IG's "The Witchlight Strand" [Character Records]


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  1. #1
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    IG's "The Witchlight Strand" [Character Records]

    Attach a current PDF or an approved statblock, please. Or both...


    -IG

 

  • #2
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    Sahyr Rayasa(Current version)
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Sahyr Rayasa, level 1
    Longtooth Shifter, Cleric
    Background: Geography - Forest (+2 to Nature)

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

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


    AC: 17 Fort: 13 Reflex: 10 Will: 16
    HP: 24 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Religion +5, Insight +9, Heal +9, Arcana +5

    UNTRAINED SKILLS
    Acrobatics -1, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +2, History, Intimidate +1, Nature +6, Perception +4, Stealth -1, Streetwise +1, Thievery -1, Athletics +4

    FEATS
    Cleric: Ritual Caster
    Level 1: Weapon Proficiency (Fullblade)

    POWERS
    Channel Divinity: Turn Undead
    Cleric at-will 1: Righteous Brand
    Cleric at-will 1: Recovery Strike
    Cleric encounter 1: Healing Strike
    Cleric daily 1: Beacon of Hope

    ITEMS
    Ritual Book, Adventurer's Kit, Chainmail, Fullblade
    RITUALS
    Gentle Repose, Animal Messenger
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    Sahyr Rayasa(Original draft)

    Sahyr Rayasa, level 1
    Longtooth Shifter, Cleric
    Background: Geography - Forest (+2 to Nature)

    FINAL ABILITY SCORES
    Str 16, Con 13, Dex 10, Int 10, Wis 18, Cha 13.

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


    AC: 16 Fort: 13 Reflex: 10 Will: 16
    HP: 25 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Religion +5, Insight +9, Heal +9, Arcana +5

    UNTRAINED SKILLS
    Acrobatics -1, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +2, History, Intimidate +1, Nature +6, Perception +4, Stealth -1, Streetwise +1, Thievery -1, Athletics +4

    FEATS
    Cleric: Ritual Caster
    Level 1: Weapon Proficiency (Fullblade)

    POWERS
    Channel Divinity: Turn Undead
    Cleric at-will 1: Righteous Brand
    Cleric at-will 1: Sacred Flame
    Cleric encounter 1: Healing Strike
    Cleric daily 1: Beacon of Hope

    ITEMS
    Ritual Book, Adventurer's Kit, Chainmail, Fullblade, mystic salves(gentle repose reagent),
    RITUALS
    Gentle Repose
    Animal messenger


    NOTE:
    D&D 4E Character Sheet.pdf is Original Draft, Sahyr Rayasa.pdf is second draft.
    Attached Files Attached Files
    Last edited by Theroc; Friday, 15th January, 2010 at 06:49 PM.


    Source Materials I am able to access:


    Accessible at almost any time:
    http://www.d20srd.org/index.htm
    Complete Arcane
    Complete Scoundrel
    Complete Mage
    Complete Divine
    Libre Mortis
    Heroes of Horror
    Drow of the Underdark
    Monster Manual 3.5E
    Monster Manual 2
    DMG/PHB
    Psionics Handbook
    Expanded Psionics Handbook
    Spell Compendium
    Tome of Magic

    These I can access rarely:
    Complete Adventurer
    Complete Warrior
    Complete Psionic
    Races of Stone
    Draconomicon
    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.

  • #3
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    Vatan Redbeard

    Vatan Redbeard

    Vatan Redbeard
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Vatan, level 1
    Human, Fighter
    Fighter Talents: One-handed Weapon Talent

    FINAL ABILITY SCORES
    Str 17, Con 14, Dex 14, Int 10, Wis 13, Cha 10.

    STARTING ABILITY SCORES
    Str 15, Con 14, Dex 14, Int 10, Wis 13, Cha 10.


    AC: 14 Fort: 16 Reflex: 13 Will: 12
    HP: 29 Surges: 11 Surge Value: 7

    TRAINED SKILLS
    Acrobatics +7, Streetwise +5, Intimidate +5, Athletics +8

    UNTRAINED SKILLS
    Arcana, Bluff, Diplomacy, Dungeoneering +1, Endurance +2, Heal +1, History, Insight +1, Nature +1, Perception +1, Religion, Stealth +2, Thievery +2

    FEATS
    Human: Two-Weapon Fighting
    Level 1: Two-Weapon Threat

    POWERS
    Fighter at-will 1: Cleave
    Fighter at-will 1: Sure Strike
    Human: Reaping Strike
    Fighter encounter 1: Passing Attack
    Fighter daily 1: Comeback Strike

    ITEMS
    Leather Armor, Light Shield, Longsword, Shortbow, Handaxe, Dagger (3), Arrows (30), Belt Pouch (Money), Chest (Hammock, Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Sunrods (2), Trail Rations (10 day), 50' Hempen Rope, Waterskin))
    ====== Created Using Wizards of the Coast D&DI Character Builder ======


    May I introduce Vatan, a boisterous marine with short flaming red hair and a beard that flows across his chest. He stands just over 6' and tips the scales at a trim 220, and walks with the grace of someone who spends a LOT of time having to balance on a moving boat. That balance is easily modified however with a mug or two of ale. He is quite willing to spend time with anyone to either talk about boats, or boasting about his (or their) fighting stories. His experience with towns, or any larger forms of settlements, usually ends at the docks, or maybe a few taverns a bit further in-town. After a few days in-port, his residence will usually end up being the local clink as he recovers from a drunken binge. Or three.

    Being a marine by profession, he prefers leather armor than the heavier (and unswimmable) metal armors. At his left hip is a longsword, with a hand axe and dagger at his right. Visible from the cuffs of his hard sole boots are the hilts of a pair of daggers. At time of need, he will have his bow, quiver and small shield slung over his back.

    Loud is one of the best ways to describe Vatan. Loud at work. Loud at play. If he is not involved in a fight he will be cheerfully looking to find one, and if he does he will join in with grin and a loud whoop and holler. That being said, anyone who will fight beside him is well worth spending time with. Brawling, drinking, wenching, or brawling, it doesn't matter. Just as long as he is having fun. When he speaks, or sings, his Scottish brogue always has its volume set at loud.

    Wishlist
    I am not too sure what Vatan would want. I was thinking about having him head towards a Tempest build. So, along those lines...
    - Something to boost movement
    - +1 Paired Weapon (sword or off hand)
    - +1 Leather Serpentskin Armour
    - Surefoot boots
    - Counter Strike Guards
    Attached Files Attached Files
    Last edited by Korash; Wednesday, 6th January, 2010 at 04:14 AM. Reason: Added Wish list

  • #4
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    Aridha, level 2
    Elf, Druid
    Primal Aspect: Primal Predator
    Background: Recent Life - Peaceful Life (+2 to Athletics)

    FINAL ABILITY SCORES
    Str 9, Con 14, Dex 17, Int 10, Wis 18, Cha 10.

    STARTING ABILITY SCORES
    Str 9, Con 14, Dex 15, Int 10, Wis 16, Cha 10.

    AC: 16 Fort: 13 Reflex: 15 Will: 16
    HP: 31 Surges: 9 Surge Value: 7

    TRAINED SKILLS
    Nature +12, Athletics +7, Heal +10, Perception +12

    UNTRAINED SKILLS
    Acrobatics +4, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +5, Endurance +3, History +1, Insight +5, Intimidate +1, Religion +1, Stealth +4,

    Streetwise +1, Thievery +4

    FEATS
    Druid: Ritual Caster
    Level 1: Staff Expertise
    Level 2: Enraged Boar Form (+1 atk, +2 dmg on charge)

    POWERS
    Druid at-will 1: Fire Hawk (+5 vs Ref, 1d8+4 fire, remains until start of next turn and takes opportunity attacks on target if provoked)
    Druid at-will 1: Grasping Tide (+5 vs Fort, 1d6+4, burst 1/10, if a target leaves make attack (+5 vs Ref) that knocks prone on hit.
    Druid at-will 1: Savage Rend (+5 vs Ref, 1d8+4, slide target 1sq, MBA)
    Druid encounter 1: Thorn Spray (+5 vs Fort, 1d6+4, clost blast 5, all targets take -4 penalty on defenses until EONT)
    Druid daily 1: Summon Giant Toad
    Druid utility 2: Verdant Bounty, Burst 2/10 is heavily obscured and gives allies +5 stealth to hide within

    Giant Toad
    Defenses: As Aridha
    HP: 15
    Speed 5, +10 to Athletics to jump
    Melee 3, +5 vs Reflex, 1d8+4 and pull target 2 sq
    Instinct: Attack enemy within 3sq or move towards enemy

    Elf - Encounter: Elven Accuracy

    ITEMS
    Ritual Book, Leather Armor, Longbow, Arrows (30), Staff, Rare Herbs (Nature) (14), Dagger
    RITUALS
    Animal Messenger, Create Campsite

    WISH LIST
    Marauder's armor
    Staff of Ruin?
    Iron Armbands of Power (for beast attacks)
    Claw Gloves
    Badge of the Berserker
    Belt of Vim
    Hunter's Flint
    Last edited by Shayuri; Saturday, 24th September, 2011 at 07:03 PM.

  • #5
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    The Great Druid (Lvl 17)

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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Jude, level 1
    Human, Fighter
    Fighter Talents: One-handed Weapon Talent
    Background: Occupation - Farmer (+2 to Endurance)

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

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


    AC: 19 Fort: 17 Reflex: 15 Will: 13
    HP: 28 Surges: 10 Surge Value: 7

    TRAINED SKILLS
    Intimidate +4, Heal +7, Athletics +7, Endurance +6

    UNTRAINED SKILLS
    Acrobatics, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +2, History, Insight +2, Nature +2, Perception +2, Religion, Stealth, Streetwise -1, Thievery

    FEATS
    Human: Weapon Proficiency (Bastard sword)
    Level 1: Action Surge

    POWERS
    Bonus At-Will Power: Tide of Iron
    Fighter at-will 1: Footwork Lure
    Fighter at-will 1: Cleave
    Fighter encounter 1: Passing Attack
    Fighter daily 1: Villain's Menace

    ITEMS
    Scale Armor, Heavy Shield, Bastard sword, Javelin (2), Bedroll, Backpack (empty)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    LEB Judge - Come try PbP in Eberron (4e)
    http://www.enworld.org/forum/living-eberron/


    L4W Judge - Come try PbP in the Transitive Isles (4e - Homebrew)
    http://www.enworld.org/forum/living-4th-edition/

  • #6
    Character Record

    Character Name: Pier Glasser

    Class: Wizard Paragon Path: Epic Destiny:
    Level: 2 Total XP: 1000
    Race: Human Size: Medium Age: 26
    Gender: Male Height: 5'7" Weight: 185 lb
    Alignment: Good (CG) Deity: Ghart
    Affilitations: Harold the glassmaker's son. Official emmissary of Port Magalie to the barbarian tribes. Citizen of Port Magalie.

    Strength: 10 +0/1 Constitution: 10 +0/1 Dexterity: 14 +2/3
    Intelligence: 20 +5/6 Wisdom: 8 -1/0 Charisma: 11 +0/1
    (+2 to INT from Human)

    Defenses Score | Bonuses
    Armor Class: 17 | 10 +6 INT +1 Staff of Defense
    Fortitude: 13 | 10 +1 CON +1 Human +1 Amulet of Health
    Reflex: 17 | 10 +6 INT +1 Human +1 Amulet of Health
    Will: 14 | 10 +1 CHA +2 Wizard +1 Human +1 Amulet of Health

    Hit Points: 24 (+4 / level) Bloodied: 12
    Surges/day: 6 Surge Value: 6

    Speed: 6 Action Points: 1 Milestones: 0
    Passive Insight: 15 Passive Perception: 12 Vision: Normal
    Initiative: +7

    Acrobatics: +5 | +3 DEX +2 Feat Arcana: +11 | +6 INT +5 Trained
    Athletics: +3 | +1 STR +2 Feat Bluff: +3 | +1 CHA +2 Feat
    Diplomacy: +6 | +1 CHA +5 Trained Dungeoneering: +2 | -0 WIS +2 Feat
    Endurance: +3 | +1 CON +2 Feat Heal: +2 | -0 WIS +2 Feat
    History: +11 | +6 INT +5 Trained Insight: +5 | -0 WIS +5 Trained
    Intimidate: +3 | +1 CHA +2 Feat Nature: +5 | -0 WIS +5 Trained
    Perception: +2 | -0 WIS +2 Feat Religion: +8 | +6 INT +2 Feat
    Stealth: +5 | +3 DEX +2 Feat Streetwise: +3 | +1 CHA +2 Feat
    Thievery: +5 | +3 DEX +2 Feat

    Racial Features:
    +2 to one Ability Score (INT)
    Languages: Common, One other (Goblin)
    Bonus At-Will Power (Thunderwave)
    Bonus Feat (Jack of All Trades)
    Bonus Skill (Nature)
    Human Defense Bonus: +1 to Fortitude, Reflex, and Will defenses

    Class / Path / Destiny Features:
    Arcane Implement Mastery (Staff of Defense): +1 AC
    Cantrips (listed with at-will Powers)
    Ritual Casting (three level 1 rituals to start)
    Spellbook (Wizards gain access to two daily or utility powers instead of
    just one.) 128 pages — currently has 3 pages of Rituals and 9 pages of
    spells.

    Feats:
    Cloth Armor Proficiency Quarterstaff Weapon Proficiency
    Dagger Weapon Proficiency Orb Implement
    Staff Implement Wand Implement
    Ritual Casting
    Action Surge (+3 to attack rolls when spending an
    action point)
    Jack of All Trades (+2 to untrained skills)
    Improved Initiative (+4 to initiative checks)

    Basic Attacks
    Magic Missile (see below)
    Dagger +4 (STR) v AC 1d4 damage
    Thrown Dagger +6 (DEX) v AC 1d4 damage + 2 (DEX) damage

    At-Will Powers:
    Ghost Sound Standard Action Ranged 10
    Target: One object or unoccupied square

    Light Minor Action Ranged 5
    Target: One object or unoccupied square

    Mage hand Minor Action Ranged 5
    Sustain Minor
    Special: Only one effect active at a time

    Prestidigitation Standard Action Ranged 2
    Special: Up to three effects active at a time

    Magic Missile Autohit | 2 + 5 (INT) damage
    (Basic Ranged) Standard Action Ranged 20
    Target: One Creature
    Arcane, Force, Implement

    Scorching Burst +6 (INT) v Reflex 1d6 + 5 (INT) damage
    Standard Action Area Burst 1 within 10 squares
    Target: Each creature in burst
    Arcane, Fire, Implement

    Thunderwave +6 (INT) v Fortitude 1d6 + 5 (INT) damage
    Standard Action Close Blast 3
    Target: Each creature in blast
    Arcane, Thunder, Implement

    Encounter Powers:
    Ray of Enfeeblement +6 (INT) v Fortitude 1d10 + 5 (INT)
    Standard Action Ranged 10
    Target: One Creature
    On hit: Target weakened until end of Pier's next turn.
    Arcane, Necrotic, Implement

    Shield
    Immediate Interrupt
    Personal
    Trigger: You are hit by an attack.
    Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
    Arcane, Force

    Staff of Defense
    Immediate Interrupt
    Personal
    Trigger: DM announces damage total.
    Effect: You gain a +1 power bonus (CON) to defense against that attack.
    Arcane, Force

    Daily Powers:
    Acid Arrow +6 (INT) v Reflex 2d8 + 5 (INT) damage
    Standard Action Ranged 20
    Primary Target: One creature
    Sec. Target: Each creature adjacent to Primary Target
    +6 (INT) v Reflex 1d8 + 5 (INT)
    On hit: 5 ongoing Acid damage (save ends).
    Miss: Half damage, 2 ongoing Acid damage (save ends),
    no secondary attack.
    Arcane, Acid, Implement

    Sleep +6 v Will No damage
    Standard Action Area burst 2 within 20 squares
    Target: Each creature in burst
    On hit: Target is slowed (save ends). If the target
    fails its first saving throw, the target becomes
    unconscious (save ends).
    Miss: Target is slowed (save ends).
    Arcane, Sleep, Implement

    Expeditious Retreat
    Move Action
    Personal
    Shift up to twice your speed (12)
    Arcane

    Rituals:
    Tenser's Floating Disc Level: 1 Component Cost: 10 gp
    Casting Time: 10 min Duration: 24 hours
    Arcana Check Result: Maximunm Load:
    9 or lower 250 pounds
    10-24 500 pounds
    25-39 1000 pounds
    40+ 2000 pounds

    Gentle Repose Level: 1 Component Cost: 10 gp
    Casting Time: 1 hour Duration: x4
    No skill check required (Heal)

    Animal Messenger Level: 1 Component Cost: 10 gp
    Casting Time: 10 min
    Nature Check Result: Duration:
    19 or lower 6 hours
    20-29 12 hours
    30-39 18 hours
    40+ 24 hours

    Equipment:
    2 sets of Clothing 2 gp 8 lb
    3 daggers 3 gp 3 lb
    Staff 5 gp 4 lb
    Backpack 2 gp 2 lb
    Bedroll .1 gp 5 lb
    Belt Pouch 1 gp .5 lb
    10 days Trail Rations 5 gp 10 lb
    50' Silk Rope 10 gp 5 lb
    Waterskin 1 gp 4 lb
    Spellbook 50 gp 3 lb
    Totals 79.1 gp 44.5 lb

    20 gp, 9 sp


    Quick Stats:

    Pier Glasser- Human Male Wizard 2
    Passive Perception: 12, Passive Insight: 15
    AC: 17, Fort: 13, Reflex: 18, Will: 15 -- Speed: 6
    HP: 24/24, Bloodied: 12, Surge Value: 6, Surges left: 6/6
    Initiative: +7
    Action Points: 1, Second Wind: not used

    Magic Missile Autohit 7 damage (basic ranged attack)
    Dagger +4, 1d4 (basic melee attack)

    Prepared Daily Spells:
    Acid Arrow

    Wish List

    +1 Fireburst Cloth Armor
    Any +1 Magic Staff
    +1 Amulet of Health
    Everlasting Provisions
    Bag of Holding
    Last edited by Midgardsormr; Sunday, 29th May, 2011 at 07:09 PM.

  • #7
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Race: Human
    Class: Cleric
    Level: 1
    Alignment: Good
    Deity: Falkyr
    Affiliation:

    Code:
     
    Stat       Base    Points    Racial  Level  Finished
    STR        10        9         +2      0      18
    CON        10        3          0      0      13
    DEX         8        2          0      0      10
    INT        10        2          0      0      12
    WIS        10        5          0      0      14
    CHA        10        1          0      0      11
    Defenses:
    AC: 16 = 10 (base) + 0 (1/2 lvl) + 0 (dex) + 6 (chainmail)
    Fort: 15 = 10 (base) + 0 (1/2 lvl) + 4 (str) + 1 (human)
    Reflex: 11 = 10 (base) + 0 (1/2 lvl) + 1 (int) + 1 (human)
    Will: 15 = 10 (base) + 0 (1/2 lvl) + 2 (wis) + 2 (class) + 1 (human)

    Initative: + 0 = + 0 (dex) + 0 (1/2 lvl)
    Speed: 5 squares = 6 (base) - 1 (armor)
    Vision: normal
    Passive Insight: 17 = 10 (base) + 2 (wis) + 5 (trained) + 0 (1/2 lvl)
    Passive Perception: 12 = 10 (base) + 2 (wis) + 0 (1/2 lvl)
    Action Point(s): 1
    Languages: Common and Goblin

    Skills

    Acrobatics: + 3 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP)
    Arcana: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
    Athletics: + 8 = + 4 (str) + 0 (1/2 lvl) + 5 (trained) - 1 (ACP)
    Bluff: + 0 = + 0 (cha) + 0 (1/2 lvl)
    Diplomacy: + 0 = + 0 (cha) + 0 (1/2 lvl)
    Dungeoneering: + 2 = + 2 (wis) + 0 (1/2 lvl)
    Endurance: + 0 = + 1 (con) + 0 (1/2 lvl) - 1 (ACP)
    Heal: + 7 = + 2 (wis) + 0 (1/2 lvl) + 5 (trained)
    History: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
    Insight: + 7 = + 2 (wis) + 0 (1/2 lvl) + 5 (trained)
    Nature: + 2 = + 2 (wis) + 0 (1/2 lvl)
    Perception: + 2 = + 2 (wis) + 0 (1/2 lvl)
    Religion: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
    Stealth: - 1 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP)
    Streetwise: + 0 = + 0 (cha) + 0 (1/2 lvl)
    Thievery: - 1 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP)

    Feats

    Armor Proficiencies: cloth, leather, hide, chainmail
    Weapon Proficiencies: simple melee and simple ranged
    Ritual Caster
    Weapon Proficiency: Warhammer
    MultiClass Feat: Student of Battle


    COMBAT:
    HP: 25 Bloodied: 12
    Surges/Day: 8 Surge Value: 6
    BA(melee): STR vs AC warhammer, +6 (1d10+5)
    BA(ranged): DEX vs AC dagger, +3 (1d4) range 5/10

    Powers

    Implement: Holy Symbol
    Healing Lore: Add Wisdom modifier to hit points gained when healing with a clerical power that has the healing keyword.

    Channel Divinity: Divine Fortune

    Encounter * Divine
    Free Action, Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

    Channel Divinity: Healer's Mercy

    Encounter * Divine, Healing
    Standard Action, Close burst 5
    Target: Each bloodied aly in burst.
    Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.

    Healing Word

    Encounter(Special) * Divine, Healing
    Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
    Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
    Target: You or one ally.
    Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.

    Astral Seal

    At-Will * Divine, Healing, Implement
    Standard Action, Ranged 5
    Target: One creature
    Attack: Wisdom +2 vs Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier.

    Righteous Brand

    At Will * Divine, Weapon
    Standard Action, Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.
    Increase damage to 2[W] + Strength modifier at 21st level.

    Priest's Shield

    At Will * Divine, Weapon
    Standard Action, Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you and one ally gain a +1 power bonus to AC until the end of your next turn.
    Increase damage to 2[W] + Strength modifier at 21st level.

    War Priest's Strike

    Encounter * Divine, Radiant, Weapon
    Standard Action, Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, you and your allies have combat advantage against the target.

    Moment of Glory

    Daily * Divine, Fear, Implement
    Standard Action, Close blast 5
    Target: Each enemy in blast.
    Attack: Wisdom vs. Will
    Hit: You push the target 3 squares and knock it prone.
    Effect: You and each ally in the blast gain resist 5 to all damageuntil the end of your next turn.
    Sustain Minor: The effect persists.

    Inspiring Word

    Daily, Encounter(special) * Martial, Healing
    Special: You can use this power twice in an encounter, but only once per round. At 16th level you can yes inspiring word three times in an encounter.
    Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
    Target: You or one ally in burst
    Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points gained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

    Equipment

    Code:
    Item                      Cost  Weight
    Basic clothing            free    0lb
    Chainmail                 40gp   40lb
    Warhammer                 15gp    5lb
    Dagger                     1gp    1lb
    Adventure's Kit           15gp   33lb
    Holy Symbol               10gp    1lb
    Ritual Book               free    3lb
    -Gentle Repose
    -Comprehend Languages
    Ritual Components - none yet
    Total Weight:83lb
    Treasure:
    GP: 19
    SP:
    CP:
    GEMS:


    Appearance

    Size: Medium
    Age: 38
    Gender: Male
    Height: 6-3"
    Weight: 240lbs.
    Hair Color: brown with gray starting to show
    Eye Color: ice blue

    Tall and muscular O'Beth is a hairy wild northman. The scraggly hair on his head is long and unkempt his beard is rough and needs rebraided, and he even has hair on his bare arms and legs in great quantity. He wears a vest of chainmail that leaves his mighty arms bear and covers mid thigh. He wears a kilt over this and furry leggings to the mid of his shins. A great wolf pelt covers his armor and the head of the beast is on his left shoulder. A necklace of wolf fangs from all he has killed is around his neck with his holy symbol at their center. The maul headed hammer he uses is also inscribed on both sides with the symbol of his god the great gold bull.


    Background
    Jarl O'Beth was plagued by death (and no pun intended but that was how it was). The wolf packs every year, a new sickness between those times, and warring clans all conspired to bring the world as he new it to an unavoidable end, for him and his people. Times where before the hearty folk in and around Tyrborg would just say it hsn't killed us yet so we are stronger for it. But that is mentioned only have heartedly as the people have come to their wits end as how to have a better life.

    And this is what drove O'Beth to sleepless nights and long walks out under the stars. As a warrior O'Beth was formidable and had defeated many wolves and brigands to keep his countrymen safe. But as a healer the Jarl was lacking, what was it he was suppose to do against an enemy he couldn't see anyway. Disease and death, the plague a foe he could not best, and so he walked and walked wondering what it is he could do.

    It was during on of these nights that he came to a tree struck by lighting and split down the middle. The two halves strecthing away from each other almost like the horns of The Great Bull himself. And the knob in the center almost like the great beasts nostrils. O'Beth took this all for a sign and bent down to pray as he had done but this time he didn't ask why. This time he knelt and ask, "What wuild ye have me do Great Bull."

    Falkyr surprised at this after years of the young Jarl's moanings decide it was time to test the man again in battle. Falkyr sent an emmisary to tell O'Beth of the happenings in the lands of the Strand, and that answers were to be found there along with glory and honor. If the Jarl wished to help his people he must first help others, and that meant he should look to the barbarians and the troubles they now face.

    O'Beth now some years older than that evening stands on a hill looking done on the city of Hania. He had traveled far and seen much coming out of the plaugelands and across the Uzuids. He feels invigorated though perhaps this is the place he was meant to come to perhaps here he will learn something of the barbarian's plight.


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    Acolyte (Lvl 2)

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    I was sure I posted a record here long time ago but I keep my character fairly updated (HP & surges etc might be slightly old...) in my sig links A & B. If this is no good ill paste a text version in.
    ViewingDale - Share the Vision

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    Uploaded CS. Female rogue. Thief turned vigilante.
    Attached Files Attached Files

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    stats
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Weel Naxel, level 2
    Human, Artificer
    Versatile Expertise Option: Versatile Expertise (Spear)
    Versatile Expertise Option: Versatile Expertise (Rod)
    Human Power Selection Option: Bonus At-Will Power
    Cannith Tinker (+2 to Thievery)

    FINAL ABILITY SCORES
    STR 10, CON 16, DEX 12, INT 18, WIS 12, CHA 8

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 12, INT 16, WIS 12, CHA 8


    AC: 17 Fort: 16 Ref: 16 Will: 14
    HP: 33 Surges: 9 Surge Value: 8

    TRAINED SKILLS
    Arcana +10, Dungeoneering +7, Heal +7, History +10, Perception +7, Thievery +9

    UNTRAINED SKILLS
    Acrobatics +2, Athletics +1, Bluff +0, Diplomacy +0, Endurance +4, Insight +2, Intimidate +0, Nature +2, Religion +5, Stealth +2, Streetwise +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Artificer Feature: Healing Infusion: Curative Admixture
    Artificer Feature: Healing Infusion: Resistive Formula
    Artificer Attack 1: Magic Weapon
    Artificer Attack 1: Static Shock
    Artificer Attack 1: Thundering Armor
    Artificer Attack 1: Scouring Weapon
    Artificer Attack 1: Punishing Eye
    Artificer Utility 2: Restorative Infusion

    FEATS
    Level 1: White Lotus Riposte
    Level 1: Ritual Caster
    Level 1: Versatile Expertise
    Level 2: Potent Restorables

    ITEMS
    Ritual Book
    Brew Potion
    Disenchant Magic Item
    Enchant Magic Item
    Make Whole
    Leather Armor x1
    Magic Rod +1 x1
    Javelin x1
    Crossbow
    Thieves' Tools
    Crossbow Bolt
    ====== End ======


    notes on 'named objects'
    Skitgami: rod implement
    Bytsab: javelin
    The Globby Twins: healing infusions
    Old Rueyov: Punishing Eye


    Weel Naxel
    Growing up in Hania, Weel was a very talkative child, but he never really talked to people. Chairs, tools, clockworks, these were his playmates. But it all seemed relatively benign, and he was just so darned useful. There didn't seem to be much he couldn't fix, so if letting him prattle on like his trinkets talked settled his nerves, what was the harm?

    What his kin didn't realize was that what Weel's mind interpreted as voices were the strands of arcane energy woven into the world. His natural talents at manipulating those strands first manifested in his ability to fix the mundane, but as the boy grew, his untrained powers began unintentionally infusing those objects with supernatural qualities. A clock glowed in the dark, a set of scales hovered six inches from any surface, a cart righted itself after it tipped into a ditch. Folks giggled nervously, but, well, it was quite nice to read a clock at night, and who could complain about not having to gather hands for an overturned cart?

    Still, it was unnerving, and with so many external threats, who wanted to wait around to see if Weel managed to 'fix' a pulley to explode or electrify some poor horse's bridle?

    While he may seem relatively ignorant to the people around him, the fact is Weel isn't oblivious to his reality. He's retreated nearly completely into his own world as a defense against the stares and the whispers and the suspicion he can feel daily. And he wishes desperately for a way out, a path that would let him channel his powers without calling down censure, since he knows above all else that he hasn't the self-control to resist the secrets the world continues to whisper to him...
    Attached Files Attached Files
    Last edited by jkason; Tuesday, 30th August, 2011 at 03:30 PM. Reason: Adding notes

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