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drothgery

First Post
Lia, G female elf Ranger 2 (archer)

Lia grew up poor in a tiny elven enclave in (major human city). She escaped into the army of (nation containing major human city), which naturally assumed an elf would be a good scout and archer. Fortunately, they were correct.

[sblock=offline character builder summary]====== Created Using Wizards of the Coast D&D Character Builder ======
Lia, level 2
Elf, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style
Ranger: Prime Shot
Background: Elf - Urban Elf (Thievery class skill)
FINAL ABILITY SCORES
Str 10, Con 11, Dex 20, Int 10, Wis 16, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 18, Int 10, Wis 14, Cha 8.

AC: 18 Fort: 12 Reflex: 17 Will: 14
HP: 28 Surges: 6 Surge Value: 7
TRAINED SKILLS
Nature +11, Perception +11, Stealth +11, Dungeoneering +9, Thievery +11
UNTRAINED SKILLS
Acrobatics +6, Arcana +1, Bluff, Diplomacy, Endurance +1, Heal +4, History +1, Insight +4, Intimidate, Religion +1, Streetwise, Athletics +1
FEATS
Level 1: Bow Expertise
Level 2: Weapon Focus (Bow)
POWERS
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Hunter's Bear Trap
Ranger utility 2: Invigorating Stride
ITEMS
Longbow, Leather Armor, Adventurer's Kit, Dagger, Arrows (120)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]
non-PH1 mechanics:[sblock=Bow Expertise Feat]
Bow Expertise
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Published in Player Essentials: Heroes of the Fallen Lands, page(s) 311, Player Essentials: Heroes of the Forgotten Kingdoms, page(s) 311.
[/sblock][sblock=Urban Elf Background]
Elf - Urban Elf
Type: Racial
Campaign Setting: General
Prerequisite: Elf

You were raised in a city where another race was dominant. What drove your family to the city? Do your people live as humans do, or did you grow up in an elven enclave? Are you happy there, or do you long to return to the wild?

Associated Skills: Streetwise, Thievery
Published in Player's Handbook 2, page(s) 181.

[used to gain Thievery as a class skill][/sblock]
 

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Last edited:

wolfattack

First Post
here is my character:
========================================================
Krawlinstar Human Male, Cleric Level 2

Alignment: Good

Str 15 +2
Con 10 --
Dex 10 --
Int 8 -8
Wis 16 +3
Cha 12 +1

Inintiative +4

Speed 5

Hit Points: 27
Health Surge: 7
Surge Value: 6

Skills: Religion +5,Diplomacy +7,History +5,Heal +9,Insight +9

Feats: Improved Initiative,Toughness,Ritual Caster,Action Surge.


Powers

Cleric Feature: Channel divinity: Divine,turn undead,healing word

At-Will: Sacred Flame,Lance of Faith,Righteous Brand

Encounter: Healing Strike

Daily: Avenging Flame

Utility: Cure Light Wounds


Defences

AC:17
Fortitude 14
Reflex 12
Will 17

Equipment: Mace,Spear,chainmail,Holy Symbol,Standard Adventure's Kit

GP: ?
========================================================

as for my PC background,its enough to say that my pc is searching for his love,a female elf paladin of Pelor that have fallen in the hands of the evil Bane religion.
 
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Walking Dad

First Post
Erik "Quickmind" Apeldan

[sblock=character sheet]level 2
Human, Wizard
Arcane Implement Mastery: Staff of Defense
Human Power Selection: Bonus At-Will Power
Background: Birthplace (Forest) -> Perception is a class skill

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

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


AC: 18 Fort: 14 Reflex: 16 Will: 16
HP: 33 Surges: 8 Surge Value: 8

TRAINED SKILLS
Arcana +10, Diplomacy +5, History +10, Insight +8, Perception +8

UNTRAINED SKILLS
Acrobatics +2, Bluff -0, Diplomacy -0, Dungeoneering +3, Endurance +3, Heal +3, Intimidate -0, Nature +3, Religion +5, Stealth +2, Streetwise -0, Thievery +2, Athletics +1

FEATS
Wizard: Ritual Caster
Human: Unarmored Agility
Level 1: Staff Expertise
Level 2: Toughness

POWERS
Bonus At-Will Power: Magic Missle
Wizard at-will 1: Unraveling Dart
Wizard at-will 1: Stone Blood
Wizard encounter 1: Leaden Transmutation
Wizard daily 1: Slimy Transmutation
Wizard daily 1 Spellbook: Flaming Sphere
Wizard Utility 2: Shield
Wizard Utility 2 Spellbook: Magical Debris

ITEMS
Spellbook, Adventurer's Kit, Cloth Armor (Basic Clothing), Accurate staff, 1 Potion of Healing (heroic tier), Staff of Winter +1, 74gp
RITUALS
Comrades' Succor, Simbul's Conversion, Tenser's Floating Disk

[sblock=Power Details]

Basic attacks

Ranged (Magic Missle)
Ranged 20, auto-hit, 7 force damage.

Melee (Staff of Winter +1)
Melee (Reach 1), 1d20+5, 1d8+1 damage

At-Will Powers

Magic Missle:
standard, ranged 20, auto-hit - 6 force damage

Unraveling Dart: standard, ranged 10 (one or two targets) , +7 vs Fortitude - 1d4+5 damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a +2 power bonus to the damage roll.

Stoneblood: standard, burst 1 in 10, +7 vs Fortitude - 1d6+5 damage, and target is slowed until the end of my next turn.


Encounter Powers

Leaden Transmutation:
standard, ranged 10, +7 vs Fortitude - 2d8+5 damage - Effect: The target is slowed and cannot shift until the end of my next turn.

Staff of Defense: immediate interrupt, personal - +2 to defenses vs triggering attack

Shield: immediate interrupt, personal - +4 power bonus to AC and Reflex defense until the end of your next turn.

Daily Powers

Slimy Transmutation:
standard, ranged 10, +7 vs Fortitude - The target turns into a Tiny toad (save ends).
Miss: The target turns into a Tiny toad until the end of its next turn.
Effect: As a toad, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends.

Flaming Sphere: standard, ranged 10, +7 vs Reflex - 2d6+5 fire damage
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + I5 fire damage. As a move action, you can move the sphere 6 squares
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

Staff of Winter +1
+1d6 cold on a crit
Power (Daily): Free Action. Use this power when using a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends).
[/sblock][/sblock]

Background still in the works (depends a bit on VV).

Raised in a very rural village, with the buildings raised high in the trees, Erik always looked out for living more cosmopolitan and rural area. Becoming a wizard (transmuter) was his first step to highness. He is accompanied by a mighty warrior who happens to be his brother.
 
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Voda Vosa

First Post
ManatArms.jpg


Perton "Quickhands" Apeldan
Human, level 2 Fighter
Build: Great Weapon Fighter
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent

FINAL ABILITY SCORES
Str 18 [Human bonus], Con 16, Dex 12, Int 10, Wis 12, Cha 8.

STARTING ABILITY SCORES [22 Point buy system]
Str 16, Con 16, Dex 12, Int 10, Wis 12, Cha 8.


AC: 17[+1 dex,+6 armor] Fort: 17 Reflex: 12 Will: 12
HP: 37 Surges: 15 Surge Value: 9

TRAINED SKILLS
Intimidate +5, Heal +7, Athletics +10, Endurance +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +0, Diplomacy +0, Dungeoneering +2, History +1, Insight +2, Nature +2, Perception +2, Religion +1, Stealth +2, Streetwise +0, Thievery +2

FEATS
Human: Human Perseverance
Level 1: Power Attack
Level 2: Impending Victory: +1 attack vs bloodied foes

[sblock=POWERS]
Bonus At-Will Power: Cleave
[sblock=Description]
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage, and
an enemy adjacent to you other than the target
takes damage equal to your Strength modifier
(+4).
Halberd: +8 attack, 1d10+4 damage
Battleaxe: +8 attack, 1d10+4 damage
Broadsword: +8 attack, 1d10+4 damage
Morningstar: +8 attack, 1d10+4 damage
[/sblock]
Fighter at-will 1: Weapon Master's Strike [Dragon Mg 382]
[sblock=Description]
Effect: Before making this attack, you may sheathe a weapon
and draw a different one as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage. In addition, the
target takes an additional effect based on the weapon you wield.
Axe: The target takes extra damage equal to your Constitution
modifier (+3).
Mace: You slide the target 1 square.
Heavy Blade: Until the end of your next turn, you gain a +1
power bonus to AC against the target's attacks.
Spear or Polearm: Until the end of your next turn, the target
provokes opportunity attacks from you when it shifts.
Halberd: +8 attack, 1d10+4 (as polearm) or +7 damage
Battleaxe: +8 attack, 1d10+7 damage
Broadsword: +8 attack, 1d10+4 damage and +1 power bonus to AC against the target's attacks.
Morningstar: +8 attack, 1d10+4 damage and the enemy is slide 1 square
[/sblock]
Fighter at-will 1: Brash Strike [MARTIAL POWER]
[sblock=Description]
Attack: Strength +2 vs. AC
Hit: 1[W] + Strength modifier (+4) damage.
Increase damage to 2[W] + Strength modifier
(+4) at 21st level.
Weapon: If you're wielding an axe, a
hammer, or a mace, the attack deals extra
damage equal to your Constitution modifier (+3).
Effect: You grant combat advantage to the
target until the start of your next turn.
Halberd: +10 attack, 1d10+7 damage
Battleaxe: +10 attack, 1d10+7 damage
Broadsword: +10 attack, 1d10+4 damage
Morningstar: +10 attack, 1d10+7 damage
[/sblock]
Fighter encounter 1: Lunging Strike [MARTIAL POWER]
[sblock=Description] Reach +1
Attack: Strength -1 vs. AC
Hit: 2[W] + Strength modifier (+4) damage.
Halberd: +7 attack, 2d10+4 damage
Battleaxe: +7 attack, 2d10+4 damage
Broadsword: +7 attack, 2d10+4 damage
Morningstar: +7 attack, 2d10+4 damage[/sblock]
Fighter daily 1: Knee Breaker [MARTIAL POWER]
[sblock=Description] Attack: Strength vs. AC
Hit: 2[W] + Strength modifier (+4) damage, and the
target is slowed (save ends). If the target is already
slowed, it is instead immobilized (save ends).
Weapon: If you're wielding an axe, a hammer, or
a mace, the attack deals extra damage equal to your
Constitution modifier (+3).
Miss: Half damage, and the target is not slowed or
immobilized.
Halberd: +8 attack, 2d10+7 damage
Battleaxe: +8 attack, 2d10+7 damage
Broadsword: +8 attack, 2d10+4 damage
Morningstar: +8 attack, 2d10+7 damage[/sblock]
Fighter Utility Exploits 2: Bondless endurance:
[sblock=Description]Personal, minor action
Effect: Gain regeneration 2+CON when bloodied[/sblock][/sblock]

ITEMS
Battleaxe (15 gp), Halberd (25 gp), Scale Armor (45 gp), Broadsword (15gp), Morningstar (10gp): 110gp spent
50 gp remains
 
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drothgery

First Post
Skill Summary (level 1)

Code:
[B]Skill           Lia     Erik    Petron  Krawlinstar[/B]
Acrobatics      [B]+6[/B]      +1      +1      0
Arcana          1       [B]+9[/B]      0       -1
Athletics       1       0       [B]+9[/B]      +2
Bluff           0       -1      -1      [B]+1[/B]
Diplomacy       0       +4      -1      [B]+6[/B]
Dungeoneering   [B]+9[/B]      +2      +1      +3
Endurance       1       +2      [B]+8[/B]      0
Heal            +4      +2      +6      [B]+8[/B]
History         1       [B]+9[/B]      0       +4
Insight         +4      +7      +1      [B]+8[/B]
Intimidate      0       -1      [B]+4[/B]      +1
Nature          [B]+11[/B]     +2      +1      +3
Perception      [B]+11[/B]     +7      +1      +3
Religion        1       [B]+4[/B]      0       [B]+4[/B]
Stealth         [B]+11[/B]     +1      +1      0
Streetwise      0       -1      -1      [B]+1[/B]
Thievery        [B]+11[/B]     +1      +1      0
 
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no-tweed

First Post
Aelwin "Scarlet" Solaei
Level 2 Elf Rogue
Artful Dodger
Rogue Weapon Talent

SCORES:
Str 10 Dex 17 Con 13 Int 15 Wis 8 Cha 16

DEFENSES:
AC: 17 (20 vs AoO) Fort: 12 Ref: 16 Will: 14
Max HP: 30 Surges: 7 Surge Value: 7

Skills:
Acrobatics +10, Bluff: +9, Insight +5, Stealth: +10, Streetwise +9, Thievery +11

Arcana +3, Athletics +1, Diplomacy +4, Endurance +2, History +3, Intimidate +4, Nature +2, Perception +2, Religion +3

Feats:
1st: Quick Draw - Draw a weapon with attack action, +2 to initiative
2nd: Light Step - Add to overland speed of group, +1 to
Acrobatics and Stealth

Powers
[sblock]
Preparatory Shot: Dex vs. AC Distance Shuriken +1: +8 attack, 5 damage and the target grants combat advantage to you until the end of your next turn.
Sly Flourish Dex vs AC Distance Shuriken +1: +8 attack, 1d6+7 damage
Secrets of the City Trigger: You would make an Arcana, History, Intelligence, or Religion check in a settlement in which you've already succeeded on a Streetwise check
Effect: You make a Streetwise check in place of the Arcana, History, Intelligence, or Religion check.

Elven Accuracy Trigger: You make an attack roll and dislike the result.
Effect: Reroll the attack roll. Use the second roll, even if it's lower.
Acrobat's Blade Trick Dex vs AC +8 1d6+4 After the attack, you can shift a number of squares equal to the number of enemies you hit with this attack. During the shift, you can move through squares occupied by enemies you hit with this attack.

Trick Strike Dex vs Ac +8 attack, 3d6+4 damage Until the end of the encounter, each time you hit the target you slide it 1 square. [/sblock]

Equipment: Distance Shuriken +1, Delver's Leather Armor +1, Parrying Dagger +1, Adventurer's Kit, Thieves' Tools, Grappling Hook, Footpads, Climber's Kit, Disguise Kit, Glass Cutter, Camouflaged Clothing, Fine Clothing

Aelwin is an average height elven woman with back length chestnut brown hair and piercing hazel eyes. She has an acrobat's build with long, strong legs and a firmly muscled torso. She walks with a grace that is noticeable even for her race and her hands move with unbelievable speed and unerring accuracy. In a simpler life she might be the star attraction of a traveling show, but our fair maiden is non other then the notorious thief Scarlet, a fairly noble thief who only steals from those whom can afford her visits. She has left Manas after a particularly daring job, but it won't be discovered for a day or so still giving her plenty of time to skip town and disappear for a while. What better alibi than a wandering group of adventurers?
 
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Shayuri

First Post
Name: Amicae
Class: Executioner 2
Alignment: Unaligned
Race: Changeling
Size: Medium
Age: 20
Gender:
Exp: 0

Abilities
Str: 11 [0], Dex: 18 [+4], Wis: 12 [+1]
Con: 13 [+1], Int: 10 [+0], Cha: 16 [+3]

Hit Points: 30 Bloodied: 15
Healing Surges: 8/day Healing Surge hp gained :6 HP per level: 5
Action Points: 1
Speed: 6 squares

Armour Class: 19 (10 + 4 Dex +1 feat +1 level)
Fortitude Defence: 15
Reflex Defence: 18
Will Defence: 18
Initiative: +5

Trained Skills:
Stealth +11
Acrobatics +10
Bluff +11
Perception +9
Thievery +10

Languages: Common

Feats:
1 Ki Focus Expertise
2 Improved Defenses

Race Traits:
+2 charisma, +2 dex or int
+2 Bluff, +2 insight
Shapechanger type
Mental Defense (+1 Will)
Changeling Disguise power
Changeling Trick power

Class Abilities:
Proficiencies - Simple 1hand melee, Military 1hand melee, garrote, blowgun, shortbow, bola, simple ranged
Cloth, leather armor, Ki foci
Versatile Defense: Two Weapon Defense
Attack Finesse (Use Dex instead of Str for MBAs)
Guild Attacks: Red Scales
Assassin's Strike (Enc, add 1d10 to dmg done to 1 enemy hit withing 5sq, max if enemy is helpless)
Quick Swap (1/turn use free action to draw or stow weapon, then draw another weapon)
Poison Use

At-Will
Garrote Strangle +10, 2d4+5 and grab, shift 2 before attack, must be hidden from target
Poisoned Dagger +10, 2d4+5 and poison, target takes -4 to 1st save vs poison, delivers poison even on miss
Quick Lunge +10, 1d8+5, Shift 1 before attack, then shift back to original space
Melee Basic Attack, +10, 1d8+5 (rapier)
Ranged Basic Attack +10, 1d8+5 (shortbow)
Changeling Disguise (minor, change appearance to any humanoid creature of same approximate size.)

Encounter
Assassin's Strike
Changeling Trick (minor, melee 1 rng, roll bluff vs insight, gain CA on win)
Distracting Illusion (minor, 10 sq range, make an image of a medium creature anywhere in range, it makes no noise. Insight vs your Bluff to notice something is wrong)

Daily
Poisons
- Greenblood Oil
- Bloodroot Poison

Gear
----------
-Weapon
Garrote
Rapier
Dagger
Shortbow

Armor
Sylvan Armor Leather armor +1
- Bonus to Athletics and Stealth = to enhancement bonus

Implement
Magic Ki Focus +1

Neck
Cloak of Resistance +1

Mundane
2 belt pouches, 2gp, 1lb
Waterskin, 1gp, 4lbs
2 sunrods
30 arrows
Thieves tools
Poisoner's kit
Journeybread
Fire kit

Money: 2pp 24gp
 
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