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


log in or register to remove this ad

Theroc

First Post
[sblock=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 ======[/sblock]

[sblock=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[/sblock]

NOTE:
D&D 4E Character Sheet.pdf is Original Draft, Sahyr Rayasa.pdf is second draft.
 

Attachments

  • D&D 4E Character Sheet.pdf
    387 KB · Views: 247
  • Sahyr Rayasa.pdf
    288.6 KB · Views: 183
Last edited:

Korash

First Post
Vatan Redbeard

Vatan Redbeard

[sblock=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 ======[/sblock]

[FONT=&quot]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.[/FONT]

[FONT=&quot]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.[/FONT]

[FONT=&quot]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[/FONT][FONT=&quot].

[/FONT][sblock=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
[/sblock]
 

Attachments

  • Vatan - D&D 4E Character Sheet.pdf
    186.7 KB · Views: 256
Last edited:

Shayuri

First Post
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:

renau1g

First Post
====== 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 ======
 

Midgardsormr

First Post
[sblock=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
[/sblock]

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

[sblock=Wish List]
+1 Fireburst Cloth Armor
Any +1 Magic Staff
+1 Amulet of Health
Everlasting Provisions
Bag of Holding
[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
Race: Human
Class: Cleric
Level: 1
Alignment: Good
Deity: Falkyr
Affiliation:

Code:
[U]Stat       Base    Points    Racial  Level  Finished[/U]
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

[sblock=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) [/sblock]
[sblock=Feats]
Armor Proficiencies: cloth, leather, hide, chainmail
Weapon Proficiencies: simple melee and simple ranged
Ritual Caster
Weapon Proficiency: Warhammer
MultiClass Feat: Student of Battle [/sblock]

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

[sblock=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.
[/sblock]
[sblock=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: [/sblock]

[sblock=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.
[/sblock]

[sblock=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. [/sblock]

pdf here
 

Redrobes

First Post
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.
 

renau1g

First Post
Uploaded CS. Female rogue. Thief turned vigilante.
 

Attachments

  • Dungeons and Dragons Character Sheet.pdf
    5.5 MB · Views: 272

jkason

First Post
[sblock=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 ======[/sblock]

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

[sblock=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...[/sblock]
 

Attachments

  • Weel Naxel.pdf
    4.6 MB · Views: 294
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top