D&D 4th Edition A paid Trip to Spellhold [RG, D&D4e]

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  1. #1
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    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

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    Apr 2007
    Bahia Blanca, Buenos Aires, Argentina

    ø Ignore Voda Vosa

    A paid Trip to Spellhold [RG, D&D4e]

    Post your finished characters here.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!


  • #2
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    Myrmidon (Lvl 10)

    Insight's Avatar

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    Apr 2003
    Columbus, Ohio
    Blog Entries

    ø Ignore Insight

    Mithalor Shand

    Human Shaman 1

    Character Summary

    Mithalor Shand, level 1
    Human, Shaman
    Companion Spirit: Protector Spirit
    Background: Nelanther Isles, Occupation - Mariner (Nelanther Isles Benefit)

    Str 11, Con 15, Dex 12, Int 10, Wis 19, Cha 8.

    Str 11, Con 15, Dex 12, Int 10, Wis 17, Cha 8.

    AC: 13 Fort: 14 Reflex: 12 Will: 16
    HP: 27 Surges: 9 Surge Value: 6

    Athletics +6, Nature +9, Heal +9, Perception +11, Insight +9

    Acrobatics +2, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +2, History, Intimidate -1, Religion, Stealth +1, Streetwise -1, Thievery +1

    Human: Protector Spirit Adept
    Level 1: Alertness

    Bonus At-Will Power: Defending Strike
    Shaman at-will 1: Watcher's Strike
    Shaman encounter 1: Thunder Bear's Warding
    Shaman daily 1: Wrath of the Spirit World

    Adventurer's Kit, Leather Armor, Dagger (2), Longspear, Totem


    Mithalor Shand was born in Zazesspur, Tethyr, son to Lord and Lady Shand, members of the Council of Lords. When Mithalor was but a child, however, his father, Gareth Shand, was accused of running a black market in Zazesspur and also of secret dealings with the Shadow Thieves. The Council of Lords, because of these accusations, booted the Shand family, not only from the noble ranks, but from Tethyr altogether. Just before the Shands were sent away, Mithalor's sister, Havarla, disappeared. Gareth Shand suspected that the Shadow Thieves took her, holding her hostage so that Shand wouldn't reveal anything about the relationship the Shands had with the Shadow Thieves.

    The Shand family was exiled to northern Calimshan, left to die in an unforgiving desert. Gareth Shand led his family south, seeking the city of Calimport. Unfortunately, Mithalor's mother, Taenya, was ill and could not take the constant heat and wind. She died about 500 miles north of their goal. With the family now consisting only of Mithalor and his father, the two entered Calimport. There, they sought out Captain "One-Fang" Brokenspear, a half-orc who had befriended Gareth Shand a long time before. Gareth and Mithalor joined Brokenspear's pirate crew and headed for the open sea.

    Captain "One-Fang" and his crew were based in the freebooting port of Skaug, located in the Nelanther Isles. From there, the pirates hit Zazesspur, the northern and eastern coasts of Chult, and ships traveling between Velen and Athkatla, Amn. After a long run of more than six years, Captain "One-Fang" and his crew, including Gareth and Mithalor Shand, were captured outside Velen and taken into custody.

    In Velen, Captain "One-Fang" was able to make some sort of deal to keep himself out of prison, but was unable to get back his crew. The pirate captain was sent out to sea with nothing but the clothes on his back and a rowboat. Gareth and Mithalor spent five years rotting in that nameless prison in Velen. During that time, Gareth Shand, now an old man, contracted a fever and died, leaving Mithalor as the lone surviving family member (aside from the unknown status of Mithalor's sister, Havarla).

    While imprisoned, Mithalor Shand encountered Ashaela, the ghost of a servant girl who had died many centuries before the Spellplague. Ashaela had been trapped in that prison, which had been the noble house she served during life. Ashaela and Mithalor seemed to have some sort of connection neither could explain. The spirit taught Mithalor much about the spirit world and revealed to him powers he never knew he could command. Once Mithalor was freed, he promised to renounce his pirating ways and set about to make positive change in the world.

    But Mithalor Shand still harbored hatred from the nobles of Zazesspur and the Shadow Thieves who conspired to drive the Shand family from their homeland. In addition, Mithalor wondered whether his sister, Havarla, was still alive and in the custody of the Shadow Thieves. Despite Ashaela's wishes, Mithalor decided on a course of revenge against those who had wronged his family.

    Shand joined the crew of a merchant ship sailing from Velen to Athkatla, Amn. Mithalor had heard rumors that the Shadow Thieves had taken Havarla to their base in Amn, so he decided to go there and seek his revenge and possibly free his sister, if she was still there.

    Unfortunately, on the way to Amn, pirates attacked the merchant ship. The pirates recognized Mithalor as one of their own (some of the crew had worked with him under Captain "One-Fang") and convinced the captain to take Mithalor as a crewman rather than a captive. Ashaela was highly disappointed in Mithalor agreeing to join the crew, but Mithalor explained that it was the only way to save himself from certain death. Mithalor promised Ashaela that he would escape as soon as possible and return to his planned course.

    Sure enough, as soon as the pirates made port in Skaug, in the Nelanther Isles, Mithalor jumped ship and, after renewing some contacts in that free port, stowed away aboard a merchant ship headed for Athkatla, Amn.

    Now in Athkatla, Mithalor Shand seeks rumors and information about the Shadow Thieves and where they might be holding Havarla. He's trying to lie low for a while, not wanting to attract too much attention to himself. After all, if the Shadow Thieves are still holding his sister, they might be very interested in Mithalor showing up after all these years.
    Leaving EN World for the land of novel writing. I'll be back someday.

  • #3
    Registered User
    Enchanter (Lvl 12)

    Velmont's Avatar

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    Aug 2003
    Montreal, Qc, Canada

    ø Ignore Velmont
    Level 5
    Male Longtooth Shifter Protecting Paladin
    Alignement: Lawful Good
    Patron: Illmater

    Initiative 1; Senses Perception 14, Insight 21
    Vision: Low-Light
    HP 51; Bloodied 25; Surge Value 12; Healing Surges 11
    AC 23; Fort 18, Ref 16, Will 17
    Speed 6 (5)
    Action Points 1

    Racial Features:
    +2 Athletics, +2 Endurance
    Longthooth Shifting

    Class Features:
    Channel Divinity
    Divine Challenge
    Lay on Hands

    Magical Items Proprieties:
    Frostwolf Pelt +1: Resist Cold 5.
    Skull Mask: +1 Intimidate, Resist Necrotic 5

    Armor: Cloth, Leather, Hide, Chainmail, Scale, Plate, Light Shield, Heavy Shield
    Weapon: Simple Melee, Military Melee, Simple Ranged

    Stoneborn Plate +1 (+9 AC, 50 lbs.)
    Preservation Heavy Shield (+2 AC, +2 Refl, 15 lbs)

    Acidic Longsword +1: (+11, 1d8+7, crit: +1d6 acid, 4 lbs., Heavy Blade, Versatile)

    Str 18 (+4) Con 12 (+1)
    Dex 8 (-1) Int 10 (+0)
    Wis 14 (+2) Cha 16 (+3)

    Languages Common, Elven

    Divinely Inspired : +2 Insight

    Athletics +4, Diplomacy +10*, Endurance 1, Heal +9*, Insight +11*, Intimidate +6, Perception +4, Religion +7*
    * Trained Skill

    L1: Deva Heritage
    L2: Devoted Paladin
    L4: Versatile Expertise (Heavy Blade, Holy Symbol)

    Gear 10 gp. 69/180 Lbs
    Acidic Longsword (4 lbs.)
    Stoneborn Plate Armor +1 (50 lbs.)
    Preservation Light Shield (15 lbs.)
    Frostwolf Pelt +1 (- lbs.)
    Skull Mask (- lbs.)
    Standard Adventurers Kit (33 lbs.)
    Holy Symbol of Scorned Fate

    Divine Sanction - Paladin Feature
    As Power
    Effect: While under your divine sanction, the target is marked. It takes -2 penalty to attack for any attack that doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes an attack that doesn't include you as a target before the start of your next turn.

    Divine Challenge - Paladin Feature
    Minor Action - Divine, Radiant - Close Burst 5
    One creature in burst
    Effect: The target is under your divine sanction until you use this power against another target, or you fail to engage the target.

    On your turn, you must engage the target you challenged or challenge a different target. To engage a 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.

    Strike of Hope - Paladin Attack 1
    Standard Action - Divine, Radiant, Weapon - Melee Weapon
    One creature – +11 vs. AC
    Hit: 1d8+5 radiant damage and one ally within 5 squares gains 3 THP or 8 THP if he is bloodied.

    Vengeful Strike - Paladin Attack 1
    Standard Action - Divine, Radiant, Weapon - Melee Weapon
    One creature – +11 vs. AC
    Hit: 1d8+5 radiant damage. If an ally within 5 feat is bloodied, the target take an extra 3 radiant damage.
    Miss: You gain +2 power bonus to the next damage roll on the target.

    Longthooth Shifting - Longhooth Shifter Feature
    Minor Action - Healing - Personal
    Requirement: You must be bloodied
    Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.

    Divine Mettle - Paladin Feature
    Minor Action - Divine - Close Burst 10
    One creature in burst
    Channel Divinity: You can use only one channel divinity power per encounter.
    Effect: The target makes a saving throw with a +3 bonus.

    Divine Strength - Paladin Feature
    Minor Action - Divine
    Channel Divinity: You can use only one channel divinity power per encounter.
    Effect: Apply +4 as extra damage on your next attack this turn.

    Piercing Strike – Paladin 1
    Standard Action - Divine, Weapon - Melee Weapon
    One Creature - +11 vs. Refl.
    Hit: 2d8+5 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.

    Rigtheous Smite – Paladin 3
    Standard Action - Divine, Weapon - Close Burst 1
    One target - +10 vs. AC
    Hit: 2d8+4 and each ally within 5 squares gain 7 THP.

    Lay on Hand – Paladin Feature
    Minor Action - Divine Healing - Melee Touch
    One creature
    Effect: You spend an healing surge and you regain no hit points and the target regain hit point as if he had spend an healing surge.
    Special: You can use this power 2 times per day, but only once per round.

    Astral Splendor – Feat Power
    Minor Action - Stance
    Effect: Until the stance ends, enemies takes a -2 penalty to attack rolls made against you. you also shed bright light within 6 squares.
    Special: This stance ends when you become bloodied.

    Majestic Halo – Paladin 1
    Standard Action - Divine,Radiant, Weapon - Melee Weapon
    One creature - +11 vs. AC
    Hit: 3d8 + 5 fire damage.
    Miss: Half Damage
    Effect: Until the end of the encounter, any enemy starting his turn adjacent to you is under your divine sanction until the end of his turn.

    Restore Vitality – Paladin 2
    Minor Action - Divine - Melee 1
    One creature
    Hit: The target regain hit points equals to your Healing Surge Value and can make a saving throw.

    Hallowed Cricle – Paladin 5
    Standard Action - Divine, Radiant, Weapon - Melee Weapon
    One creature - +10 vs. AC
    Hit: 2d6 + 4 radiant damage.
    Effect: The burst create a zone of bright light that last until the end of the encounter. You and your allies gain +1 power bonus to all defenses while within the zone

    Magical Items:
    Holy Symbol of Scorned Fate – Magical Item
    Free Action
    Trigger: You fail your first saving throw against an effect.
    Effect: You are not affected by the effect until the end of your next turn. Also, if the effect have another effect after a failed saving throw, the triggering saving throw doesn't count as a first saving throw failed.

    Acidic Longsword +1 – Magical Item
    Standard Action - Acid, Weapon - Melee 5
    One Creature - +11 vs. AC
    Hit: 1d8+7 acid damage. This is a melee basic attack.

    Acidic Longsword – Magical Item
    Free Action - Acid - Melee Weapon
    One creature
    Trigger: You just hit a target with this sword.
    Effect: The target gain 5 ongoing acid damage (save ends).

    Frostwolf Pelt – Magical Item
    Immediat Reaction - One adjacent enemy that just hit you
    Effect: The triggering enemy is knocked prone.

    Preservation Heavy Shield – Magical Item
    Minor Action - Close Burst 5
    You and each ally in burst
    Effect: The targets gain a number of temporary hit points equal to your remaining number of healing surge.

    Stoneborn Armor – Magical Item
    Minor Action - Personal
    Effect: Gain 11 temporary hit points. They last until depleted or until the next extended rest.


    Initiative 1; Senses Perception 14, Insight 21
    Vision: Low-Light
    HP 51; Bloodied 25; Surge Value 12; Healing Surges 11/11
    AC 23; Fort 18, Ref 16, Will 17
    Speed 6 (5)
    Action Points 1


    Acidic Longsword +1: (+10, 1d8+5, Crit: +1d6 acid, 4 lbs., Heavy Blade, Versatile)


    Divine Challenge
    Strike of Hope
    Vengeful Strike
    Longtooth Shifting
    Divine Mettle
    Divine Strength
    Piercing Smite
    Rigtheous Smite
    Lay on Hand(**)
    Astral Spendor
    Restore Viltality
    Majestic Halo
    Hallowed Circle
    Holy Symbol of Scorned Fate (Encounter)
    Acidic Longsword (Encounter)
    Acidic Longsword (Daily)
    FrostWold Pelt (Daily)
    Preservation Heavy Shield (Daily)
    Stoneborn Armor (Daily)

    It has been a year since he left the Werewood. He had decided to leave as many members of his clan was thinking he was fool. There was that voice in his head he had been hearing since he can remember. It wasn't quite a person, but more the memory of one, the memory of many person, or maybe the memory of one who had live many lives. Things wasn't clear. But for the shifter he was, that wasn't normal. The others was following their instinct, himself was following the wisdom behind those memories.

    So he always felt as an outcast, and one day, he has decided to leave his clan and travel south. The few people he could have called friends suggest him to travel to Baldur's Gate, but he was attracted to the south, to the kingdom of Amn. When he arrived to Athkatla, he was putting his eyes on the city for the first time, but the city seems to him so familiar. Each lives he had memories, they all came to this city, and they all died there. Every death came to his mind and he understood that he had reach his final destination.

    So the first place he visited was a small chapel of Illmater. He knew exactly where it was, as many of his memories was from there. He found an old man, sick, who was attending to the chapel. The man told him there was very few followers of the Martyr god in this city, as no one was willing to die for their belief. People die here because of the gold. Because they lack it, because they want it, because they have it.

    But in this foreign land, Cliff had to find a way of living. He was a warrior in his tribe, so he decided to earn his living as the only way he knew. He became guard for a merchant house. He was guarding some storage house during the night, taking advantage of his higher sense.

    During months, his live was guard at night, sleeping at day and a visit at the chapel, talking with the old man an hour before leaving for work. But one day, all changed. He arrived at the chapel and found the old man dead. He died of his sickness. He mourned the man for an hour, also making sure someone would take proper care of his body. After that, he left the empty chapel to go to his work.

    That same night, the storage room was attacked by a band of thugs and thieves. Probably the Shadow thieves. They had well prepared the hit and Cliff got seriously wounded. He was left dying. The wound was too serious for his regenerative power. He thought a moment that he was meeting the same faith as every live he had memories, but Illmater came to him. "Not yet child."

    He awoke a week later, in his house. He never knew how he had awake there, but the first thing he did was go to the chapel. The chapel had been robbed, as no one was left to take care of it. So Cliff spend the day putting back the chapel into order, and establish himself in the room where was leaving the old man.

    It is a month later that he saw the announcement as which the council of five was seeking people. For an unknown reason, he felt he had to go there. Also a clear image of Spellhold came into his mind. A memory of another life. Why it awoke at that moment? He decides to take a chance and follow his instinct. Maybe one day he will understand why he came here, why he is like that, or maybe he will just die one of the many death he remember.
    Last edited by Velmont; Wednesday, 2nd March, 2011 at 09:47 PM.
    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."

  • #4
    Registered User
    Novice (Lvl 1)

    BarrelRider's Avatar

    Join Date
    Sep 2009
    Fayetteville, AR

    ø Ignore BarrelRider
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Daven, level 1
    Half-Elf, Bard
    Build: Cunning Bard
    Bardic Virtue: Virtue of Cunning
    Background: Nelanther Isles (Nelanther Isles Benefit)

    Str 10, Con 14, Dex 10, Int 16, Wis 10, Cha 18.

    Str 10, Con 12, Dex 10, Int 16, Wis 10, Cha 16.

    AC: 15 Fort: 12 Reflex: 14 Will: 15
    HP: 26 Surges: 9 Surge Value: 6

    Arcana +8, Insight +7, Streetwise +9, Bluff +9, Acrobatics +6

    Diplomacy +7, Dungeoneering +1, Endurance +3, Heal +1, History +4, Intimidate +5, Nature +1, Perception +1, Religion +4, Stealth +1, Thievery +1, Athletics +2

    Bard: Ritual Caster
    Level 1: Weapon Proficiency (Rapier)

    Bard at-will 1: War Song Strike
    Bard at-will 1: Vicious Mockery
    Dilettante: Burning Spray
    Bard encounter 1: Focused Sound
    Bard daily 1: Stirring Shout

    Ritual Book, Adventurer's Kit, Leather Armor, Rapier, Dagger (4), Climber's Kit, Drum, Disguise Kit
    Comprehend Language, Glib Limerick
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

  • #5
    Issia Vesper's statblock

    Issia Vesper, level 1
    Dragonborn, Sorcerer
    Power Source: Dragon Magic

    Str 18, Con 13, Dex 8, Int 11, Wis 10, Cha 18.

    Str 16, Con 13, Dex 8, Int 11, Wis 10, Cha 16.

    AC: 14 Fort: 14 Reflex: 10 Will: 16
    HP: 25 Surges: 7 Surge Value: 7

    Arcana +6, Intimidate +10, Diplomacy +8, Athletics +8

    Acrobatics -1, Heal, Bluff +4, Endurance +1, Dungeoneering, History +2, Insight, Nature, Perception, Religion, Stealth -1, Streetwise +4, Thievery -1

    Level 1: Enlarged Dragon Breath

    Power Source benefits:
    Strength Modifier applies to AC
    Strength Modifier as a bonus to damage rolls on arcane spells
    Cold resistance 5
    +2 AC for remainder of encounter once bloodied

    Racial Benefits:
    Dragon Breath Power
    +1 to Attack Rolls once Bloodied
    Surge Value= 1/4 Max HP +con modifier

    Sorcerer at-will 1: Burning Spray
    Sorcerer at-will 1: Dragonfrost
    Sorcerer encounter 1: Tempest Breath
    Dragonborn Encounter 1: Dragon breath(Acid, Accuracy based on strength)
    Sorcerer daily 1: Lightning Breath

    Quarterstaff, Dagger, Clothes?, Rope, Silk (50 ft.) (2), Belt Pouch, Backpack (empty), Sunrod (6)

    I can't believe I fell for it...
    Issia thought, walking hands-tied into a dark alley. She'd been told by a few 'friends' about how Athkatla had a good thing going for people with magical talent. It seemed she'd been played by people seeking to root out illegal Arcanists...

    She grunted as she felt a fist strike her stomach. She was incredibly tempted to let her breath just fill the hallway, but with her hands tied, she'd be unable to finish what she'd be starting... and if any of them lived, she'd have a fight on her hands.

    "I don't believe you are among our number..." A cloaked figure began, his voice soft. Issia believed that he was a human, or maybe a half-orc or elf. She frowned as she pulled on the men holding her arms. She knew that she was a bit stronger than many casters, the dragon in her blood was strong.

    "So why are you here, so poorly concealed? What illicit business are you planning?" She growled in irritation, before another blow landed to her torso, "It is of no consequence. I have a proposal for you... one that will keep things... quiet for you. The Council of Five require volunteers to investigate the Spellhold. If you... volunteer... your skills, our meeting will be erased and you'll be free to leave." He continued, before ordering her unbound. "You have two days to volunteer, or we will meet again..."

    Now 'free', Issia Vesper began searching for who to contact to volunteer her services to join the investigation. Revenge might come later, or it might not. Issia did not like being double-crossed.

    Source Materials I am able to access:

    Accessible at almost any time:
    Complete Arcane
    Complete Scoundrel
    Complete Mage
    Complete Divine
    Libre Mortis
    Heroes of Horror
    Drow of the Underdark
    Monster Manual 3.5E
    Monster Manual 2
    Psionics Handbook
    Expanded Psionics Handbook
    Spell Compendium
    Tome of Magic

    These I can access rarely:
    Complete Adventurer
    Complete Warrior
    Complete Psionic
    Races of Stone
    Complete Champion
    A few assorted Monstrous Manuals... I can't recall which ones.

    I MAY be able to access the Forgotten Realms and Eberron Campaign settings.

  • #6
    Registered User
    Waghalter (Lvl 7)

    CaBaNa's Avatar

    Join Date
    Feb 2009

    ø Ignore CaBaNa
    Find my mother, find my father, destroy abberation. Nothing else matters.

    Character Summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Thurinar, level 1
    Elf, Seeker
    Seeker's Bond: Bloodbond
    Background: Occupation - Foe Killer (Dungeoneering class skill)

    Str 8, Con 11, Dex 16, Int 10, Wis 20, Cha 10.

    Str 8, Con 11, Dex 14, Int 10, Wis 18, Cha 10.

    AC: 15 Fort: 10 Reflex: 14 Will: 16
    HP: 23 Surges: 7 Surge Value: 5

    Nature +12, Insight +10, Dungeoneering +10, Perception +12

    Acrobatics +3, Arcana, Bluff, Diplomacy, Endurance, Heal +5, History, Intimidate, Religion, Stealth +3, Streetwise, Thievery +3, Athletics -1

    Level 1: Weapon Proficiency (Greatbow)

    Seeker at-will 1: Stinging Swarm
    Seeker at-will 1: Elemental Spirits
    Seeker encounter 1: Flickering Arrow
    Seeker daily 1: Storm of Spirit Shards

    Greatbow, Leather Armor, Holy Symbol, Rope, Silk (50 ft.), Sunrod (2), Bedroll, Backpack , Ale, Pitcher (3), Wine, Bottle (3), Traveling papers, Identification Papers, Standard
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    Growing up in the forests of Wealdath, his family traveling between the Small Teeth mountains, and the Starspire mountains. Thurinar was raised to delve into the upperdark, in search of the servants of abberant masters. His aspirations were fueled by his father, who would occasionally delve deeper into the underdark, searching out abberant creatures with local dwarves, and men from nearby Mosstone.

    Thurinar's father disappeared with the rest of his adventuring crew, mid-winter, during an excursion below the Small Teeth. The local merchants said that if any answers were to be found, they would be found in Athkatla, as all information eventually gets there.

    Thurinar set out the next morning, leaving his mother alone in the city of Mosstone. The merchants, or shadow thieves, abducted Thurinar's mother. When Thurinar came back, without any new information about his father, to find his mother kidnapped, he made a sacred pact with the spirit of Nature.

    If Silvanus, and Nature would but lead him to his mother, and father, he would sacrifice his life to hunt abberant creatures. He would become no more than a tool for the spirit of Nature to cleanse the world of the far realms destructive power.

    Thurinar, with no inheritance, and his only family missing or stolen, went back to Athkatla. His only concern, finding people crazy enough, and strong enough, to move against the shadow thieves in order to locate his mother.


  • #7
    Taran Xiloscient


    Taran Xiloscient Player: WD
    Elf Druid (Primal Predator) XP ? Level 3
    Initiative +4 Senses Low-light Vision
    Passive Insight 15; Passive Perception 22
    HP 41; Bloodied 20; Surge Value 10; Surges Per-Day 9
    AC 18; Fortitude 14; Reflex 16; Will 17
    Saving Throw Bonus: -
    Resist: -
    Speed 8
    Alignment Unaligned
    Languages Common

    Str 10 Dex 16 Wis 18
    Con 14 Int 11 Cha 10

    Basic Attack:
    Staff: +4 ; 1d8+1
    Longbow: +6 ; 1d10+3

    Racial Abilities
    Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
    Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
    Elven Accuracy: You can use elven accuracy as an encounter power.

    Class Features
    Balance of Nature: Begins with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword.
    Primal Aspect (Primal Predator): While you are not wearing heavy armor, you gain +1 bonus to your speed.
    Ritual Casting:You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger (Player’s Handbook,
    page 300) and another 1st-level ritual. Once per day, you can use Animal Messenger without expending components.
    Wild shape: You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword and therefore can be used only while you are in beast form.
    The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine.

    At-Will Powers
    Wild Shape
    Swarming Locusts
    Grasping Claws
    Flame Seed

    Encounter Powers
    Elven Accuracy
    Thorn Spray
    Predator's Flurry

    Daily Powers
    Summon Giant Toad

    Utility Power
    Resist Energy

    Animal Messenger
    Brew Potion

    Ritual Caster
    1 Toughness
    2 Implement Expertise (staff)

    Arcana* +6
    Heal* +10
    Nature* +12
    Perception* +12


    Staff (5 gp), Hide (30 gp), Standard adventurers pack (15), Longbow (30 gp), Arrows (30) (1 gp) clothes, 19 gp

    Pouncing Beast armor +1 (4)
    Staff of Ruin +1 (3)
    Amulet of Physical Resolve +1 (2)
    Woundstitch Powder (1)



    Taran was raised in a small wild elf village ruled by a druid elder council named the Grove of the Mountain Fold. His mother was a druid, too, and so he started early to train for the ‘family buisness’.
    His otherwise not so spectacular youth was enriched by his shifter foster brother Twiixt. As the others of the tribe found the shifter a ‘little’ bit predatory, for him, he was just his brother, and he loved him.
    He spared his joy with him, when he first was able to take beastform: the form of a midnightblue hunting cat. So, the family included two predators.

    One day Taran and his foster brother were sent off with a cutting from the mysterious seedling they found patrolling the forest. Neither they, or the elders of the grove, were able to identify the plant... which seemed to exude a strange power. He and his "brother" Twiixt were sent off with a cutting from the strange sapling, in order to meet with druids from a grove outside Athkalta. It was hoped that they could assist in identifying the sprout, to determine if it was a blessing on the grove... or a curse.

    When they arrived in the Athkalta they were promptly captured & jailed under suspicion of practicing arcane magic. Although they were later released, the cutting was not returned to them with the rest of their possessions...
    Last edited by Walking Dad; Tuesday, 23rd February, 2010 at 12:24 PM.

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!


    Invisible Castle

    Pathfinder SRD (Pathfinder_OGC)

    My Houserules

    I am SpiderClan

  • #8
    I aim to misbehave
    Acolyte (Lvl 2)

    Keia's Avatar

    Join Date
    Jan 2002
    On the raggedy edge

    ø Ignore Keia

    Izera (Red), Female Githzerai Avenger

    Izera (Red) [Female Githzerai Avenger 1] (Played by Keia)

    ”My ancestors cry for vengeance, I answer their call.”
    Height:     6'0"
    Weight:     135 lbs.
    Eyes:       Deep Blue
    Hair:       black, in braided pigtails 
    Skin:       Light Brown
    Size:       Medium
    Speed:      6 squares [base 6]
    Vision:     Normal
    Languages:  Common, Deep Speech
    Alignment:  Unaligned
    Experience: 0 xps [Base starting 0]
    Attribute Crunch
    Ability scores 
    Strength     : 12 (+1)     Hit points : 26 [Base 14 + Con 12] 
    Constitution : 12 (+1)     Bloodied   : 13 
    Dexterity    : 18 (+4)     Surges     :  6 
    Intelligence : 10 (+2)     Surges/day :  8 [Base 7 + 1 Con] 
    Wisdom       : 18 (+4)     Initiative : +6 [Level 0 + Dex 4 + Racial +2] 
    Charisma     :  8 (-1)     
    Armour class : 17 [Base 10 + level 0 + Dex 4 + Armor 0  + class 3]
    Fortitude    : 12 [Base 10 + level 0 + Con 1 + racial 0 + class 1 + enhance 0]
    Reflex       : 15 [Base 10 + level 0 + Dex 4 + racial 0 + class 1 + enhance 0]
    Will         : 15 [Base 10 + level 0 + Wis 4 + racial 0 + class 1 + enhance 0]
    Acrobatics:   +12 [Level 0 + Dex  4 + training 5 + race 2 + feat 1]
    Arcana:       + 0 [level 0 + Int  0] 
    Athletics:    + 3 [level 0 + Str  1 + race 2]
    Bluff:        - 1 [level 0 + Cha -1]
    Diplomacy:    - 1 [level 0 + Cha -1]
    Dungeonering: + 4 [level 0 + Wis  4]
    Endurance:    + 1 [level 0 + Con  1]
    Heal:         + 4 [level 0 + Wis  4]
    History:      + 0 [level 0 + Int  0] 
    Insight:      + 4 [level 0 + Wis  4]
    Intimidate:   - 1 [level 0 + Cha -1]
    Nature:       + 6 [level 0 + Wis  4]
    Perception:   +13 [level 0 + Wis  4 + training 5 + feat 1 + background 1]
    Religion:     + 6 [level 0 + Int  0 + training 5 + feat 1]
    Stealth:      +11 [level 0 + Dex  4 + training 5 + feat 1 + background 1]
    Streetwise:   - 1 [level 0 + Cha -1]
    Thievery:     + 4 [level 0 + Dex  4] 
    [1st lvl]: Githzerai Blade Master 
    [2nd lvl]: 
    Weapon Proficiency: 
    Simple melee, Military Melee, Simple Ranged

    Combat and Powers

    Melee Basic Attack: Fullblade, +4 vs. AC [Level 0 + Prof 3 + Str 1 + Enh 0]
    Damage: 1d12 + 3 [Str 1 + Feat 2]
    Range Basic Attack: [W]: +7 vs. AC [Level 0 + Prof 3 + Dex 4 + Enh 0]
    Damage: 1[W],

    At-Will: [2]
    - Focused Fury [M or R, Wis +7 vs. AC, 1d12 + 6, push another enemy adjacent 2 sq]
    - Overwheling Strike [M, Wis +7 vs. AC, 1d12 + 6, Shift 1, Slide Target 1]
    Encounter: [1]
    - Iron Mind [racial]
    - Oath of Enmity [class]
    - Channel Divinity: Abjure Undead [class]
    - Divine Guidance [class]
    - Avenging Echo [1st][M, Wis +7 vs. AC, 1d12 + 6, Until end of next turn, enemy that ends its turn adjacent to you or hits or misses you takes 5 radiant damage.
    Utility: [0]
    Daily: [1]
    - Aspect of Might [1st] [M, Wis +7 vs. AC, 3d12 + 6, +5 Athletics, +2 Speed, +2 Damage until end of encounter]

    Background and personality
    Background and personality - Izera
    Izera came to the prime material plane and to Amn specifically completely by accident. A portal accident seperated her from her companions and thrust her into a strange world with stranger customs. Almost immediately, the young gith searched for a way to return home, but those she spoke with demanded too much of her and she refused. Instead, Izera looks to make a name for herself, garner wealth and a good reputation so that she can return home on her own terms.

    Generally considered an atheist, Izera considers religion a private matter, and pays particular homage to Ioun, Zuoken, and Zerthimon. The echoes of her ancestors travel with her in spirit, and Izera often strives to honor her ancestors before battle, usually silently.

    Izera is of average intelligence and below average looks, as her obsession makes her much less personable than normal. Toned and incredibly agile, there is a depth to the soul behind the deep blue eyes. Black hair tied back in a pair of braids, well worn leathers, a long bow and large sword make up Izera’s gear.

    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

    Racial traits
    Speed: 6 squares, Vision: Normal, Languages: Common, Deep Speech, Skill Bonuses: +2 Acrobatics, +2 Athletics. Danger Sense: You have a +2 racial bonus to initiative checks. Defended Mind: You have a +2 racial bonus to saving throws against effects that daze, dominate, or stun. Iron Mind: You have the Iron Mind Power. Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.

    Specific Notes:

    Iron Mind Githzerai Racial Power
    Under the brunt of an attack, you use the power of your mind to fortify yourself against harm.
    Immediate Interrupt Personal
    You are hit by an attack
    Effect: You gain a +2 bonus to all defenses until the end of your next turn.

    Githzerai Blade Master
    Prerequisite: Githzerai
    Benefit: You gain proficiency with all military heavy blades, as well as the bastard sword and the fullblade. Additionally, you gain a +2 feat bonus to damage rolls with these weapons. This bonus increases to +3 at 11th level and +4 at 21st level.

    Superior two-handed melee weapon
    Cost: 30 gp
    Damage: 1d12
    Proficient: +3
    Range: -
    Weight: 10 lb.
    Property: High Crit

    High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).

  • #9
    Registered User
    Novice (Lvl 1)

    Join Date
    Apr 2009
    Redmond, WA

    ø Ignore Reklaw
    Rudin Stonearm
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Rudin Stonearm, level 1
    Dwarf, Barbarian
    Feral Might: Rageblood Vigor

    Str 18, Con 16, Dex 11, Int 10, Wis 12, Cha 8.

    Str 18, Con 14, Dex 11, Int 10, Wis 10, Cha 8.

    AC: 14 Fort: 16 Reflex: 11 Will: 11

    HP: 31 Surges: 11 Surge Value: 7

    Endurance +12, Athletics +8, Acrobatics +4

    Arcana 0, Bluff -1, Diplomacy -1, Dungeoneering +3, Heal +1, History, Insight +1, Intimidate -1, Nature +1, Perception +1, Religion, Stealth -1, Streetwise -1, Thievery -1

    Level 1: Dwarven Weapon Training

    Barbarian at-will 1: Howling Strike
    Barbarian at-will 1: Pressing Strike
    Barbarian encounter 1: Great Cleave
    Barbarian daily 1: Rage Drake's Frenzy

    Throwing hammer (2), Handaxe (2), Waraxe, Hide Armor, Adventurer's Kit
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Character Background
    --A small bundle wrapped in a thick rune-embroidered blue blanket lies in the middle of a blizzard. The bundle seems untouched by the cold but a high pitched nearly blood curdling scream can be heard through the roar of the blizzard--

    Rudin stands up from cleaning the ox carcass, wiping his skinning blade against the grass. Tossing a small piece of meat to the wolf-like dog at his side he grins and ruffles the beast's head.

    This hide would make great armor for his upcoming journey. There was nothing spectacular about it, it was a solid brown color and would look good with blackened trim. Rudin decided then that the shoulders would be embossed with his rune, the only thing left from his true family. None of the traders who crossed through Narfell had known anything though one of them suggested visiting Amn which was many days travel to the southwest. He had decided that day that he would travel there as soon as the snows began to melt. This armor was his last act of preparation. He had cleaned his hand axes and re-gripped his throwing hammers, packed the few belongings he had into a backpack, and now the day he would leave was coming soon. He dug the rune-embroidered cloth from his pouch. The blue had faded, bleached over time into a light blue. The gold thread that formed the rune was still bright and the shred of cloth still held some warmth to it. The rune was shaped somewhat like an upside down T, with three bars through the vertical line and horizontal arms angling up at 45-degree angles...

    It had been a month since he had left the tribe behind and it still felt odd to be sleeping alone under the stars. At least he had his dog for company. Scratching him behind the ears he promised that soon they would have a warm meal and a warm fire, only a few more days and they would be out of the dangerous territory.

    His waraxe had been a parting gift and it lay right next to him on the opposite side of his companion. It fit well into his wide hands and even though he could wield it easily enough with one hand he preferred the two-handed grip. The slightly longer than normal handle fit his style perfectly and Ordin, his tribe leader, had traded a few stacks of fur to get his rune engraved on the head...

    The trip had been uneventful for the most part, he had managed to skirt most of the orc war bands and had avoided most of the other monsters. He'd gotten the chance to wet his new blade on a few orcs as he'd neared Amn. They hadn't expected him and he'd surprised them with a well thrown hammer and had made short work of them. In fact his blood had barely begun to boil in that fight. Thoughts of this left his mind completely as he entered Amn, this city was larger than any he'd ever seen...

    Character Description
    Rudin stands about four and a half feet tall. Wide shoulders give him an almost square form. Unlike most dwarves he has a trim build, his wide shoulders lead down to an equally wide waist while his thick chest tapers down to a flat stomach. He is young, though his short but thick beard and shoulder length braided hair hide most of his facial features.

    He is clad in a heavy hide armor, with simple light brown cloth tunic and leggings worn underneath. The hide appears to be from one creature, fairly generic in appearance it's a dark brown, appearing to be from some sort of ox or deer. He wears a large waraxe strapped across his back with a smaller pair of axes strapped to his thighs. Throwing hammers are strapped to the small of his back, easily in reach.

    Tanned skin and dark brown hair contrast with his bright blue eyes. The lines of a dark blue tattoo detail the left side of his face, it is hard to tell the details of the tattoo but it appears to be some sort of a bird.

    His voice is low and gravelly, he speaks simply though not without intelligence.
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  • #10
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Chizz, level 5
    Half-Orc, Ranger|Rogue
    Hybrid Ranger: Hybrid Ranger Fortitude
    Hybrid Talent: Rogue Tactics (Hybrid)
    Rogue Tactics (Hybrid): Brutal Scoundrel (Hybrid)
    Background: Nelanther Isles (Nelanther Isles Benefit)

    Str 19, Con 12, Dex 19, Int 8, Wis 12, Cha 10.

    Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10.

    AC: 19 Fort: 18 Reflex: 18 Will: 14
    HP: 44 Surges: 7 Surge Value: 11

    +5 THP when first bloodied
    +2 speed when charging
    +1 attack with combat advantage
    sneak damage 2d6+4 once per TURN, quarry damage 1d6 once per ROUND.
    Resist 5 vs swarm damage, no OA from swarms, move through swarm squares (but not end there).
    When you hit with longbow, target gets -2 to ranged and area attacks til end of your next turn.

    Athletics +14, Stealth +13, Thievery +11, Acrobatics +14, Endurance +10, Perception +8

    Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Heal +3, History +1, Insight +3, Intimidate +4, Nature +3, Religion +1, Streetwise +2

    Level 1: Hybrid Talent
    Level 2: Weapon Proficiency (Katar)
    Level 4: Nimble Blade

    Hybrid at-will 1: Duelist's Flurry. standard, melee. +10 vs AC, 4 damage and slide 1 and shift 1. Sneak damage even if no CA.

    Hybrid at-will 1: Twin Strike. standard melee (+10, 1d6+1) or ranged (+9, 1d10+1 and target is -2 to hit with ranged or area attacks) vs AC, 2 attacks, same or different targets. Quarry possible.

    Hybrid daily 5: Wounded Beast. Standard or immediate reaction, melee. +10 vs AC, 3d6+5. Miss: half damage. Effect: You can spend a healing surge. Trigger: When an adjacent enemy bloodies you or critically hits you, you can use this power as an immediate reaction. Quarry possible.

    Melee basic: +10 vs AC, 1d6+5. No quarry or sneak damage.

    Ranged basic: +9 vs AC, 1d10+5 and target is -2 to hit with ranged or area attacks. No quarry or sneak damage.

    Hunter's Quarry: declare closest visible enemy your quarry.

    Paired Katar: split the blade into two identical blades, or recombine them into one.

    Hybrid encounter 1: Off-Hand Strike. minor melee. +10 vs AC, 1d6+5, quarry possible.

    Hybrid daily 1: Duelist's Prowess. minor, personal, stance.

    TRIGGERED ACTIONS (on others' turns):
    While in stance: Once per round when an enemy hits or misses you, use Duelist's Prowess Attack (immediate interrupt, +10 vs Reflex, 1d6+5, sneak possible).

    Hybrid daily 5: Wounded Beast. Standard or immediate reaction, melee. +10 vs AC, 3d6+5. Miss: half damage. Effect: You can spend a healing surge. Trigger: When an adjacent enemy bloodies you or critically hits you, you can use this power as an immediate reaction. Quarry possible.

    Hybrid utility 2: Fast Hands: at will, free, personal. Once per round, draw, stow, sheathe or pick up a weapon or item.

    Hybrid encounter 3: Nasty Backswing. Free, melee. Trigger: you miss with a melee attack. +10 (+13 with CA) vs AC. 1d6+9, sneak possible certain - total damage 3d6+13, and shift 1. You have CA for this attack.

    Lucky Charm: No action. Trigger: You miss with an attack, skill check or saving throw. Roll 1d6 and ad it to the roll.

    Breach Bracers: Free action. Trigger: you hit with a melee attack. Target gains vulnerable 5 to the next attack that hits it before the end of your next turn.

    Adventurer's Kit, Paired Katar +1 (2), Duelist's Bow Longbow +1, Arrows (60), Potion of Healing (heroic tier), Rat Killer's Coat Leather Armor +1, Lucky Charm +1, Breach Bracers (heroic tier), Sandals of Precise Stepping (heroic tier)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
    Last edited by On Puget Sound; Thursday, 24th February, 2011 at 06:41 AM. Reason: level 5; loot gained, added the math to powers, rearranged by action type.

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