[OOC] The Protectors of Greensfen

nerdytenor

First Post
This is the OOC thread for The Protectors of Greensfen, Part II in a series (Part I being The Missing Warlock). Everyone wanted to continue - no openings, sorry!

Players, could each of you make one post at the top of this thread for your character sheet - just a single 'reserved' post is sufficient for right now - you can edit it later. It's much easier to have all the char sheets on the same page!

If you haven't seen it yet, this javascript character sheet generator is a pretty decent resource - I use it to check my math (I don't think it includes bonuses for magic armor and weapons, though)

Please do NOT post anything else until all five of you have posted once - then feel free to post away.

- nerdytenor
 
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BlueLotus

Explorer
[sblock=Moreen Lantra]Initiative: +1 = + 1 (half level) + 0 (dexterity)
Senses: Perception ++3 = 2 (wisdom) + 1 (half level)
Alignment: Unaligned
Languages: Common, Supernal
Diety: Erathis

Str 14 (+2)
Dex 10 (+0)
Con 14 (+2)
Int 11 (+0)
Wis 14 (+2)
Cha 16 (+3)

HP 46 (includes toughness); Bloodied 23; Healing Surge 11 (12/day)
AC 22 = 10 + 1 (half level) + 9 (Dwarven plate +1) + 2 (if carrying heavy shield)
Fort 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (constitution)
Ref 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (if carrying heavy shield)
Will 16 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 3 (charisma)
Speed 5 squares (includes armor penalty)
Action Points 1

Skills:
Code:
Acrobatics:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Arcana:+1 = 0 (intelligence) + 1 (half level)
Athletics:-1 = 2 (strength) + 1 (half level)-2 (armor)-2 (shield)
Bluff:+4 = 3 (charisma) + 1 (half level)
Diplomacy:+9 = 3 (charisma) + 1 (half level) + 5 (class training)
Dungeoneering:+3 = 2 (wisdom) + 1 (half level)
Endurance:+5 = 2 (constitution) + 1 (half level) + 5 (class training)-2 (armor)-2 (shield) +1 (dwarven plate)
Heal:+8 = 2 (wisdom) + 1 (half level) + 5 (class training)
History:+1 = 0 (intelligence) + 1 (half level)
Insight:+8 = 2 (wisdom) + 1 (half level) + 5 (class training)
Intimidate:+4 = 3 (charisma) + 1 (half level)
Nature:+3 = 2 (wisdom) + 1 (half level)
Perception:+3 = 2 (wisdom) + 1 (half level)
Religion:+6 = 0 (intelligence) + 1 (half level) + 5 (class training)
Stealth:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Streetwise:+4 = 3 (charisma) + 1 (half level)
Thievery:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Feats:
Healing Hands - When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.
Human Perseverance (already included)
Toughness (already included)

Gear:
Code:
70 lb        Weapons / Armor / Shield (from above)
            Medic's Longsword +1
            Dwarven Plate +1
            Heavy shield
            Dagger
2 lb        Backpack
5 lb        Bedroll
0 lb         Flint and steel
1 lb        Pouch (belt) x1
10 lb        Rations (1 day) x10
10 lb        Rope (50’, hempen) x1
2 lb        Sunrods x2
4 lb        Waterskins x1
1 lb        Holy Symbol
12 lb        Fine Clothing x2
_____
117 lb        Total


        Riding Horse
        39 gold
[sblock=magic items]
Dwarven Plate +1
Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.

Medic's Longsword +1
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifer plus this weapon's enhancement bonus
Power (Daily): Standard Action. Gain one additional use of Channel Divinity for this encounter.
[/sblock]
Human
One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses (already included)

Paladin
Channel Divinity -- Divine Strength
Channel Divinity -- Divine Mettle
Divine Challenge
Lay On Hands


Powers

[sblock=At Will]Basic Melee Attack
Strength vs AC +3 = +2 (strength) +1 (half level)
By weapon, damage 1(W)+2 (strength)

Basic Ranged Attack
Dexterity vs AC +1 = +0 (dexterity) +1 (half level)
By weapon, damage 1(W)

Bull Rush
Strength vs Fortitude +3 = +2 (strength) +1 (half level)

Grab
Strength vs Reflex +3 = +2 (strength) +1 (half level)

Move grabbed target
Strength vs Fortitude +3 = +2 (strength) +1 (half level)

Escape
Acrobatics vs reflex -3 / Athletics vs fortitude -1

Divine Challenge (Paladin)(minor action)
Divine, Radiant
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. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
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 (Paladin)(minor action)(2/day)
Divine, Healing
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Melee
touch
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.

Bolstering Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC +8 = +3 (charisma) +1 (half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 1d8 + 4 (charisma + magic) damage, and you gain temporary hit points equal to your Wisdom modifier.

Holy Strike (Level 1)
Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 1d8 + 3 (strength + magic) radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.

Valiant Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC +7 = +2 (strength) +1 (half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 1d8 + 3 (strength + magic) damage.
[/sblock]

[sblock=Encounter]Channel Divinity - Divine Mettle (minor action)
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 (minor action)
Divine
Minor Action
Personal
Effect: Apply your Strength modifier as extra damage on
your next attack this turn.

Piercing Smite (Level 1)
Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. Reflex +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 2d8 + 3 (strength + magic) damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.

Righteous Smite
Standard Action
Melee weapon
Target: One Creature
Attack: Strength vs. AC +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 2d8 + 3 (strength + magic) damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your wisdom modifier.
[/sblock]

[sblock=Daily Powers]
Paladin’s Judgment (Level 1)
Divine, Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 3d8 +3 (strength + magic) damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.

Sacred Circle (Level 2 Utility)
Divine, Implement, Zone
Standard 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.

Dwarven Plate +1
Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.

Medic's Longsword +1
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifer plus this weapon's enhancement bonus
Power (Daily): Standard Action. Gain one additional use of Channel Divinity for this encounter.
[/sblock]
[/sblock]
[sblock=changes]
Gained 6 hit points. Surge Value increased to 11
Gained Righteous Smite encounter power
Added Medic's Longsword +1 and adjusted attack and damage modifiers of powers
[/sblock]
 
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covaithe

Explorer
Karis Nerinya, Elven Rogue 4

Initiative: +6
Senses: Perception +9, Low-light vision
Alignment: Unaligned
Languages: Common, Elven

Str 15 (+2)
Dex 19 (+4)
Con 12 (+1)
Int 11 (+0)
Wis 10 (+0)
Cha 14 (+2)

HP 44; Bloodied 22; Healing Surge 11 (7/day)
AC 18 (+2 level, +4 dex, +2 armor)
Fort 15 (+2 level, +2 str, +1 amulet)
Ref 19 (+2 level, +4 dex, +2 rogue, +1 amulet)
Will 15 (+2 level, +2 cha, +1 amulet)

Speed 7
Action Points 1

Skills: Acrobatics +11, Arcana +2u, Athletics +3u, Bluff +9, Diplomacy +4u, Endurance +3u, History +2u, Insight +2u. Intimidate +9, Nature +4u, Perception +9, Religion +2u, Stealth +11, Streetwise +4u, Thievery +11
u Untrained Skill

Feats:
  • Weapon focus (light blades): +1 damage when using a light blade
  • Nimble blade: +1 to hit when you have CA and use a light blade.
  • Toughness

Gear:
Code:
Cost   Weight   Item
 15g   33       Adventurer's kit 
520g    2       +1 Duelist's shortsword 
   ?    1       +1 Dagger of great aim
 25g   15       leather armor
 30g    3       longbow 
  1g    3       30 arrows
?       -       Amulet of Protection, +1 Fort, Ref, Will defenses
200g    4       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.



Racial and class features:
  • Proficiencies: longbow and shortbow (elf), cloth, leather, dagger, hand xbow, shuriken, sling, short sword
  • Fey origin: considered a fey creature for effects that relate to creature type
  • Group awareness: +1 racial bonus to perception to all non-elf allies within 5 squares
  • Wild step: ignore difficult terrain when shifting
  • Elven Accuracy: Encounter power: reroll an attack roll. See below.
  • First strike: Combat advantage against creatures that have not yet acted in the encounter
  • Rogue tactics (Brutal Scoundrel): +str mod to sneak attack damage
  • Rogue weapon talent: +1 attack with daggers, shuriken damage die is one size larger
  • Sneak attack: +2d6+2 damage once per round when has combat advantage.

Attacks:
  • Dex-based with +1 duelist's shortsword: +10 (+2 level +4 dex +3 prof +1 enhancement) vs. whatever, 1d6+6 (+4 dex, +1 wpn focus, +1 enhancement). On critical, add 1d6 (or 1d8 with CA)
  • Str-based with +1 duelist's shortsword: +8 (+2 level +2 str +3 prof +1 enhancement) vs. whatever, 1d6+4 (+2 str, +1 wpn focus, +1 enhancement). On critical, add 1d6 (or 1d8 with CA)
  • With longbow (only dex-based): +8 (+2 level +4 dex +2 prof), 1d10+4 (+4 dex) damage.
  • With +1 dagger of great aim (dex-based): +11 (+2 level +4 dex +3 prof +1 enhancement +1 class), 1d4+6 (+4 dex, +1 feat, +1 enhancement) damage.

Powers
-----------------------------------------------------------------
:bmelee: basic melee attack (standard; at will, martial, weapon)
+9 vs AC; 1d4+3 damage with dagger
+8 vs. AC; 1d6+3 damage with short sword

:melee: Deft Strike (standard; at will, martial, weapon)
+9 vs AC; 1d6+6 damage (shortsword)
Special: You can move 2 squares before the attack.

:melee: Riposte Strike (standard; at-will, martial, weapon)
+9 vs AC; 1d6+6 damage (shortsword) and if the target attacks you before the start of your next turn, make another attack (+7 vs AC, 1d6+4 damage).

:melee: Dazing Strike (standard; encounter, martial, weapon)
+9 vs AC; 1d6+6 damage (shortsword), and the target is dazed until the end of your next turn

:close: Blinding Barrage (standard; daily, martial, weapon)
Target: close blast 3, each enemy in blast that you can see.
Requirement: must be wielding a crossbow, light thrown weapon, or sling
+11 vs AC;
Hit: 2d4+6 damage (dagger), and the target is blinded until the end of your next turn.
Miss: half damage, and the target is not blinded

Tumble (move; encounter, personal, Martial)
Effect: You can shift 3 squares

Elven Accuracy (free; encounter, personal)
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

:melee: Bait and Switch (standard; encounter, martial, weapon)
+9 vs Will; 2d6+6 damage (shortsword), and you can switch places with the target and shift 1 square.

Duelist's Weapon (minor; daily, weapon, personal)
Effect: You have combat advantage against the next creature you attack with this weapon on this turn.

-----------------------------------------------------------------

[sblock=Appearance]Karis is a compact Elven woman, thin but with cords of wiry muscle standing out against her skin. While not exactly pretty, she has an air of intensity about her that makes her hard to ignore. Her violet eyes are surprisingly cold for one of her youth. She wears faded and scuffed brown leathers that fit tightly without restricting her movement, which is quick and direct.
[/sblock]

[sblock=Gained at level 3]
5 HP, 1 encounter power (Bait and Switch)
[/sblock]

[sblock=retraining at level 3]
  • lose Master of Deceit in favor of Tumble.
  • lose Easy Target in favor of Blinding Barrage
  • lose Elven Precision feat in favor of Nimble Blade
  • train intimidate instead of streetwise
  • lose piercing strike for deft strike
  • lose torturous strike for dazing strike
[/sblock]
 
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Arbanax

First Post
Rellek Spirestrike
Male Dragonborn Ranger

Level 3
Height: 6' 7"
Weight: 280 lb
Size: Medium
Good
Scales: Blue
Eyes: Sky Blue
Speed: 6 squares
Vision: Normal




Strength 16 (+3)
Constitution 14 (+2)
Dexterity 14 (+2)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 10 (+0)



Hit Points: 41
Bloodied: 20
Surge Value: 12
Surges / Day: 8

Dragonborn Fury (when bloodied, +1 on attacks)


Initiative: 1d20 +3/+5* = + 1 [half level] + 2 [dexterity]
* =+2 when able to see and be within 10 Sqs of Todarr

Armour Class: 16/17** = 10 + 1 [half level] + 2 [dexterity] + 3/+5* [Dark leaf leather]
*Dark Leaf Armour Leather +1 (+2 on first attack in any new encounter)

** AC 17 with twin battle axes

Fortitude Defence: 15 = 10 + 1 [half level] + 1 [ranger] + 3 [strength]
Reflex Defence: 14/15** = 10 + 1 [half level] + 1 [ranger] + 2 [dexterity]
Will Defence: 13 = 10 + 1 [half level] + 2 [wisdom]
** reflex 15 with twin battle axes

Attacks:

Magic Battleaxe +7 vs AC (+3 str, +1 lvl, +2 prf, +1 magic) Damage:1d10+ 4 [Thundering level 3] +1 ,
Critical+1d6 Thunder damage; Power Daily: Free Action, Use this power when hit with weapon, deal an extra 1d8 thunder damage and push target 1 square.


Offhand Battleaxe +6 vs AC [+3 str, +2 prf, +1 Level] Damage: 1d10+3 (offhand)


Ranged:+5 (+2, +2 Prof, +1 Level) Damage: 1d10+2 range 20/40

Powers


Careful Attack Mellee +7 vs AC, Damage:1d10+4
Careful Attack Ranged +5 vs AC Damage: 1d10+2 range 20/40

Twin Strike Melee +7/+6 vs AC, Damage:1d10+4/+3

Twin Strike Ranged +5 vs AC, Damage: 1d10+2 range 20/40

Dire Wolverine Strike +7 vs AC; Damage:1d10+4

Disruptive Strike Melee +7/+6 vs AC Immediate interrupt, hit 1d10+4, if hit penalty to attack of -5 to attack.


Disruptive Strike Ranged +5 vs AC Immediate interrupt, hit 1d10+2, if hit penalty to attack of -5 to attack.


Dragon Breath +6 [strength + 2, level +1] vs reflex; damage1d6+2 [con]; Close blast 3


Yield Ground Utility power – Immediate reaction, Enemy Damages me...Shift 2 squares and gain +2 to all defences to end of my next turn.

Hunter's Beartrap (melee) +7 vs AC, Damage:2d10+4 Hit target slowed; ongoing 5 dmg, Miss: ½ damage and target slowed.
Hunter's Beartrap (ranged) +5 vs AC Damage:2d10+2 ongoing 5 dmg, Miss: ½ damage and target slowed.

Languages: Common; Draconic;

Skills:
Acrobatics:+3
Arcana:+2
Athletics:+4
Bluff:+1
Diplomacy:+1
Dungeoneering:+3
Endurance:+8
Heal:+3
History:+4
Insight:+8
Intimidate:+3
Nature:+8
Perception:+8
Religion:+2
Stealth:+8
Streetwise:+1
Thievery:+3


FEATS: Toughness for free with Ranger class, Twin Blade weapon style and Lethal Hunter 1d8 for Hunters Quarry instead of 1d6. Twin weapon defence.

Dragonborn Heritage (healing surge includes constitution bonus)

Ranger

  • This ranger chose the two-blade style. This gives the equivalent of the toughness feat [not listed above].
  • Hunter's Quarry -- bonus damage 1d8 [minor action] with feat - Lethal Hunter
  • Prime Shot
Rellek 's Equipment:

2 Battle axes
1 Longbow

Arrows (quiver of 30) x1 23 lb
Backpack 3 lb
Bedroll 2 lb
Flint and steel 5 lb
Pouch (belt) x1 1 lb
Rations (1 day) x10 10 lb
Rope (50', hempen) x1 10 lb
Sunrods x2 2 lb
Waterskins x1 4 lb
Total 60 lb

Normal Load: 160 lb.
Heavy Load: 320 lb.
Maximum Drag Load 800 lb.

Magic items:
Weapon: Thunder Battle Axe +1
Armour: Dark Leaf leather armour +1/+2 first attack / encounter
 
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The Digger

First Post
On checking this I discovered two mistakes.
I had given Joshua training in Perception. That shouldn't have been. So I'm changing it to Insight.
Joshua only has 2 feats (+ Ritual Caster). As a human he should have had three at 2nd level so I'm giving him Action Surge as well.

Joshua Dar Rhest: Human wizard

Initiative +5 (Feat + half level)
Passive perception 16 (17 within 5 squares of Karis)
Passive insight 12
Alignment: Unaligned (Ioun)
Languages: Common, Goblin

Str: 12 (+1)
Con 16 (+3)
Dex: 10 (+0)
Int: 18 (+4)
Wis: 12 (+1)
Cha 8 (-1)

HP: 34, Bloodied 17, Surge value 8
Healing Surges: 9
Action Points: 1
Speed: 6 squares


AC: 19 (11 + 3 magic Leather + 4 Int + 1 Staff)
Fort: 15 (11+3 Con +1 Racial)
Ref: 16 (11+4 Int +1 Racial)
Will: 15 (11 + 1 Wis + 1 Racial +2 Class)

Staff of Defense grants +3 bonus to any defence immediate interrupt once per encounter

Skills: Arcana +10 (T), Dungeoneering +7 (T), History +10 (T), Insight +7 (T), Acrobatics +1, Athletics +2, Bluff +0, Diplomacy +0, Endurance +4, Heal +2, Perception +2, Intimidate +0, Nature +2, Religion +5, Stealth +1, Streetwise +0, Thievery +1
(T) = Trained Skill: Values include half level.


Feats: Ritual Casting, Armour proficiency-leather, Improved Initiative, Action Surge

Racial & class Features
Armour Profs (Cloth); Weapon Profs (Dagger, quarterstaff)
Bonus to Defence: +2 Will
Staff Mastery: +1 AC and once per encounter bonus gives +3 to any defence as immediate interrupt
Cantrips
Gain ‘Ritual Casting’ feat
Spellbook; Rituals:Tenser's Floating Disk, Animal Messenger, Comprehend Languages.

Basic attacks
Basic Melee (Staff): Str (+5) vs AC: Damage 1d8+ 2 (str and magic)
(Lvl +1, Str +1, Staff +2 (prof) +1 Magic = +5)

Basic Ranged (dagger): Dex (+4) vs AC: Damage 1d4
(Lvl+1, prof +3=+4) ; Range 5/10;

OR use Magic Missile!
------------------------------------------------------------------------
At Will Cantrips: Ghost Sound - ranged 10, One object or square.
Light - Ranged 5, lasts 5 minutes.
Mage Hand - sustainable (minor) indefinite - moves <20 lbs.
Prestidigitation - amusing magical trick.
-----------------------------------------------------------------------------------

At will spell 1: Scorching burst: Burst 1* within 10. Each creature in burst;
+6 vs Ref (Int +4, Lvl +1, staff +1);
1d6 +4 (Int mod) +1 (staff) fire damage.
*If Staff of the War Mage daily power used, area becomes Burst 2 within 10.

At Will Spell 2: Thunderwave: Close Blast 3*: Each creature in blast;
+6 vs Fort (Int +4, Lvl +1, Staff +1);
1d6 +4 (Int mod) +1 (staff) thunder damage.
*If Staff of the War Mage daily power used, area becomes Close Blast 4.

At Will Spell: Magic Missile: Ranged 20; One creature;
+6 vs Ref (Int +4, Lvl +1, staff +1);
2D4 +4 (Int mod) +1 (staff) force damage.
-------------------------------------------------------------------------------
Encounter Spell: Force Orb; Ranged 20; One creature or object; +6 vs Ref: (Int +4 Lvl +1, staff +1); 2D8 +4 (Int mod) +1 (staff) force damage -
make secondary attack; Each enemy adjacent to Primary Target.
Secondary Attack; +6 vs Ref: (Int +4 Lvl +1, staff +1): 1D10 +4 (Int mod) +1 (staff) force damage.

Encounter Spell: Colour Spray; Radiant: Implement: Close blast 5*;
Each creature in blast;
Int (+6) vs Will (Int +4, Lvl +1, Staff +1);
damage= 1d6 +5 (Int +4: staff +1)
Target is dazed until the end of my next turn

--------------------------------------------------------------------------------
Daily spell: Sleep: Area Burst 2* within 20; Each creature in burst; +6 vs Will: (Int +4, Lvl+1, Staff +1); HIT: Target slowed (save ends) If target fails first save he becomes unconscious (save ends). MISS: Target is slowed (save ends) *If Staff of the War Mage daily power used, area becomes Area Burst 3 within 20.

Daily spell: Flaming sphere: Conjuration: Fire: Implement: Ranged 10:
Target 1 creature adjacent to sphere:
Int (+6) vs Reflex: Damage 2d6+Int (+6):
Conjure sphere in unoccupied square within range; Any creature that starts move next to sphere takes 1d4+6 fire damage.
As move action I can move sphere up to 6 squares.
Sustain Minor: can be sustained until end of encounter, As standard action I can attack with sphere.

-------------------------------------------------------------------------------
Utility Spell: (Encounter) Shield : Personal: Immediate Interrupt: Trigger: Hit by an attack: Effect: Gain +4 power bonus to AC and Reflex till end of my next turn.

Utility Spell: (Daily) Expeditious Retreat: Personal: Move action:
Shift up to twice my speed
-------------------------------------------------------------------------------

Gear
Victorious Leather Armour +1 15lbs
Standard Kit 33lb
3 x daggers 3lbs
Staff of the war mage +1 4lb
Spell book 3lb
Ritual components 60gp worth
Journeybread
Staff of the War Mage

142gp left

Weight carried (58lbs)

Normal Load: 120lbs
Heavy Load: 240lbs
Push or Drag: 600lbs


Staff of the War Mage Level 3: (Implement) +1 enhancement to attack and damage rolls. On critical +1d8 damage per plus
Daily Power: (Free action) Use when using a power with a blast or burst effect. Increase the size by 1.

Victorious Leather Armor +1 (homebrewed) - property: when you score a critical hit, you gain a +2 item bonus to all defenses until the start of your next turn. (For area attacks, only the first attack roll counts).
 
Last edited:

PennStud77

First Post
Changes:
Switched 14 Str and 16 Int before racial bonuses (respec)
Retrained Tactical Assault with Toughness (extra HP added)
5 additional HP for level 3
Level 3 attack power selection: Steel Monsoon
Everyone: don't forget you get a +2 to initiative if you are within 10 squares of me and can see and hear me when you roll (which should pretty much be always)
Apparently, I had insight and perception wrong in the top section (corrected)
I believe that is all.

[sblock=Todarr Rheland, Dragonborn Tactical Warlord 3]
Initiative: +3 [+0 Dex, +1 level, +2 class]
Senses: Perception +2 (+3 within 5 squares of Karis), Normal vision
Passive Insight: 12
Passive Perception: 12 [13 within 5 squares of Karis]
Alignment: Unaligned (Kord)
Languages: Common, Draconic

Str 18 (+4) [+2 racial]
Dex 11 (+0)
Con 12 (+1)
Int 14 (+2)
Wis 8 (-1)
Cha 16 (+3) [+2 racial]

HP 39; Bloodied 19; Healing Surge 10 [+1 racial] (8/day)
AC 19 [+7 enchanted chainmail, +1 shield, +1 level]; Fort 16, Ref 13, Will 15
Speed 5 [-1 armor]
Action Points 1

Skills:
Code:
Acrobatics^ +3      [+0 Dex]
Arcana^ +5            [+2 Int]]
Athletics^ +7         [+4 Str]
Bluff^ +6               [+3 Cha]]
Diplomacy* +9        [+3 Cha]]
Dungeoneering^ +2    [-1 Wis]]
Endurance* +8            [+1 Con, +1 armor]
Heal* +5                      [-1 Wis]
History^ +7                 [+2 Int, +2 racial]
Insight^ +2                  [-1 Wis]
Intimidate* +11          [+3 Cha, +2 racial]
Nature^ +2                 [-1 Wis]
Perception^ +2           [-1 Wis] [+1 to total when within 5 squares of Karis]
Religion^ +5              [+2 Int]
Stealth^ +3                [+0 Dex]
Streetwise^ +6          [+3 Cha]
Thievery^ +3             [+0 Dex]
* Trained Skill (+5 bonus)
^ Untrained Skill (+2 Jack of all Trades)

Feats:
  • Jack of All Trades: +2 feat bonus to all untrained skill checks
  • Toughness: You gain 5 additional hit points at each tier of play [already added]

Gear:
Code:
Cost   Weight   Item
 15g   33       Adventurer's kit
520g   40       +1 Dwarven Chainmail
 15g    6       +1 Lifedrinker Longsword
  5g    6       Light Shield
 2g   11       Climber's kit
163g    3       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.
Climber's Kit: Grappling Hook, Hammer, 10 Pitons.


Racial and class features:
  • Proficiencies: simple melee, military melee, simple ranged, cloth, leather, hide, chainmail, light shields
  • Dragonborn Fury: When bloodied, +1 racial bonus to attack roll
  • Draconic Heritage: +Con modifier to Healing Surge value [already added]
  • Dragon Breath: Encounter power: close blast attack. See below.
  • Combat Leader: +2 initiative for me and all allies w/in 10 squares.
  • Commanding Presence (Tactical Presence): +2 Int bonus to attacks from Action Point.
  • Inspiring Word: words of encouragement grant inspiring word encounter power.
  • Life Drink: when melee attack with LD weapon brings enemy to 0 or fewer HP, gain 5 temp HP.


Powers
-----------------------------------------------------------------
:bmelee: basic melee attack (standard; at will, martial, weapon)
+9 vs AC; 1d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]

:melee: Furious Smash (standard; at will, martial, weapon)
+9 vs Fortitude; 4 damage and ally adjacent to me or target gets +3 power bonus to attack and damage against next attack versus target (ends at end of ally's turn)

:melee: Wolf Pack Tactics (standard; at-will, martial, weapon)
+9 vs AC; 1d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]. Before attack, one ally adjacent to me or target may shift 1 square as free action.

:melee: Hammer and Anvil (standard; encounter, martial, weapon)
+9 vs Reflex; 1d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]. One ally adjacent to target makes basic melee attack against target as free action, with +3 damage.

:melee: Steel Monsoon (standard; encounter, martial, weapon)
+9 vs Reflex; 2d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]. Any 2 allies within 5 squares may shift 1 square each.

Dragon Breath (minor; encounter, fire)
+7 vs Reflex; 1d6+1 damage
Target: close blast 3; all creatures in area.

Aid the Injured (standard; encounter, healing, martial)
Target: you or one adjacent ally
Effect: target can spend a healing surge

Inspiring Word (minor; encounter, healing, martial)
Special: power use is twice per encounter, but only once per round.
Target: myself or one ally within 5 squares.
Effect: target can spend a healing surge and regain an additional 1d6.

:melee: Bastion of Defense (standard; daily, martial, weapon)
+9 vs AC; 3d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]
Hit: allies within 5 squares gain +1 to all defenses until end of encounter
Effect: allies within 5 squares gain 8 temporary hit points

"The armor must have absorbed it" (free; daily, healing)
Effect: Regain hit points as if you had spent a healing surge [/sblock]
 
Last edited:

nerdytenor

First Post
Excellent. Have fun editing those character sheets! When they're all in, we can get started on part II. I am offering everyone a one-time opportunity to tweak ability scores any way you see fit. Act now while supplies last!

Random Thought One
Dang, with nimble blade and CA Karis gets +13 with her dagger. Sick. :)

Random Thought Two
I never had a chance to bring it up without being obnoxious, but don't forget about Charge (standard action). It combines moving with an attack, and can be handy for front-line fighters who can't reach enemies in a single move. So you could move twice your speed and get a melee basic attack off. It does have some restrictions - see PHB (charging ends your turn, gotta end up in the nearest enemy square, must move at least 2 squares... am I forgetting anything? Gives +1 to hit as well...)

Random Thought Three
From my limited experience so far, you probably want at least a 16 in your primary stat *cough Rellek cough* :) 4e doesn't give you anything to help attributes, like, ever (except from levelling of course).
 


nerdytenor

First Post
Comments on Rellek

Arbanax, could you put your basic attack bonuses on your sheet somewhere? (Or maybe I just missed them). I think you can consolidate all your weapon stuff to the following three entries (just a suggestion - whatever you want is fine)


  • Magic axe = +7 vs ac (+3 str, +1 lvl, +2 prof, +1 magic)
  • Regular axe = +6 vs ac(+3str, +1 lvl, +2 prof)
  • Bow = +5 vs ac (+2 dex, +1 lvl, +2 prof)

Also, your magic armor gives you +2 _additional_ ac on first attack, so it is +3/+5* ac from the armor.

Also, any reason you went with shortbow as opposed to longbow? (Just curious).
 


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