The High Road (RG)


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Walking Dad

First Post
Mykos, Half-Elf Warlock

[sblock=Stats]
Name Mykos Player: WD
Half-Elf Warlock (Vestige) XP ? Level 3
Initiative +1 Senses Low-Light Vision
Passive Insight 13; Passive Perception 11
HP 40; Bloodied 20; Surge Value 10; Surges Per-Day 10
AC 17; Fortitude 16; Reflex 15; Will 15
Speed 6
Alignment Unaligned
Languages Common, Elven, Gith

Str 10 Dex 11 Wis 10
Con 18 Int 16 Cha 16

Racial Abilities
Dilettante, Dual Heritage, Group Diplomacy

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse


At-Will Powers
Eldritch Blast

Eyes of the Vestige


Encounter Powers
Clarion Call

Misdirected Mark (Bard)

Vestiges' Calamity


Daily Powers
Vestige of Mount Vaelis


Utility Powers
Ethereal Stride


Feats
Arcane Reserves
Arcane familiar (Parrot) We get a ship, right ;)

Skills
Arcana* +9
Bluff* +9
Diplomacy +8
Insight +3
Intimidate* +9
Streetwise* +11

Rituals


Equipment
Standard adventurers pack (15gp), leather armor (25gp)

4 Shimmering Armor (leather) +1 (AV 51)
3 Rod of Corruption +1 (PH1 239)
2 Amulet of Physical Resolve +1 (AV 148)

520gp

[/sblock]

To do: Spend rest money, add language, add background
 
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Keia

I aim to misbehave
Durindal Du'mere, Elven Avenger Unaligned

Durindal Du’Mere [Male Elven Avenger 3] (Played by Keia)

(Currently – Prisoner on the Vessel)

”I call to my god and no one answers. I blame you . . . .”

[sblock=Abilities]
Code:
[U]Ability scores[/U] 
Strength     : [B]12 (+1)[/B]     Hit points : [B]40[/B] [Base 14 + Con 14 + 12] 
Constitution : [B]14 (+2)[/B]     Bloodied   : [B]20[/B] 
Dexterity    : [B]18 (+4)[/B]     Surges     : [B]10[/B] 
Intelligence : [B]10 (+2)[/B]     Surges/day : [B] 9[/B] [Base 7 + 2 Con] 
Wisdom       : [B]18 (+4)[/B]     Initiative : [B]+5[/B] [Level 1 + Dex 4] 
Charisma     : [B] 9 (-1)[/B]     
  
[U]Defenses:[/U] 
Armour class : [B]22[/B] [Base 10 + level 1 + Dex 4 + Armor 3  + class 4]
Fortitude    : [B]15[/B] [Base 10 + level 1 + Con 2 + racial 0 + class 1 + enhance 1]
Reflex       : [B]17[/B] [Base 10 + level 1 + Dex 4 + racial 0 + class 1 + enhance 1]
Will         : [B]17[/B] [Base 10 + level 1 + Wis 4 + racial 0 + class 1 + enhance 1]
  
[U]Skills[/U] 
Acrobatics:   [b]+10[/b] [Level 1 + Dex  4 + training 5]
Arcana:       [B]+ 1[/B] [level 1 + Int  0] 
Athletics:    [b]+ 2[/b] [level 1 + Str  1]
Bluff:        [B]+ 0[/B] [level 1 + Cha -1]
Diplomacy:    [b]+ 0[/b] [level 1 + Cha -1]
Dungeonering: [b]+ 5[/b] [level 1 + Wis  4]
Endurance:    [b]+ 3[/b] [level 1 + Con  2]
Heal:         [b]+ 5[/b] [level 1 + Wis  4]
History:      [B]+ 1[/B] [level 1 + Int  0] 
Insight:      [b]+ 5[/b] [level 1 + Wis  4]
Intimidate:   [b]+ 0[/b] [level 1 + Cha -1]
Nature:       [b]+ 7[/b] [level 1 + Wis  4 + race 2]
Perception:   [b]+13[/b] [level 1 + Wis  4 + training 5 + background 1 + race 2]
Religion:     [B]+ 6[/B] [level 1 + Int  0 + training 5]
Stealth:      [b]+11[/b] [level 1 + Dex  4 + training 5 + background 1]
Streetwise:   [B]+ 0[/B] [level 1 + Cha -1]
Thievery:     [b]+ 5[/b] [level 1 + Dex  4]

Languages: Common, Elven, one other

Racial traits
Speed 7, Vision Low-light, Languages: Common, Elven, Skill Bonuses: +2 Nature, +2 Perception, Elven Weapon Proficiency: proficiency with the longbow and the shortbow,
Fey Origin: considered a fey creature, Group Awareness: non-elf allies within 5 squares of you a +1 racial bonus to Perception checks, Wild Step: ignore difficult terrain when shift, Elven Accuracy: Elven accuracy as an encounter power.

[sblock=Background and personality]Durindal Du’Mere
Lost and alone, persecuted and pursued by the very people that took his god from him. They were ‘mopping up’ and Durindal fully intended to make their lives much more difficult. He still had faith, and his power still worked . . . Durindal didn’t question why, he knew that he needed to use the power to make them pay. It wasn’t what he was born into, but this purpose had been thrust upon him and he was going to make the most of it.

Durindal is of average intelligence and above average looks, his obsession makes him much less personable than normal. Toned and incredibly agile, there is a depth to the soul behind the deep blue eyes. Brown hair tied back in a ponytail, well worn leathers, a long bow and sword make up Durindal’s gear.
[/sblock]


Background
Silent Hunter: Benefit: You add Stealth and Perception to your class skill list, and you gain a +1 bonus to Stealth and Perception checks.

Class features
Armor of Faith, Avenger’s Censure (censure of pursuit), Channel Divinity, Oath of enmity

Feats
[1st lvl]: Armor Proficiency (leather)
[2nd lvl]: Improved Armor of Faith

Weapon Proficiency:
Simple melee, Military Melee, Simple Ranged, Short Bow and Long Bow (racial)

Size: Medium
Speed: 7 squares
Vision: Low light [/sblock]

[sblock=Powers]:ranged:10 Radiant Vengeance: Wis +5 (Base 4 + lvl 1) vs Reflex, Hit: 1d8+4 [Wis]damage, Gain temp hit points equal to Wisdom Mod [+4]

:bmelee: Overwhelming Strike: +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 1d10 + 5 (wis 4 + item 1) damage. You shift 1 square and slide the target 1 square into the pace you occupied.

:ranged:10 Oath of Enmity: Minor, Close burst 10, Roll twice on melee attacks.

:ranged: 5 Channel Divinity: Abjure Undead: Standard, Close burst 5, Wis +4 vs. Will, 3d10 + 4 (wis 4 + item 0) damage., pull the target 5 squares [Wis 4 + 1]. The target is also immobilized until the end of your next turn. Miss: Half damage, and you pull the target 1 square.

:ranged:10 Channel Divinity: Divine Guidance: Immediate Interrupt, Close burst 10, Trigger:An ally within 10 squares of you makes an attack roll against your oath of enmity target. Effect: The target makes a second attack roll and uses either result.

:bmelee: Angelic Alacrity: Standard, +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 2d10 + 5 (wis 4 + item 1) damage.. Effect: Before the attack, Shift 2 squares. Censure of Pursuit: The number of squares you shift equals 1 + your Dexterity modifier.

:bmelee: Sequesting Strike: Standard, +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 2d10 + 5 (wis 4 + item 1) damage, and you teleport the target 2 squares. You then teleport to a space adjacent to the target. Censure of Pursuit: The number of squares you teleport the target equals 1 + your Dexterity modifier.

Resonant Escape: Encounter ✦ Divine, Teleportation
Immediate Reaction Personal
Trigger: An enemy hits or misses you with a melee attack
Effect: You teleport 3 squares.

:bmelee: Temple of Light: Standard, Attack: +8 [Wis 4 + Prof 3 + level 1 + item 1] vs AC. Hit: 2d10 + 5 (wis 4 + item 1) radiant damage. Effect: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage. [/sblock]

[sblock=Gear]
Adventurer's Kit, Holy Symbol, Greatsword (Sunblade +1, lvl 4), Leather Armor of Fire Resistance +1 (lvl 2), Longbow, 30 arrows, dagger, Climber's Kit, Amulet of Health +1 (lvl 3)

Money: 461 gp

Sunblade
This heavy golden sword attacks with the power and intensity of the sun, burning nearby enemies.
Level: 4
Price: 840 gp
Weapon: Heavy Blade (Greatsword)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.
Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (Daily • Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; Strength vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 1d8 radiant damage.

Amulet of Health
This golden amulet increases your defenses and resists poison.
Level: 3
Price: 680 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Property: Gain resist 5 poison.

Armor of Resistance
Special wards in this armor provide extra resistance.
Level: 2
Price: 520 gp
Armor: Any [leather]
Enhancement: +1 AC
Property: Resist 5 to a damage type chosen from the following list at the time the armor is created: fire [/sblock]
 
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Evilhalfling

Adventurer
Mrs. Ragedaughter, Half-Orc Warlord (Tactical)

[sblock=Stats]
Name Mrs. Ragedaughter Player: EH
Half-Orc Warlord (Tactical) XP ? Level 3
Initiative +3 Senses Low-Light Vision
Passive Insight 17; Passive Perception 12
HP 34; Bloodied 17; Surge Value 8; Surges Per-Day 8
AC 18; Fortitude 7; Reflex 5; Will 4
Speed 6, +2 speed when charging
Alignment Unaligned
Languages Giant, Common

Str 18 Dex 10 Wis 13
Con 12 Int 16 Cha 13

Racial Abilities
Furious Assault, Half-Orc Resilience

Class Features
Inspiring Word (cb5 surge+1d6+1hp), Combat Leader; Tactical Presence (+1hit,+3dmg with AP)


At-Will Powers
Wolf Pack Tactics +8 (1d10+5)
Vipers Strike
Throwing axe (basic) +8(1d6+5); range 5/10


Encounter Powers
Warlord’s Favor : 2[w] ally in 5 gains +4 to hit target TENT
Inspiring War cry : 2[w] ally in 5 gets saving throw
Furious Assault (race) –free- +[w] damage

Daily Powers
Lead the Attack: 3[w]
Majestic Word (feat, minor) cb5; surge +2hp & slide 1
Bestial Charge (item, free) after hitting with charge, make a basic attack at +2 to hit.

Utility Powers
Knight’s Move


Feats
Tactical Assault
Bardic Dilettante

Skills
Athletics +10
History +9
Heal +7
Insight +7
Intimidate +9

Equipment
Standard adventurers pack (15gp), wine flask (5gp) silk rope (50gp)
Healers Brooch +1 (4th); Bestial Hide Armor +1 (3rd); Vicious Lochaber axe(halberd) +1 (2nd) Throwing Axe +1 (320gp) +30gp cash; earring (100gp)

[/sblock]
[sblock=Background & Personality]
Personality: Mother Hen. Mostly over-polite and soft spoken, although sometimes staying so takes visible effort.

Description- An old, not quite human woman. She has gray wrinkled skin, white hair and small tusks. Her armor includes a bear-head worn as a hood.

Background - Man I really need to write this up: (short version)
Lived among orcs.
Her kids misbehaved, committed atrocities and it was her fault.
Humans took revenge and slaughtered all the orcs on her earthmote. (while she was away)
she doesn't hold a grudge against humans, but they do.
She signed on a gith pirate ship, but irritated the captain, although her healing was in high demand
she has been locked in the galley, to keep her out of fights.
She thinks its time for a change.
[/sblock]
 
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Insight

Adventurer
Jhalthus Lhor, Minotaur Warden 3

JHALTHUS LHOR
Minotaur Warden 3
Good
Deity: Bahamut

** Currrently a Prisoner aboard the Eladrin Vessel **

====== Created Using Wizards of the Coast D&DI Character Builder ======
Jhalthus Lhor, level 3
Minotaur, Warden
Guardian Might: Earthstrength

FINAL ABILITY SCORES
Str 17, Con 16, Dex 11, Int 10, Wis 16, Cha 8.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 11, Int 10, Wis 16, Cha 8.


AC: 20 Fort: 16 Reflex: 14 Will: 16
HP: 47 Surges: 12 Surge Value: 11

TRAINED SKILLS
Nature +11, Endurance +6, Perception +11, Athletics +6

UNTRAINED SKILLS
Acrobatics -2, Arcana +1, Bluff, Diplomacy, Dungeoneering +4, Heal +4, History +1, Insight +4, Intimidate, Religion +1, Stealth -2, Streetwise, Thievery -2

FEATS
Level 1: Against All Odds
Level 2: Powerful Charge

POWERS
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Weight of Earth
Warden daily 1: Form of the Fearsome Ram
Warden encounter 1: Thunder Ram Assault
Warden encounter 3: Earthgrasp Strike
Warden utility 2: Triumphant Vigor

ITEMS
Adventurer's Kit, Sling, Sling Bullets (20), Bestial Hide Armor +1, Amulet of Protection +1, Oathblade Khopesh +1, Jousting Shield Heavy Shield (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
 
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Shayuri

First Post
Name: Grandfather
Class: Druid 3
Alignment: Good
Race: Deva
Deity: Primal Spirits
Size: Medium
Age: 20
Gender: Male
Height: 6' 2"
Weight: 180lbs
Eyes: Green (no whites or pupils)
Hair: Light brown with deeper green streaks
Exp: 0

Description
Tall and a bit skinny for his height, Grandfather appears to be young and hale...in stark contrast to his curmudgeonly demeanor. His coloration is a bit unusual for a deva; light tan skin patterned with complex lines of dark forest green. This coloration extends to his hair, though he commonly keeps it short or shaved...though he's stubbornly trying to grow a beard that his body is only grudgingly indulging him in. His eyes are a light, almost luminous green shade, with no pupils or whites. He dresses in treated animal skins and furs, with a heavy cloak over it all. His posture is normally a bit hunched, and he leans on his staff as he walks, making it easy to mistake him for a much older man until his face is revealed under the cowl of his cloak.

[sblock=Game Stats]
Abilities
Str: 8 [-1], Dex: 10 [+0], Wis: 20 [+5]
Con: 16 [+3], Int: 13 [+1], Cha: 10 [+0]

Hit Points: 38 Bloodied: 19
Healing Surges: 10/day Surge Value :9 HP per level: 5
Action Points: 1
Speed: 6 squares

Armour Class: 18 (10 + 3 con + 4 armor + 1 level)
Fortitude Defense: 15
Reflex Defense: 14
Will Defense: 18
Initiative: +0

Trained Skills:
Nature +11
History +9
Heal +11
Insight +11

Languages: Common, Elven, Supernal

Feats:
1 Jack of All Trades
2 Implement Expertise (Staff)

Race Traits:
+2 Intelligence, +2 Wisdom
+2 History, +2 Religion
Astral Majesty: +1 defenses vs bloodied creatures
Astral Resistance: Resist 5+1 Necrotic and Radiant
Immortal Origin
Memory of 1000 Lifetimes (Enc, no action, add 1d6 to any atk, save, skill or ability check)

Class Abilities:
Implements: Staff or Totem
Balance of Nature (Gain 3 at-will, as long as at least 1 (and not more than 2) are Beast)
Primal Aspect: Guardian (Use Con bonus to determine AC)
Ritual Casting
- Animal Messenger (can use 1/day with no components)
- Create Campsite (15gp components, 10min casting, 8hr duration)
- Tree Shape
Wildshape: At-will, mnr action, take the shape of any desired animal. Can use Beast Form keyword powers.

At-Will
Storm Spike, +8 vs Ref, 1d8+6 lightning, target takes 5 lightning dmg if it doesn't move 2 or more squares, 10sq

Call of the Beast, +8 vs Will, targets cannot gain CA (EonT) and take 6+3 psy dmg if their atk doesn't inc ally, brst 1, 10sq

Savage Rend (Beast), +8 vs Ref, 1d8+6 dmg, slide target 1 square, melee basic attack


Encounter
Twisting Vines, +8 vs Ref, 1d8+6 dmg, squares adj to targets become difficult terrain (EoNT), brst 1, 10sq

Tundra Wind, +8 vs Fort, 2d6+5, knock targets prone and push 3 sq, close blast 3


Daily
Fires of Life, +8 vs Ref, 1d6+6 fire (1/2 miss), 5 ongoing (Save), if target drops to 0, heal ally within 5sq gains 5+3 HP; if target saves, heal ally within 5 sq 3 HP, brst 1, 10sq

Utility
Skittering Sneak, free action, Until end of encounter (5min) use wildshape to become Tiny beast with +5 stealth. No attacks.

Weapon
Staff of the War Mage +1, +1 to hit (as weapon), 1d6+1 dmg (as weapon), lvl 3
- Critical: +1d8
- Daily (free action): Use with a blast or burst power to increase size of the area by 1.

Armor
Hunting Beast Armor +1 (Hide), +4 AC, lvl 2
- Property: In beast form gain +2 item bonus to Reflex
- Encounter (move action): In beast form, shift 2 squares.

Neck
Amulet of Protection +1, lvl 1 (360gp)
- +1 to Will, Fortitude and Reflex defenses

Waist
Viper Belt, lvl 4
- Resist 5 Poison
- Encounter (no action): Gain +2 on one saving throw against ongoing poison damage.

Mundane
2 belt pouches, 2gp, 1lb
Waterskin, 1gp, 4lbs
Dagger, 1gp, 1lb

Ritual Components:
50 gp Nature components.

Rituals Purchased:
Tree Shape, 100gp

Money: 6gp[/sblock]

[sblock=Background]Stuff happened.[/sblock]
 
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