[sblock]
[COLOR="DimGray"]xSleepx[/COLOR] – Arcane, Implement, Sleep
Standard Action; Area Burst 2 within 20 squares; Target: each creature in burst
Attack: +8 vs. Will
Hit: The target is slowed (save ends.)  If he target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

[COLOR="DimGray"]Web[/COLOR] – Arcane, Implement, Zone
Standard Action; Area burst 2 within 20 squares; Target: each creature in burst
Attack: +8 vs. Reflex
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes.  The zone is considered difficult terrain.  Any creature that ends its move in the web is immobilized (save ends).[/sblock]

[B]Magic Item Powers:[/B]
[sblock]
[COLOR="DarkOrange"]+1 Bloodcut Hide Armor[/COLOR]
  Healing Surge: While bloodied, gain Resist 10 to all damage    
  until end of your next turn.
[COLOR="darkorange"]xShadowfell Glovesx[/COLOR] - Necrotic
  Daily: Minor Action: Change the damage type dealt by the next arcane power you use to necrotic.  Add 1d6 to the damage dealt by that power (if any).[/sblock]

[B]Race and Class Features:[/B]
Eladrin Education (+1 trained skill)
Eladrin Weapon Proficiency (proficient with the longsword)
Eladrin Will (+1 Will defense, +5 saving throws against charm effects)
Fey Origin (Count as Fey)
Trance (4 hour trance=6 hour extended rest)
Fey Step (see power)
Staff of Defense (+1 AC; 1/encounter immediate interrupt +2 to defense against one attack.)
Cantrips (see powers)
Ritual Casting  (Ritual Book: Silence, Make Whole, Comprehend Language, Brew Potion, Magic Circle, Enchant magic Item, Knock, Eye of Alarm)
Spellbook  (Also know Freezing Cloud, Bigby’s Icy Grasp and Featherfall)

[B]Feats:[/B]
Armor Proficiency (Leather)
Armor Proficiency (Hide)
Ritual Caster
Toughness

[B]Skills:[/B]
Acrobatics:    +1 (+2 lvl +0 Dex -1 armor)
Arcana:        +14 (+2 lvl +5 Int +2 racial +5 trained)
Athletics:    +2 (+2 lvl +1 Str -1 armor)
Bluff:         +2 (+2 lvl +0 Cha)
Diplomacy:     +2 (+2 lvl +0 Cha)
Dungeoneering: +2 (+2 lvl +0 Wis)
Endurance:     +3 (+2 lvl +2 Con -1 armor)
Heal:          +7 (+2 lvl +0 Wis +5 trained)
History:       +14 (+2 lvl +5 Int +2 racial +5 trained)
Insight:       +2 (+2 lvl +0 Wis)
Intimidate:    +2 (+2 lvl +0 Cha)
Nature:        +7 (+2 lvl +0 Wis +5 trained)
Perception:    +2 (+2 lvl +0 Wis)
Religion:      +12 (+2 lvl +5 Int +5 trained)
Stealth:      +1 (+2 lvl +0 Dex -1 armor)
Streetwise:    +2 (+2 lvl +0 Cha)
Thievery:     +1 (+2 lvl +0 Dex -1 armor)

[B]Equipment:[/B] Adventurer's Kit; Spellbook; longsword, Alchemical Reagents (30 gp)
[B]Magical Equipment:[/B] +1 Bloodcut hide Armor;
+1 Magic Staff; bag of holding; shadowfell gloves

[B]Money:[/B] 2 gp

Background: Cerric’s earliest memories are nightmares.

Born to Star Elf parents of the Yuirwood, Cerric got to experience first-hand the chaos and strife of the Spellplague. When he was a very small elf, all hell broke loose in his village, and when his family tried to leave the woods for the shelter of Aglarond;s cities, they found things were just as bad there. The magical nature of many of Aglarond’s residents cause massive explosions, uncertainties, and dangers. Cerric’s uncle, overcome by the magical energies he once harnessed, went insane and nearly killed everyone he held dear. Not able to control magic, he let himself die rather than threaten those he loved.

The Farstars, like so many other people of Aglarond, went north, looking for a place that wasn’t quite so dangerous…somewhere not quite so magical. Cerric and his family finally found refuge amongst the elves of the Forest of Lethyr.

Growing up, Cerric always remembered his uncle’s sacrifice, and once magic had clamed back down again, started researching and learning this new magic…hoping to be its master, so it could never again be his. In his studies, he eventually left his village amongst his elven cousins and his Eladrin family, aiding local Great Dale towns in defense against the encroaching dangers of Narfell. For the past few years, he has been living in the village of Kront, working with the guard.

Appearance: Cerric Farstar is very striking, with long black hair that he keeps pulled back and piercing violet eyes. He dresses life a wood elf, in hide armor and carries a gnarled wooden staff which he uses both for defense and attack. On his belt he keeps a longsword, the ancestral weapon of his family—wholly unmagical, but useful in a fight. He wears unusual thin gloves of black with faint blacker embroidery on them.

Personality (including quirks): Cerric is always looking to help those who feel helpless—especially those who are being persecuted at the hands of magic. He will take a life if there is no way to avoid it, and he will sacrifice a life it that sacrifice will save others. He doesn’t much understand people’s need for smalltalk. He’s very direct, and feels that his directness shows respect for your time.
 
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OnlytheStrong

Explorer
[sblock=Oramail Elven Ranger 5]

Initiative: +7
Senses: Perception 22, Insight 15
Alignment: Good
Languages: Elven, Common

Str 10 (+0)
Dex 20 (+5) [17 +2 racial +1 LA]
Con 12 (+1)
Int 10 (+0)
Wis 16 (+3) [13 + 2 racial + 1 LA]
Cha 12 (+1)

HP 44; Bloodied 22; Healing Surge 11 (7/day)
AC 22; Fort 14, Ref 18, Will 15
Speed 7
Action Points 1

Skills:
Acrobatics +12t, Arcana +2, Athletics +1, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +1, Heal +10t, History +2, Insight +3, Intimidate +3, Nature +12t, Perception +12 t, Religion +2, Stealth +15t, Streetwise +3, Thievery +2
t = Trained Skill

Feats:
  • Light Step--For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group. Add 5 to the DC required to find or allow your tracks. If traveling with allies, you can share this benefit with up to 5 other characters. You gain +1 feat bonus to Acrobatics checks and Stealth checks.
  • Lethal Hunter--Extra damage from your Hunter's Quarry class feature increase from d6's to d8's
  • Skill Focus (stealth) -- +3 to the stealth skill

Gear:
Hide Armor 24lbs
Longbow +2 prof 1d10 range 20/40 3lbs
Dagger +3 prof 1d4 range 5/10 1lb
Short sword +3 prof 1d6 2lbs
Standard Adventurer's Kit (backpack, bedroll, flint and steel, pouch, rations (10), Hemp Rope, 2 sunrods, Waterskin)
Arrows (30)
Bracer's of the Perfect Shot--when you hit with a ranged basic attack, you gain +2 item bonus to damage
Amulet of Protection +2 -- +2 to AC
Everlasting Provisions --enough food and water to feed 5 medium creatures for 24 hours

233gold remaining

Racial and class features:
  • Proficiencies: Cloth, leather, hide, chainmail, light shield, simple melee, military melee, simple ranged
  • Racial Bonuses: +2 dex, +2 wis; speed 7 squares; Low Light Vision; +2 Nature, +2 Perception; Proficient with longbow and shortbow; Considered a Fey creature; Grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks; Ignore difficult terrain when shifting; Use elven accuracy as an encounter power
  • Elven Accuracy:
    Encounter Free Action
    Effect: Reroll an attack roll. Use the second roll, even it it's lower.


Powers:[sblock]
  • Hunter's Quarry
    Once per turn as a minor action, you can designate the enemy nearest you as your quarry. Remains in effect until the end of the encounter or until the quarry is defeated, or until a new quarry is designated. +1d8 dmg

  • Prime Shot
    If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

  • Nimble Strike
    At will Standard Action Ranged Weapon
    Target: One Creature
    Special: Shift 1 square before or after you attack
    Hit: 1[W]+dex modifier damage

  • Twin Strike
    At will Standard Action Ranged or Melee weapon
    Requirement: you must be wielding a ranged or two melee weapons
    Targets: One or two creatures
    Attack: Strength vs. AC (melee) or Dex vs. AC (ranged), two attacks
    Hit: 1[W] per attack

  • Evasive Strike
    Encounter Standard Action Melee or Ranged Weapon
    Target: One Creature
    Special: You can shift a number of squares equal to 1 + your wis mod either before or after your attack.
    Attack: Strength vs. AC (melee) or Dex vs. AC (ranged)
    Hit: 2[W] + strength (melee) or 2[W] + dex (ranged)

  • Thundertusk Boar Strike
    Encounter Standard Action Melee or ranged weapon
    Requirements: You must be wielding two melee weapons or a ranged weapon
    Targets: One or two creatures
    Attack: Strength vs. AC (melee) or Dex vs. AC (ranged), two attacks
    Hit: 1[W] + str mod (melee) or 1[W] + dex mod (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your wisdom modifier.

  • Split the Tree
    Daily Standard Action Ranged Weapon
    Targets: Two creatures within 3 squares of each other
    Attack: Dex vs. AC. Make 2 attack rolls, take the higher result, and apply it to both targets.
    Hit: 2[W] + dex modifier

  • Excruciating Shot
    Daily Standard Action Ranged weapon
    Target: One creature
    Attack: Dex vs. AC
    Hit: 3[W] + dex mod, and the target is weakened (save ends)
    Miss: half damage, and the target is not weakened

  • Crucial Advice
    Encounter Immediate Reaction Ranged 5
    Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you're trained
    Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your wisdom modifier.
[/sblock]

Basic Attacks:
Longbow: To hit +9 Damage 1d10+5
Dagger: To hit +5 Damage 1d4+0
Shortsword: To hit +5 Damage 1d6+0
[/sblock]
 
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