CG'S KotS RG




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  1. #1
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    Myrmidon (Lvl 10)

    Charwoman Gene's Avatar

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    CG'S KotS RG

    Rogue's Gallery for my Keep on the Shadowfell Game. Post Character, and CB Summary if you use the CB.
    New Sig Rules are lame, and I am cheap.

 

  • #2
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    Adamar, level 1
    Dragonborn Fighter, Male

    Adamar
    Guardian Fighter

    Height: 6ft, 8in
    Weight: 280lbs.
    Head Horns: Tan, spiked strait back
    Body Scales: Cerulean
    Eyes: Golden
    speed: 5

    FINAL ABILITY SCORES
    Str 18, Con 15, Dex 11, Int 10, Wis 16, Cha 10.

    STARTING ABILITY SCORES
    Str 16, Con 15, Dex 11, Int 10, Wis 16, Cha 8.

    Weapon Talent 1-handed: +1 when wielding weapons 1-handed
    Combat Superiority: +3 to Opportunity Attacks
    Dragonborn Fury: +1 to hit when bloodied
    Dragonborn Heritage: +
    2 to healing surge value
    Dragon Breath: 1d6+2 Lightning, close blast3

    AC: 19 Fort: 16 Reflex: 12 Will: 13
    HP: 30 Surges: 11 Surge Value: 7

    Attack +8, 1d10+4

    TRAINED SKILLS
    Athletics +9, Heal +8, Endurance +6

    FEATS
    Weapon Profiency (3-headed flail)

    EXPLOITS
    at-will 1: Cleave - 1[w] +str, str bonus carries through to adjecent enemy
    at-will 1: Tide of Iron - 1[w] +str, push target 1 square
    encounter 1: Passing Attack - 1[w] +str, 2nd attack vs 2nd target
    encounter R: Dragon Breath +6 vs Ref, 1d6 +2 Lightning, Close blast 3
    daily 1: Villains Menace, 2[w] +str, gain +1/+2 hit +2/+4 dmg for enc

    ITEMS
    Scale Armor, Adventurer's Kit, Heavy Shield, 3-Headed Flail
    Last edited by Vertexx69; Monday, 8th June, 2009 at 11:32 PM.
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  • #3
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    Alain the Warbler, level 1
    Half-Elf Bard


    CB Summary
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Alain, level 1
    Half-Elf, Bard
    Build: Valorous Bard
    Bardic Virtue: Virtue of Valor

    FINAL ABILITY SCORES
    Str 12, Con 18, Dex 10, Int 14, Wis 9, Cha 18.

    STARTING ABILITY SCORES
    Str 12, Con 16, Dex 10, Int 14, Wis 9, Cha 16.


    AC: 16 Fort: 14 Reflex: 13 Will: 15
    HP: 30 Surges: 11 Surge Value: 7

    TRAINED SKILLS
    Arcana +7, Streetwise +9, History +7, Bluff +9, Diplomacy +11

    UNTRAINED SKILLS
    Acrobatics, Dungeoneering, Endurance +4, Heal, Insight +2, Intimidate +5, Nature, Perception, Religion +3, Stealth, Thievery, Athletics +1

    FEATS
    Bard: Alchemist
    Level 1: Strength of Valor

    POWERS
    Bard at-will 1: Guiding Strike
    Bard at-will 1: War Song Strike
    Bard daily 1: Saga of Rivalry
    Bard encounter 1: Focused Sound
    Dilettante: Blazing Starfall

    ITEMS
    Ritual Book, Adventurer's Kit, Lute, Chainmail, Scimitar, Dagger (4)
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

  • #4
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    Autumn, Female Razorclaw Shifter Invoker 1

    synopsis

    Autumn had not had the slightest intention of becoming one of Ioun's instruments in the world. She had, in fact, been set on becoming one of the few wizards her people produced. But she and her fellow apprentices had stumbled into an ancient and long-abandoned shrine to the goddess, and she had inadvertently activated an artifact that imbued her with some tiny fragment of the deity's essense -- power that she had needed, for cultists of Vecna had been looking for what Autumn and her friends found accidently. Between the power Ioun lent her and the half-spells of her fellow apprentices, they managed to escape. But Autumn's life would never be the same.

    Personality traits
    Autumn is naturally curious, and often quite perceptive, but she is a bit lacking in tact.

    Appearance
    She has the tall and slender build that's common to most razorclaw shifters, though she's less powerfully built than many of her people. Still, her hide armor and staff often convince others that she is an ordinary woodsman... until they see how many books are in her pack.

    Autumn's stats

    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Autumn, level 1
    Shifter, Razorclaw, Invoker
    Build: Preserving Invoker
    Divine Covenant: Covenant of Preservation

    FINAL ABILITY SCORES
    Str 8, Con 10, Dex 13, Int 16, Wis 20, Cha 10.

    STARTING ABILITY SCORES
    Str 8, Con 10, Dex 11, Int 16, Wis 18, Cha 10.


    AC: 16 Fort: 11 Reflex: 14 Will: 16
    HP: 20 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Religion +8, History +8, Insight +10, Arcana +8, Perception +10

    UNTRAINED SKILLS
    Acrobatics +2, Bluff, Diplomacy, Dungeoneering +5, Endurance -1, Heal +5, Intimidate, Nature +5, Stealth +2, Streetwise, Thievery, Athletics -2

    FEATS
    Invoker: Ritual Caster
    Level 1: Warrior of the Wild

    POWERS
    Invoker at-will 1: Grasping Shards
    Invoker at-will 1: Sun Strike
    Invoker encounter 1: Blades of Astral Fire
    Invoker daily 1: Summon Angel of Fire

    ITEMS
    Ritual Book, Implement, Staff, Adventurer's Kit, Hide Armor
    RITUALS
    Comprehend Language
    ====== Created Using Wizards of the Coast D&DI Character Builder ======



    Character Builder File
    Last edited by drothgery; Tuesday, 9th June, 2009 at 05:04 PM.
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  • #5
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    Alear, Male Deva Avenger 1

    Alear
    Alear, level 1
    Deva, Avenger
    Avenger's Censure: Censure of Pursuit

    FINAL ABILITY SCORES
    Str 8, Con 14, Dex 13, Int 18, Wis 18, Cha 10.

    STARTING ABILITY SCORES
    Str 8, Con 14, Dex 13, Int 16, Wis 16, Cha 10.


    AC: 19 Fort: 13 Reflex: 15 Will: 15
    HP: 28 Surges: 9 Surge Value: 7

    TRAINED SKILLS
    Religion +11, Streetwise +5, Stealth +6, Perception +9

    UNTRAINED SKILLS
    Acrobatics +1, Arcana +4, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +2, Heal +4, History +6, Insight +4, Intimidate +0, Nature +4, Thievery +1, Athletics -1

    FEATS
    Level 1: Armor Proficiency (Leather)

    POWERS
    Avenger at-will 1: Bond of Retribution
    Avenger at-will 1: Radiant Vengeance
    Avenger encounter 1: Avenging Echo
    Avenger daily 1: Aspect of Might

    ITEMS
    Leather Armor, Falchion, Adventurer's Kit, Holy Symbol
    Characters
    Jarel-karn - Genasi Swordmage 12 [L4W]
    Gloom - Longtooth Shifter Paladin 11 [L4W]
    Eloan - Eladrin Warlord 7 [L4W]
    River - Longtooth Shifter Cleric 11 [LEB]
    Malehan - Elf Avenger 8 [LEB]
    Valeria - Human Witch 1

    "Experience is that great thing that allow you to see a mistake when you do it again."

  • #6
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    Ignore DEFCON 1
    Code:
    STRATAGEM
    Male tiefling tactical warlord
    Level 1          Unaligned        Common, Goblin
    Size: Medium     Speed: 6         Vision: Low-light
    
    STR: 16 (+3)     DEX: 10 (+0)     WIS: 10 (+0)
    CON: 10 (+0)     INT: 18 (+4)     CHA: 14 (+2)
    
    HP: 22           Surge Value: 5
    Bloodied: 11     Per Day:     7
    
    AC:   17         REF:  14
    FORT: 14         WILL: 13
    
    Longsword: +6 / 1d8+3
    Crossbow:  +2 / 1d8
    
    Equipment: Adventurer's kit, hide armor, longsword, crossbow
    
    Skills: Athletics +7*#; Bluff +3; Diplomacy +7*; Heal +5*;
    History +9*; Stealth +1#
    * Trained     # Check Penalty
    
    Feats: Tactical Assault
    
    BLOODHUNT:
    You gain a +1 racial bonus to attack rolls against bloodied foes.
    
    FIRE RESISTANCE:
    You have resist fire 5.
    
    COMBAT LEADER:
    You and each ally within 10 squares who can see and hear you
    gain a +2 power bonus to initiative.
    
    TACTICAL PRESENCE:
    When an ally you can see spends an action point to make an attack,
    the ally gains a bonus to the attack roll equal to +2.
    
    TACTICAL ASSAULT:
    When an ally you can see spends an action point to make an attack,
    the ally gains a bonus to the damage roll equal to +4.
    
    COMMANDER'S STRIKE:
    At-Will * Martial, Weapon
    Standard Action * Melee weapon
    Target: One creature
    Attack: An ally of your choice makes a melee basic attack against the target.
    Hit: Ally’s basic attack damage + 4 (your INT mod).
    
    OPENING SHOVE:
    At-Will * Martial, Weapon
    Standard Action * Melee weapon
    Target: One creature
    Attack: STR vs. Reflex
    Hit: Push the target 1 square. Then choose one ally you can see. That ally
    either shifts 5 squares (1 + your INT mod), or makes a melee basic attack
    against the target.
    
    WARLORD'S FAVOR:
    Encounter * Martial, Weapon
    Standard Action * Melee weapon
    Target: One creature
    Attack: STR vs. AC
    Hit: 2[W] + STR mod damage. One ally within 5 squares of you gains a
    +5 power bonus to attack rolls against the target until the end of your 
    next turn.
    Tactical Presence: The bonus to attack rolls that you grant equals
    1 + your INT mod.
    
    INFERNAL WRATH:
    Encounter  
    Minor Action * Personal 
    Effect: You can channel your fury to gain a +1 power bonus to your next
    attack roll against an enemy that hit you since your last turn. If your
    attack hits and deals damage, add +2 (your CHA mod) as extra damage.
    
    INSPIRING WORD:
    Encounter (Special) * Healing, Martial
    Minor Action * Close burst 5
    Special: Twice per encounter, but only once per round.
    Target: You or one ally in burst
    Effect: The target can spend a healing surge and regain an additional
    1d6 hit points.
    
    LEAD THE ATTACK:
    Daily * Martial, Weapon
    Standard Action * Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 3[W] + STR mod damage. Until the end of the encounter, you and each ally
    within 5 squares of you gain a +5 (1 + your INT mod) power bonus to attack
    rolls against the target.
    Miss: Until the end of the encounter, you and each ally within 5 squares of
    you gain a +1 power bonus to attack rolls against the target.
    Last edited by DEFCON 1; Wednesday, 10th June, 2009 at 05:29 PM.

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