RG: Touch of Madess


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  1. #1
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    RG: Touch of Madess

    Here's the Rogue's Gallery, please throw your characters up here.

 

  • #2
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    Lama (Lvl 13)

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    Baden Dubh (BAY-den DEW)

    Shadar-Kai Rogue, presented for GM Approval

    Stat Block
    Baden Dubh- Male Shadar-Kai Rogue 10
    Passive Perception: 22, Passive Insight: 15
    AC:23 (26 vs. Opportunity Attacks), Fort:19, Ref:23, Will:20 -- Speed: 6
    HP:69/69, Bloodied:14, Surge Value:17, Surges Per-Day 7/7
    Resistances: Cold (05), Fire (05)
    Initiative: +11 Action Points: 1 Second Wind: Un-Used
    Powers:

    Chameleon
    Disheartening Strike
    Fleeting Ghost
    Sly Flourish
    Summoned Armor +2

    Bait and Switch
    Circling Predator
    Combat Tumbleset
    Sly Lunge

    Precise Incision
    Flashy Riposte
    Rogue's Recovery
    Attached Thumbnails Attached Thumbnails Baden Emerges from a ShadowJaunt.jpg   Baden Dubh Portrait.jpg  
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    Last edited by Mowgli; Friday, 10th July, 2009 at 12:21 PM.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

  • #3
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    Sharundabald Abizandabar, Tiefling Psion
    Code:
    Sharundabald Abizandabar- Tiefling Psion 10
    Passive Perception: 21, Passive Insight: 19 
    AC:23, Fort:16, Ref:22, Will:22 -- Speed: 6 (7 when Bloodied)
    HP:58/58, Bloodied:29, Surge Value:14, Surges Per-Day 6/6 
    Initiative +5 Action Points: 0, Second Wind: Not Used
    
    Powers, Inherent:
    At Will : Melee Basic Attack, Ranged Masic Attack, Memory Hole, Betrayal, Force Grasp
    Encounter : Infernal Wrath, Distract, Send Thoughts, Intellect Fortress, Eyebite
    Daily : Mental Trauma, Crisis of Identity, Mind Shadow, Sensory Onslaught, Intellect Leech
    
    Powers, Item:
    At Will : Mage Hand, Prestidigitation
    Daily : Ghost Phase, +2 Power Bonus next Int Attack, Wildrunners, Obsidian Steed
    Always Active : Cloak of Disortion
    Attached Thumbnails Attached Thumbnails Sharundabald Full.png   Sharundabald.png  
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    Last edited by Galphanore; Thursday, 9th July, 2009 at 10:51 PM.

  • #4
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    Darek Hornswallower, Dwarf Fighter and Paladin of Moradin
    Darek Hornswallower

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Darek Hornswallower, level 10
    Dwarf, Fighter
    Fighter Talents: Battlerager Vigor
    Background: Occupation - Zealous Slayer (+2 to Religion)

    FINAL ABILITY SCORES
    Str 19, Con 16, Dex 8, Int 10, Wis 16, Cha 13.

    STARTING ABILITY SCORES
    Str 17, Con 12, Dex 8, Int 10, Wis 14, Cha 13.


    AC: 28 Fort: 23 Reflex: 19 Will: 20
    HP: 85 Surges: 12 Surge Value: 21

    TRAINED SKILLS
    Heal +13, Endurance +12, Athletics +11, Insight +13

    UNTRAINED SKILLS
    Acrobatics +1, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +10, History +5, Intimidate +6, Nature +8, Perception +8, Religion +7, Stealth +1, Streetwise +6, Thievery +1

    FEATS
    Level 1: Soldier of Virtue
    Level 2: Dwarven Weapon Training
    Level 4: Shield the Fallen
    Level 6: Improved Vigor
    Level 8: Acolyte Power
    Level 10: Adept Power

    POWERS
    Fighter at-will 1: Cleave
    Fighter at-will 1: Crushing Surge
    Fighter encounter 1: Shield Bash
    Fighter daily 1: Knee Breaker
    Fighter utility 2: Create Opening
    Fighter encounter 3: Blinding Smash
    Fighter daily 5: Pinning Smash (retrained to Blood of the Mighty at Adept Power)
    Fighter utility 6: Daring Shot (retrained to Call of Challenge at Acolyte Power)
    Fighter encounter 7: Savage Parry
    Fighter daily 9: Shift the Battlefield
    Fighter utility 10: Stalwart Guard

    ITEMS
    Adventurer's Kit, Magic Braidmail Armor +3, Battleforged Shield Heavy Shield (heroic tier), Righteous Craghammer +2, Rushing Cleats (heroic tier), Cloak of the Walking Wounded +2, Potion of Lifeshield (heroic tier), Elixir of Reflexes (level 8), Potion of Clarity (level 10) (2)


    Background in Brief

    I'll keep this short and sweet since it probably won't matter much in the final analysis.

    Darek Hornswallower is the son of a rather strange creature: a Dwarven Jester, who served the crown king, Balephar Nornfall, for many years. Darek grew up imagining his father a fool and never once considered entering into an entertainer's profession. Instead, always the patriotic type, Darek joined the military and served the crown in a steadfast and honorable manner for many years.

    During this time, Darek received a great vision from Moradin. The All-Father came to Darek in a dream and compelled the dwarf to visit a local shrine. There, Darek discovered that savage Goblins had overrun the place and defaced Moradin's image. Darek flew into a rage and slew all of the Goblins single-handedly. Moradin once again appeared to Darek, revealing a great destiny to the dwarven soldier, one that would no longer involve military service.

    Once his tours were done, Darek decided to sell his services as a bodyguard on the open market. He traveled the known world, seeking his fortune here and there. Darek drew no satisfaction from being a mercenary; he waited many nights at shrines to Moradin, but no further visions came. With no word from his god, Darek felt that Moradin's purpose for him was to destroy enemies of the faith, and destroy them he did, in droves. During this period, Darek began to exhibit several divine abilities. At first, Darek hid these abilities from others, even his few friends, for fear of what might happen. In time, however, Darek grew comfortable in his role as Moradin's hand and even gained the confidence of a few priests of Moradin at a particular shrine in Tolard's Pass.

    In fact, Darek spent more than a year serving the people of Tolard's Pass and had occasion to travel south to the town of Wellspring. Because of his many visits to Wellspring, Darek established a small shrine to Moradin just outside town, where he also built a small cottage. Darek began to see Wellspring as a home-away-from-home, and spent equal time between there and Tolard's Pass.

    OOC: Consider Tolard's Pass to be somewhere on that road leading north out of Wellspring.
    Attached Thumbnails Attached Thumbnails M_Dwarf9.png  
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    Last edited by Insight; Friday, 21st August, 2009 at 05:19 PM.
    Leaving EN World for the land of novel writing. I'll be back someday.

  • #5
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    Gurk the Quiet

    DDI Summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Gurk, level 10
    Half-Orc, Rogue
    Build: Brawny Rogue
    Rogue Tactics: Brutal Scoundrel

    FINAL ABILITY SCORES
    Str 18, Con 14, Dex 20, Int 8, Wis 13, Cha 10.

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


    AC: 20 Fort: 19 Reflex: 22 Will: 16
    HP: 71 Surges: 9 Surge Value: 17

    TRAINED SKILLS
    Stealth +15, Thievery +15, Perception +11, Streetwise +10, Intimidate +12, Bluff +10, Athletics +14

    UNTRAINED SKILLS
    Acrobatics +10, Arcana +4, Diplomacy +5, Dungeoneering +6, Endurance +9, Heal +6, History +4, Insight +6, Nature +6, Religion +4

    FEATS
    Level 1: Backstabber
    Level 2: Thirst for Battle
    Level 4: Berserker's Fury
    Level 6: Two-Weapon Fighting
    Level 8: Two-Weapon Defense
    Level 10: Weapon Expertise (Light Blade)

    POWERS
    Rogue at-will 1: Riposte Strike
    Rogue at-will 1: Piercing Strike
    Rogue encounter 1: Torturous Strike
    Rogue daily 1: Pommel Smash
    Rogue utility 2: Adaptable Flanker
    Rogue encounter 3: Nasty Backswing
    Rogue daily 5: Deep Cut
    Rogue utility 6: Vexing Flanker
    Rogue encounter 7: Sand in the Eyes
    Rogue daily 9: Crimson Edge
    Rogue utility 10: Gap in the Armor

    ITEMS
    Magic Short sword +3, Periapt of Cascading Health +2, Boots of Striding (heroic tier), Magic Leather Armor +2, Belt of the Brawler (heroic tier), Blinding Bomb (level 8) (2), Dragonfire Tar (level 8) (2), Eyesting (level 9) (3)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    Gurk the Quiet, a warrior of some renown is wandering without a plan. While he came to some fame through helping to save the city of Stormhold from an evil necromancer, his companions perished doing so. He is looking for an answer of where to go next.
    Attached Files Attached Files
    New Sig Rules are lame, and I am cheap.

  • #6
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    full character sheet
    [Phaeryn Duskhaunt]
    Male Revenant Monk 10
    Alignment: Unaligned

    Initiative +14; Senses Perception 26, Insight 19
    Vision: Low-Light
    HP 77; Bloodied 38; Healing Surge 19; Surges/Day 9
    AC 25*; Fort 21, Ref 23, Will 23
    *+2 vs. OAs
    Speed 6 [+3 when bloodied]
    Action Points 1
    General
    Racial Features:
    Undead
    Past Life [Elf]
    Unnatural Vitality: Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death
    saving throw.
    Dark Reaping (see below)

    Class Features:
    Centered Flurry of Blows - Deal wisdom modifier (+4) damage and slide 1 if it is not your target
    Mental Equilibrium - +1 to Fortitude
    Unarmed Combatant - Gain Monk Unarmed Strike +3 attack, 1d8 damage
    Unarmored Defense - +2 AC in cloth armor

    Magical Items Proprieties:
    Life Drinker Monk Unarmed Strike: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.

    Armor:
    Magic Githweave Armor +3 [+5AC]

    Weapon:
    Basic Melee +11 vs AC 1d8+2 (Monk Unarmed)
    Basic Ranged +11 vs AC 1d10+6 (Longbow)

    -----------------------------------------------------------------
    Str 11 (+0/+5) Con 15 (+2/+7)
    Dex 20 (+5/+10) Int 10 (+0/+5)
    Wis 18 (+4/+9) Cha 8 (-1/+4)

    Languages Common, Elven

    Feats:
    Weapon Expertise (Unarmed) - Gain bonus to attack rolls when unarmed.
    Toughness - Gain 5 additional hit points per tier
    Elf Soul - You gain the elven accuracy elf racial power (Player's Handbook, page 40). In a given encounter, you can use your elven accuracy racial power or your dark reaping racial power.
    Bloodied Fleetness - +1 speed while bloodied
    Defensive Mobility - +2 to AC against opportunity attacks
    Improved Initiative - +4 to initiative checks

    Skills:
    Acrobatics +15*, Athletics +10*, Endurance +14*, Perception +16*, Stealth +10, Thievery +10
    * Trained Skill

    Gear
    Lifedrinker Monk Unarmed Strike +2
    Distance Longbow +1
    Magic Githweave Armor +3
    Boots of Furious Speed
    Ornament of Alertness +2
    Potion of Vigor (2)
    Firestorm Arrow +1 (2)
    Normal Arrows (30)
    Climber's Kit
    Adventurer's Kit
    [21/110lbs]
    At Will Powers
    Centered Flurry of Blows
    Free - Implement, Psionic - Melee touch
    Trigger: You hit with an attack during your turn
    Effect: The target takes damage equal to your Wisdom modifier (+4). If the target was not a target of the triggering attack, you can slide the target 1 square to a square adjacent to you.
    Special: You can use this power only once per round.

    Dragon's Tail
    Standard - Full Discipline, Implement, Psionic - Melee touch
    Attack: +12 vs. Fortitude
    Hit: 1d6 + 7 damage, and you knock the target prone.
    Movement Technique
    Move Action Personal
    Effect: You swap places with an adjacent ally or an adjacent prone enemy.

    Dancing Cobra
    Standard - Full Discipline, Psionic, Weapon - Melee weapon
    Attack: 16 vs. Reflex
    Hit: 1d8+7. The attack deals extra damage equal to your Wisdom modifier (+4) if the target made an opportunity attack
    against you during this turn.
    Movement Technique
    Move Action Personal
    Effect: You move your speed +2.
    Encounter Powers
    Drunken Monkey
    Standard - Full Discipline, Implement, Psionic - Melee touch
    Attack: +12 vs. Will
    Hit: 1d6+7 damage, and you slide the target 1 square. The target then makes a melee basic attack as a free action against an enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+4).
    Movement Technique
    Move Action Personal
    Effect: You move your speed + 2. During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks triggered by the movement. The power bonus equals your Wisdom modifier (+4).

    Dance of Swords
    Standard - Full Discipline, Psionic, Weapon - Melee weapon
    Attack: +16 vs. Reflex
    Hit: 2d8+7 damage. The attack deals extra damage equal to twice the number of enemies adjacent to you.
    Movement Technique
    Move Action Personal
    Effect: You move your speed + 2. If any enemy makes an opportunity attack provoked by this movement and misses you, you gain combat advantage against that enemy until the end of this turn.

    Strike the Avalanche
    Standard - Full Discipline, Implement, Psionic - Melee touch
    Attack: +12 vs. Fort
    Hit: 1d10+7 damage, and you slide the primary target a number of squares equal to your Wisdom modifier (+4). Then make a secondary attack.
    Secondary Target: Each enemy adjacent to the primary target
    Secondary Attack: +12 vs. Fortitude
    Hit: The secondary target is knocked prone.
    Movement Technique
    Move Action Personal
    Effect: You move your speed + 2. During this movement, you don't provoke opportunity attacks from prone enemies.

    Dark Reaper
    Free - Necrotic
    Trigger: A creature within 5 squares of you is reduced to 0 hit points
    Effect: One creature you hit with an attack you make before the end of your next turn takes an additional 1d8+2 necrotic damage.

    Elven Accuracy
    Free
    Reroll one attack roll.

    Leaf on the Wind
    Immediate Interrupt - Psionic - Personal
    Trigger: You are pulled, pushed, or slid
    Effect: Instead of being affected by the forced movement, you shift the number of squares it would have moved you.

    Purifying Meditation
    Minor - Psionic - Personal
    You make a saving throw with a +4 bonus

    Iron Dragon Defense
    Trigger: You take damage
    Effect: The damage is reduced by 14
    Daily Powers
    Masterful Spiral
    Standard - Force, Implement, Psionic, Stance - Close burst 2
    Attack: +12 vs. Reflex
    Hit: 2d6+7 force damage.
    Miss: Half damage.
    Effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.

    One Hundred Leaves
    Standard - Implement, Psionic - Close blast 3
    Attack: +12 vs. Reflex
    Hit: 1d10+7 damage, and you push the target 2 squares.
    Miss: Half damage, and you push the target 1 square.
    Effect: Until the end of your next turn, you can target one additional creature with your Flurry of Blows power.

    Strength to Weakness
    Standard - Implement, Psionic - Melee touch
    Attack: +12 vs. Fortitude or Reflex
    Hit: Ongoing damage equal to 20 (save ends).
    Miss: Ongoing 10 damage (save ends).

    Boots of Furious Speed - Item
    Immediate Reaction
    Use this power when you become bloodied. Shift a number of squares equal to half your speed.

    Ornament of Alertness - Item
    Minor
    Until the end of the encounter, enemies don't gain the normal +2 bonus to attack rolls when you grant them combat advantage. They still gain any other benefit of combat advantage.
    Consumables
    Potion of Vigor
    Minor
    Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
    Character Builder Summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Phaeryn Duskhaunt, level 10
    Revenant, Monk
    Build: Centered Breath Monk
    Monastic Tradition: Centered Breath
    Background: Birth - Cursed (+2 to Religion)

    FINAL ABILITY SCORES
    Str 11, Con 15, Dex 20, Int 10, Wis 18, Cha 8.

    STARTING ABILITY SCORES
    Str 11, Con 15, Dex 18, Int 10, Wis 16, Cha 8.

    AC: 25 Fort: 21 Reflex: 23 Will: 23
    HP: 77 Surges: 9 Surge Value: 19

    TRAINED SKILLS
    Endurance +14, Athletics +10, Perception +16, Acrobatics +15

    UNTRAINED SKILLS
    Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +9, Heal +9, History +5, Insight +9, Intimidate +6, Nature +9, Religion +7, Stealth +10, Streetwise +4, Thievery +10

    FEATS
    Level 1: Weapon Expertise (Unarmed)
    Level 2: Toughness
    Level 4: Elf Soul
    Level 6: Bloodied Fleetness
    Level 8: Defensive Mobility
    Level 10: Improved Initiative

    POWERS
    Monk at-will 1: Dancing Cobra
    Monk at-will 1: Dragon's Tail
    Monk encounter 1: Drunken Monkey
    Monk daily 1: Masterful Spiral
    Monk utility 2: Monk Leaf on the Wind
    Monk encounter 3: Dance of Swords
    Monk daily 5: One Hundred Leaves
    Monk utility 6: Purifying Meditation
    Monk encounter 7: Strike the Avalanche
    Monk daily 9: Strength to Weakness
    Monk utility 10: Iron Dragon Defense

    ITEMS
    Boots of Furious Speed (heroic tier), Ornament of Alertness +2, Magic Githweave Armor +3, Lifedrinker Monk Unarmed Strike +2, Potion of Vigor (heroic tier) (2), Distance Longbow +1, Arrows (30), Adventurer's Kit, Climber's Kit, Firestorm Arrow +1 (2)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
    Combat Statblock
    Phaeryn Duskhaunt; Revenant Monk 10
    Passive Perception: 26, Passive Insight: 19; low-light
    AC:25, Fort:21, Ref:23, Will:23 -- Speed: 6
    HP:77/77, Bloodied:38, Surge Value:19, Surges Per-Day 9/9
    Initiative: +14 Action Points: 1 Second Wind: Un-Used

    Minor
    Dark Reaping
    Purifying Meditation [Encounter]
    Ornament of Alertness [Daily]
    Potion of Vigor [Consumable]

    Standard
    Dragon's Tail
    Dancing Cobra
    Drunken Monkey
    Dance of Swords
    Strike the Avalanche
    Masterful Strike
    One Hundred Leaves
    Strength to Weakness

    Free
    Centered Furry of Blows

    Move
    Dragon's Tail Movement
    Dancing Cobra
    Drunken Monkey
    Dance of Swords
    Strike the Avalanche

    Immediate Interrupt
    Monk Leaf on the Wind [Encounter]
    Iron Dragon Defense [Encounter]

    Immediate Reaction
    Boots of Furious Speed [Daily]

    Properties
    Lifedrinker Monk Unarmed Strike
    Boots of Furious Speed
    Background
    - Failed to stop the fomorian Lord Gryme of the Seventh Fist from enslaving the Windlings.
    - cursed by the Bralani of the Moon's Tide to spend a cycle unliving.
    - seeks an end to his unliving birth and return to the Moon's graces.
    - is currently looking for one of Ioun's angels, said to frequent festivals in the name of his mistress.
    - as a monk, knowledge and wisdom drive Phaeryn's approach to anything, thus his desire to find help from Ioun.
    - During his cycle amongst the living, Phaeryn was the head of a small elven monestary on the edge of the Feywild.
    - The monestary watched over glades where the reclusive Windlings dwelt.
    - The windlings are diminuitive fey spirits who worship the moon and her aspects.
    - he is not a bad guy, but non-fey are less important to him so he might appear calous to some.
    Attached Files Attached Files
    Last edited by Erekose13; Saturday, 25th July, 2009 at 07:53 AM.
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  • #7
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    Kyriel
    Name: Kyriel
    Class: Invoker 10
    Alignment: Unaligned
    Race: Deva
    Size: Medium
    Gender: Female
    Exp: 0

    Abilities
    Str: 9 [-1], Dex: 10 [+0], Wis: 20 [+5]
    Con: 16 [+3], Int: 17 [+3], Cha: 10 [+0]

    Hit Points: 62/62 Bloodied: 31
    Healing Surges: 9/day Healing Surge hp gained :15 HP per level: 4
    Action Points: 1
    Speed: 6 squares
    Melee Basic Attack: +4 to hit for 1d6-1
    Implement Attack (wis): +13 to hit

    Armour Class: 29 (10 + 11 armor + 3 int + 5 lvl)
    Fortitude Defence: 21
    Reflex Defence: 21
    Will Defence: 23
    Initiative: +12

    Skills:
    Religion (Int) +15
    Insight (Wis) +15
    Endurance (Con) +15
    Arcana (Int) +13

    Languages: Common, Primordial, Draconic

    Feats:
    1 Initiate of the Faith (Cleric MC)
    2 Battle Intuition (Dragon 374, Wis Mod+2 instead of Dex for Init)
    4 Implement Expertise (+1 to hit with Staff implement)
    6 Distant Advantage (Gain CA with ranged and area powers vs enemies flanked by allies)
    8 Coordinated Explosion (+1 to hit with burst or blast when ally is in the area)
    10 Novice Power (Swap out 10th level utility for Cleric utility)

    Race Traits:
    +2 Intelligence, +2 Wisdom
    +2 History, +2 Religion
    Common, 2 other languages
    +1 to all defenses vs bloodied creatures
    Resist necrotic and radiant damage 5 + 1/2 lvl (10)
    Immortal Origin
    Memory of 1000 Lifetimes

    Class Abilities:
    Armor: Cloth, Leather, Hide, Chain
    Weapons: Simple Melee, Simple Ranged
    Implements: Rods, Staves
    Bonus to Defense: +1 Fort, Ref, Will
    Channel Divinity
    Divine Covenant (Preservation)
    Ritual Casting
    - Hand of Fate (1/day no cost), 10 minutes, 70gp
    - Comprehend Language, 24hrs, 10gp

    At-Will
    Sun Strike, Wis vs Ref, 1d8+Wis radiant and slide 1 sq, range 10, basic attack
    Vanguard's Lightning, Wis vs Ref, 1d6+Wis lightning and Int damage if target makes OA before EoNT, burst 1 in 10sq

    Encounter
    Blades of Astral Fire, Wis vs Ref, 1d6+Wis radiant damage and allies gain Int+1 power to AC until EoNT, enemies in burst 1 in 10sq
    Chains of Carceri, Wis vs Ref, 2d8+Wis and slowed until EoNT, burst 1 in 10sq
    Baleful Eye of Judgement, Wis vs Will, 2d8+Wis psychic and -2 to attack until EoNT, Burst 1 in 10sq

    Memory of 1000 Lifetimes, No action, add 1d6 to attack, save, skill or attribute check.
    Channel Divinity:
    - Preserver's Rebuke, minor action, when ally within 10sq is attacked, inflict damage on attacker as imm. interrupt.
    - Rebuke Undead, std action, Wis vs Ref, 2d10+wis radiant to all undead in close burst 5.

    Daily
    Summon Angel of Fire, std: close burst 1, Wis vs Ref, 1d8+wis fire; OA: melee 1, Wis vs Ref, 1d8+Wis fire. Move 6, Fly (hover) 6. 31HP (-1 surge if slain). Same defenses.
    Searing Orb, Wis vs Fort, 1d8+Wis radiant and blind (save ends) and dazed until EoNT (1/2 and blind EoNT on miss), burst 1 in 10sq
    Fourfold Invocation of Doom, Wis vs Will, Target Dazed (save ends, EoNT on miss) any atker vs you takes 5 psy dmg, close burst 10

    Utility
    Shroud of Warning (Daily, No Action, Allies within Close Burst 10 Gain Int+2 to init roll at start of encounter.)
    Demand Justice (Enc, Imm Interrupt, Trigger: Creature within 10 makes a saving throw. Target rerolls save and must use new result)
    Mass Cure Light Wounds (Daily, Std, All allies in close burst 5 regain hit points as if they'd spent a surge.)
    Healing Word (Daily, Minor, One ally within 10 sq may use Healing Surge, plus 1d6).

    Gear
    Summoned Braidmail Chain +3, Minor action - Summon or banish armor, level 11
    Spymaster's Quill, Std Act: record page of text, Std Act: Print page of recorded text, level 10
    Cloak of Survival +2, Resist 5 cold and fire, +2 to Endurance, +2 Ref, Fort, Will, lvl 9
    Defensive Staff +2, +2d8 on crit, +1 to Fort, Will, Ref defenses, level 7 (2600)
    Viper Belt, Resist 5 poison, No Act: Gain +2 on save vs ongoing poison damage., level 4 (840)
    Floating Lantern, level 3 (680)

    Money: 80gp


    Description
    Kyriel is beautiful but alien by human reckoning. Tall and slim and statuesque, with long lavender hair and generous of hip and bust. She has stern features; a smooth face with strong cheeks and jaw, elegant nose, and expressive brows. Her skin is a delicate blue shade, like a robin's egg, with deeper purple marks up across her cheeks in vertical slashes to her eyes. These markings are more convoluted over other parts of her body, though her normal monklike cassock and hood reveal none of this. Her eyes shine a gentle cyan from under long lashes that are most often demurely lowered.


    Personality
    Kyriel is that most dangerous of creatures; a true believer. She has come to embrace the philosophy of Ioun over the course of many lifetimes, not out of mere reverence for a god-being, nor out of blind faith or indoctrination, but because of an honest and bone-deep agreement with those principles. There are so few things of genuinely lasting worth. Monuments and buildings may endure the weight of years, but rarely as more than ancient ruins that become home to outlaws and monsters. But knowledge...knowledge is that rare thing that becomes more valuable the more of it there is, and enriches all who contact it. Kyriel was doing Ioun's work long before she ever formally entered her service, and now she is drawn back, life after life, to keep the good work alive.

    The deva rarely, if ever, utters an untruth...though this doesn't mean she lacks tact, or fails to conceal important information from those who shouldn't hear. She is quiet and subtly generous of countenance in most cases, often appearing mildly amused at perfectly ordinary things. She has little patience for pettiness or selfish or narrow minds that would impede her, however, and can be a terrifying sight in the presence of those who would harm her or true enemies of Ioun. For all this dualism between gentleness and wrath, Kyriel always seeks balance within herself, and is rarely off her footing for long. Indeed, her calm seems at times unassailable.


    Stat Block
    Kyriel; Deva Invoker 10
    Passive Perception: 20, Passive Insight: 25
    AC:28, Fort:21, Ref:21, Will:23 -- Speed: 6 (5 in armor)
    HP:62/62, Bloodied:31, Surge Value:15, Surges Per-Day 9/9
    Resistances: Fire 5, Cold 5, Poison 5, Radiant 10, Necrotic 10
    Initiative: +12 Action Points: 1 Second Wind: Un-Used

    At-Will
    Sun Strike
    Vanguard's Lightning
    Summoned Armor (Item)
    Spymaster's Quill (Item)
    Floating Lantern (Item)


    Encounter
    Blades of Astral Fire
    Chains of Carceri
    Baleful Eye of Judgement
    Memory of 1000 Lifetimes (Racial)
    Channel Divinity: (Class)
    - Preserver's Rebuke
    - Rebuke Undead
    Demand Justice
    Viper Belt (Item)


    Daily
    Summon Angel of Fire.
    Searing Orb
    Fourfold Invocation of Doom
    Shroud of Warning
    Mass Cure Light Wounds (Multiclass feat)
    Healing Word (Multiclass feat)
    Last edited by Shayuri; Friday, 10th July, 2009 at 06:15 AM.

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    Work in Progress sheet

    Baern Winterchosen
    Stats

    Baern Winterchosen Player: WD
    Age: 31 Weight: 195 lb. Height: 4'6''
    Dwarf Shaman (Protective) XP ? Level 10
    Initiative +6 Senses Low-light Vision
    Passive Insight 20; Passive Perception 25
    HP 80; Bloodied 40; Surge Value 20; Surges Per-Day 11
    AC 26; Fortitude 22; Reflex 18; Will 23
    Speed 5
    Alignment Unaligned
    Languages Dwarf, Elven, Common

    Str 13 Dex 13 Wis 20
    Con 18 Int 10 Cha 10

    Basic Attack:
    Warhammer: +12 vs AC, 1d8+5 (one-handed)

    Racial Abilities
    Cast-Iron Stomach; Dwarven Resilience; Dwarven Weapon Proficiency; Encumbered Speed; Stand Your Ground

    Class Features
    Companion Spirit, healing spirit, speak with spirits

    At-Will Powers
    Call Spirit Companion
    Spirit's Shield
    1 Protecting Strike
    1 Wrath of the Winter


    Encounter Powers
    Healing Spirit
    Speak with Spirits
    1 Thunder Bears warding
    3 Rimefire Spirit
    7 Winter Wind Spirit


    Daily Powers
    1 Cleansing Wind of the North
    5 Earthrage Spirit
    9 Raging Storm Spirit


    Utility Powers
    2 Bonds of the Clan
    6 Sudden Restoration

    10 Spirit Summons

    Feats
    1 Armor Proficiency (Chainmail)
    2 Toughness
    4 Wintertouched
    6 Implement Expertise (+1 to hit with totem implement)
    8 Martial Training (Wisdom)
    10 Ritualist


    Skills
    Nature +15
    Perception +15
    Endurance +16
    Heal +15
    Dungeoneering +12

    Equipment
    Warhammer (15 gp), Standard adventurerĺs kit (15gp), 30 gp
    11 Magic Totem +3
    10 Belt of Blood
    9 Reflexive Braidmail +2

    Amulet of Protection +2 1.800

    rest for rituals and ritual components.

    Background:
    Among another race (language: Elven)

    Mini stat block

    Baern Winterchosen
    Perception: 25 Insight: 20 Low-light Vision
    Initiative: +6
    AC 26 Fortitude 22 Reflex 18 Will 23
    Hit Points: 80/80 Bloodied: 40
    Temporary Hit Points: 0
    Action Points: 1 Second Wind: 1
    Healing Surge: 20 Surges per day: 11/11
    At-Will Powers: Call Spirit Companion, Spirit's Shield, Protecting Strike, Wrath of the Winter
    Encounter Powers: Healing Spirit 2/2, Speak with Spirits, Thunder Bears warding, Rimefire Spirit, Winter Wind Spirit, Bonds of the Clan, Sudden Restoration
    Daily Powers: Cleansing Wind of the North, Earthrage Spirit, Raging Storm Spirit, Spirit Summons, Reflexive Braidmail

    Image
    Last edited by Walking Dad; Saturday, 11th July, 2009 at 12:08 PM. Reason: changed background bonus to extra language.
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