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Insight

Adventurer
Mithalor Shand

MITHALOR SHAND
Human Shaman 1


[sblock=Character Summary]
Mithalor Shand, level 1
Human, Shaman
Companion Spirit: Protector Spirit
Background: Nelanther Isles, Occupation - Mariner (Nelanther Isles Benefit)

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

STARTING ABILITY SCORES
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

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

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

FEATS
Human: Protector Spirit Adept
Level 1: Alertness

POWERS
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

ITEMS
Adventurer's Kit, Leather Armor, Dagger (2), Longspear, Totem
[/sblock]

[sblock=Backstory]
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.
[/sblock]
 

Velmont

First Post
Cliff
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


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

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

Weapon:
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

Background:
Divinely Inspired : +2 Insight

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

Feats:
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

-----------------------------------------------------------------
Powers:
At-Will:
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.

Encounter:
Longthooth Shifting - Longhooth Shifter Feature
Minor Action - Healing - Personal
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
Personal
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.

Daily:
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
Personal
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
Encounter
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
Encounter
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
Daily
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
Daily
Immediat Reaction - One adjacent enemy that just hit you
Effect: The triggering enemy is knocked prone.

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

[SBLOCK=Cliff]
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

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

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

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

Powers:
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)[/SBLOCK]

[SBLOCK=Background]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.[/SBLOCK]
 
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BarrelRider

First Post
Daven
[sblock=CS]====== 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)

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

STARTING ABILITY SCORES
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

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

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

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

POWERS
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

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

Theroc

First Post
[sblock=Issia Vesper's statblock]
Issia Vesper, level 1
Dragonborn, Sorcerer
Power Source: Dragon Magic

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

STARTING ABILITY SCORES
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

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

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

FEATS
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



POWERS
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


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

[/sblock]

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.
 

CaBaNa

First Post
Thurinar
Elf
Seeker
Find my mother, find my father, destroy abberation. Nothing else matters.

[sblock=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)

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

STARTING ABILITY SCORES
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

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

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

FEATS
Level 1: Weapon Proficiency (Greatbow)

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

ITEMS
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 ======
[/sblock]

[Sblock=Background]

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.



[/sblock]
 

Walking Dad

First Post
Taran Xiloscient

[sblock=Stats]
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

Rituals
Animal Messenger
Brew Potion

Feats
Ritual Caster
1 Toughness
2 Implement Expertise (staff)

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

Equipment

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)

http://www.enworld.org/forum/4953178-post49.html

[/sblock]

[sblock=Picture]
WarCraft_Samwise001b.jpg
WarCraft_Samwise001b.jpg
HeroesV_Sylvan_04u_Druid_Elder.jpg

[/sblock]

Background:
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:

Keia

I aim to misbehave
Izera (Red), Female Githzerai Avenger

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

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

[U]Feats[/U] 
[1st lvl]: Githzerai Blade Master 
[2nd lvl]: 
  
[U]Weapon Proficiency:[/U] 
Simple melee, Military Melee, Simple Ranged
[/sblock]
[sblock=Combat and Powers]
ATTACKS
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],

Powers
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][/sblock]
[sblock=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.

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

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.[/sblock]
[sblock=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.
Encounter
Immediate Interrupt Personal
Trigger:
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.

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

Properties:
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.).[/sblock]
 

Reklaw

First Post
[sblock=Rudin Stonearm]====== Created Using Wizards of the Coast D&DI Character Builder ======
Rudin Stonearm, level 1
Dwarf, Barbarian
Feral Might: Rageblood Vigor

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

STARTING ABILITY SCORES
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

TRAINED SKILLS
Endurance +12, Athletics +8, Acrobatics +4

UNTRAINED SKILLS
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

FEATS
Level 1: Dwarven Weapon Training

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

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

[sblock=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...
[/sblock]

[sblock=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.
[/sblock]
 

On Puget Sound

First Post
====== 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)

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

STARTING ABILITY SCORES
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

FEATURES TO REMEMBER:
+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.

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

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

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

POWERS
STANDARD ACTIONS:
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.


MINOR ACTIONS:
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.

FREE ACTIONS:
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.


ITEMS
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:

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