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Walking Dad

First Post
Erevan Dariel

[sblock=Character Sheet]Eladrin Knight, level 1
Eladrin, Fighter
Background: Eladrin - Estranged Fey (+2 to Endurance)

FINAL ABILITY SCORES
Str 13, Con 14, Dex 11, Int 18, Wis 10, Cha 14.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 11, Int 16, Wis 10, Cha 12.


AC: 19 Fort: 14 Reflex: 16 Will: 13
HP: 29 Surges: 11 Surge Value: 7

TRAINED SKILLS
Perception +5, Athletics +5, Intimidate +7, Endurance +8

UNTRAINED SKILLS
Acrobatics -1, Arcana +6, Bluff +2, Diplomacy +2, Dungeoneering, Heal, History +6, Insight, Nature, Religion +4, Stealth -1, Streetwise +2, Thievery -1

FEATS
Class Bonus: Shield Finesse
Level 1: Melee Training (Intelligence)

[sblock=POWERS]
Basic attack (longsword)
1d20+8;1d8+2


Defend the Line
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.

Glimmering Blade
At-Will Martial, Stance, Teleportation
Minor Action Personal
Effect: You assume the glimmering blade stance. Until the stance ends, each time you hit an enemy with a melee basic attack using a weapon, you can teleport up to 2 squares to an unoccupied square adjacent to that enemy.

Power Strike
Encounter Martial, Weapon
Free Action Personal
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1d8 extra damage from the triggering attack.[/sblock]

[sblock=FEATURES]
Feywild Guardian
At-Will Martial, Teleportation
Opportunity Action Personal
Trigger: An enemy subject to your defender aura either shifts or makes an attack that does not include among its targets either you or an ally who has an active defender aura.
Effect: You teleport up to 2 squares to an unoccupied square adjacent to the triggering enemy and then make a melee basic attack against that enemy.

Defender Aura
At-Will Aura
Minor Action Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Shield Finesse
You gain the Shield Finesse feat as a bonus feat.

Weapon Talent
+1 with all weapon attacks
[/sblock]

ITEMS
Adventurer's Kit, Hide Armor, Heavy Shield, Longsword, Javelin (2)[/sblock]

[sblock=Background]
No very strong, nor dexterous or having a strong connection to the feywild to draw upon, but bright, Erevan tried to follow the way of the wizard to defend himself.
It didn't take long to realize that he, despite of his great intellect, had no real talent in this formulated and bookish art of magic.
Focusing his learning on the mechanics of living bodies and the theory behind a successful sword fight, he still felt a distant pull from unknown magic...
But that was before the slavers came...
[/sblock]
---

Notes:
I plan to re-train Melee Training (Int) to Heart of the Blade (Swordmage Multiclass) and taking Intelligent Blademaster as my 2nd level feat.
 
Last edited:

RavenBlackthorne

First Post
Korvesh - Half-Elf Ardent

[sblock=Full Character]
Korvesh, level 1
Half-Elf, Ardent
Ardent Mantle: Mantle of Elation

FINAL ABILITY SCORES
Str 10, Con 17, Dex 14, Int 11, Wis 8, Cha 18.

AC: 16 Fort: 14 Reflex: 12 Will: 15
HP: 29 Surges: 10 Surge Value: 7
PP: 2

Mantle of Elation
You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier.
In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks.

TRAINED SKILLS
Bluff +9, Endurance +7, Diplomacy +11, Insight +8

UNTRAINED SKILLS
Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1

[sblock=FEATS]
Level 1:
Wind of Sympathy
When you use your second wind, one ally within the radius of your Ardent Mantle can use their second wind as a free action[/sblock]

[sblock=POWERS]
Ardent at-will 1:
Demoralizing Strike
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Aug 1
Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to Will equal to 1 + your Constitution modifier until the end of your next turn.
Aug 2
Close: burst 1
Target: Each creature in the burst
Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to all defenses equal to 1 + your Constitution modifier until the end of your next turn.

Ardent at-will 1:
Energizing Strike
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains temporary hit points equal to one-half your level + your Charisma modifier.
Aug 1
Hit: 1[W] + Charisma modifier damage, and one dying ally within 5 squares of you regains hit points equal to your Charisma modifier.
Aug 2
Hit: 2[W] + Charisma modifier damage, and you or one ally within 5 squares of you can spend a healing surge.

Dilettante:
Eyebite
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.

Ardent daily 1:
Recursive Emotions
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The target takes ongoing 5 psychic damage (save ends). Whenever the target makes a saving throw against this effect, one enemy you can see takes psychic damage equal to your Wisdom or Constitution modifier, and one ally you can see regains the same number of hit points.[/sblock]

ITEMS
Longspear, Chainmail, Sling, Sling Bullets (20)[/sblock]

[sblock=Stat Block]
HP: 29/29
Surges: 10/10
PP: 2/2

AC: 16
Fort: 14
Ref: 12
Will: 15

Demoralizing Strike
Energizing Strike
Ardent Surge
Ardent Outrage
Eyebite
Recursive Emotions

TRAINED SKILLS
Bluff +9, Endurance +7, Diplomacy +11, Insight +8

UNTRAINED SKILLS
Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1[/sblock]

[sblock=Background]
He often wondered, when he was able, whether things could have ended up any differently. He should have been dead many times over and, when they reached their destination, he most likely would be.

His “ability” had helped him escape the first time. His mother (he was sure it was her, wasn’t it? sister?) had told them about it so they would spare his life. He sometimes (often?) wished she hadn’t. Feeling when someone was lying – guilt, fear, embarrassment – was a very helpful thing for a bounty hunter’s pet to have. He was so young (5? 7? 9?) that, like a faithful hound, he adored – pride, self-worth, contentment - them for the scraps they gave him. And cowered – fear, shame, anger – from the punishments for failure. The Tyranny of the Lost had been his home.

Maybe base was a better word. He had travelled, that much he remembered. Where he travelled was far hazier. Following his master (masters? mistress?) from place to place, sniffing out those they hunted.
Which, he was sure, how he ended up here. A failed mission (sabotage? incompetence? by design?) in the Tyranny of Storms had found him captured. He contained a lot of information and they wanted it by any means. He was loyal (why?) and didn’t not give up anything (did he?) despite what they put him through. That year (6 months? 9? 18?) had felt the longest of his otherwise miserable, short life.

The torture had changed him, that much he knew. His body had been lost to him a long time ago (scars? reset bones? burn marks? regrown flesh? dizzy spells? loss of memory?). The only thing he had to hold on to were his emotions, and those of others that he felt. He had initially been overwhelmed by the volume but he had hung on – persistence, identity, stubbornness, anger – and something had snapped. No longer merely feeling emotion, he found control. First, he used them to help his eladrin friend. He had stuck up for him in the cells (fought? talked down? bullied?) and so he took away his pain – fear, abandonment. Then he had used them against his torturers. Feeding back pain and fear – satisfying, validating, pure – to those who inflicted it upon him. Soon they became uninterested – confused, reluctant, frightened – and he was left alone.

Until now. The price had been paid and he was being sent back. Probably to find out what he had told them (nothing? everything? truth? lies?). Or just to return their faithful hound. Either way he was a dead man. He would not be dictated to again. His life would be his own. He was broken. He was changed. He…no…Korvesh (his name? his identity?) would be free. And Korvesh would have his revenge.[/sblock]
 

Dharuhk Svahre

First Post
Mary, level 1
DESCRIPTION
Female Eladrin, Height 5'6", Weight 133 lbs, Hair Black, Eyes Green, Skin White, Alignment Unaligned, Diety None
FINAL ABILITY SCORES
Str 14, Con 9, Dex 18, Int 10, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 14, Con 9, Dex 16, Int 8, Wis 10, Cha 16.

AC: 16 Fort: 12 Reflex: 16 Will: 14
HP: 21 Surges: 5 Surge Value: 5
TRAINED SKILLS
Bluff +8, Streetwise +8, Insight +5, Perception +5, Stealth +9, Thievery +9, Diplomacy +8, History +7
UNTRAINED SKILLS
Endurance -1, Arcana +2, , Heal 0, Intimidate +3, Nature +0, Religion +0, Acrobatics +3, Athletics +2, Dungeoneering +3
FEATS
Level 1: Pact Initiate (History)
POWERS
at-will 1: Sly Flourish, Deft Strike
encounter 1: Dazing Strike, Eyebite (Pact Initiate)
daily 1: Blinding Barrage
RACIAL TRAITS
Eladrin Education (Diplomacy), Fey Step, Low-light Vision, Eladrin Weapon Proficiency
CLASS FEATURES
Brutal Scoundrel
ITEMS
Leather Armor, Dagger (x20), Thieve's Tools, Adventuring Kit, Lantern, Climbers Kit, Shuriken (x50)

Background:
Mary lived most of her life as a personal attendant for a prominent dragonlord, though back then she was known as Rose. She was picked out as a young age due to her beauty and her long flowing red hair that her lord strangely became obsessed with. She was selected to be by his side nearly all the time. Such responsibility required her to study and learn the culture and traditions of high class society, and also afforded her the chance to dabble in the arcane arts.
She longed for freedom however, and used what short time she had away from her master to practice in methods to escape, such as lockipicking, stealth, and swordsmanship. Eventually, she found her chance and slipped away from the clutches of her master. Using her skills gained as an attendant, she was able to blend seamlessly into society even being of an enslaved race. She soon found that freedom was not as easy to keep as it was to get. The enraged dragon sent hunting parties after her.
For years she had managed to elude the hunters, changing her appearance, coloring her hair black and cutting it short, assuming a new name. But they were always one step behind, and getting closer. Not confident in her ability to ultimatly escape, she devised plan to break into a slave caravan and blend into the masses as they travelled far away in hopes the trick would throw off her pursuers. Once they reached their destination, she would employ her skills to make good her escape and once again regain her freedom.
 

Voda Vosa

First Post
Grumi

A stout and short man, he resembles much the dwarfs which with he grew up and was raised by. As a baby, Grumi was abandoned, or his mother was killed and the baby was left to his fate. Luckily, a dwarf found him in his cradle; the baby was in bad shape, and lucky, as no wild animals had spotted or smelled him.
Miltak, so was named the dwarf wizard, took the baby with him, and raised him like his own son. Grumi learned from his adopted father the arts of the arcane, and decided to leave the remote place where his father lives, to see the world, since he only knew the caves where Miltak dwelt. Miltak tried to warn him of the dragons, of the perils that were waiting in every corner. But the human wonderlust was incompatible with the dwarven patience and precaution. Both father and son had their goodbye, and parted ways, with the promise that one day, they'll reunite.
But not long before Grumi started his own path, a band of Kobolds captured him, and sold him to slavery.

level 1
Human, Wizard
Build: Mage
Arcane Implement Mastery: Staff of Defense
Human Power Selection: Bonus At-Will Power
Birth - Among Another Race: Among Another Race (Dwarf)
Background: Birth - Among Another Race (Among Another Race (Dwarf))

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

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


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

TRAINED SKILLS
Insight +6, Arcana +9, History +9, Religion +9, Endurance +8

UNTRAINED SKILLS
Acrobatics +1, Bluff, Diplomacy, Dungeoneering +1, Heal +1, Intimidate, Nature +1, Perception +1, Stealth +1, Streetwise, Thievery +1, Athletics -1

FEATS
Wizard: Ritual Caster
Human: Immolate the Masses
Level 1: Arcane Reserves

CLASS FEATURES
Apprentice Mage (Evocation)
Mage's Spellbook
Mage's Cantrip
Magic Missile

POWERS
At Will:
Beguiling Strands
Erupting Flare
Freezing Burst

Encounter:
Burning Hands

Daily:
Fountain of Flame
Arcane Whirlwind


ITEMS
Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Staff Implement, Backpack (empty), Bedroll, Belt Pouch (empty), Lantern, Oil (1 pint) (10), Silk Rope (50 ft.), Waterskin, Potion of Healing (heroic tier), 7gp
 

JustKim

First Post
Cimarron, changeling hexblade

Numbers:[sblock]Cimarron, level 1 Changeling Hexblade
Build: Fey Pact of the White Well
Background: Defender of the Oppressed (+2 to Streetwise)

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

AC: 15 Fort: 11 Reflex: 13 Will: 17
HP: 23 Surges: 6 Surge Value: 5

Trained Skills
Streetwise +12, Insight +7, Bluff +12, Stealth +8

Untrained Skills
Acrobatics +3, Arcana, Diplomacy +5, Dungeoneering, Endurance, Heal, History, Intimidate +5, Nature, Perception, Religion, Thievery +3, Athletics -1

Feats
1) Superior Implement Training (Dragontooth wand)

Misc
Shapechanger type
Fey Pact Reward (Bonus to warlock and warlock paragon path attack powers equal to Dex modifier)
Pact Weapon: Sword of the White Well (one-handed military heavy blade, +2 proficiency, 1d12 damage)
Pact Boon: Soul Step

Powers
Eldritch Bolt: Ranged 10, +6 vs Reflex, 1d10+9 force damage. Special: You can use this power as a ranged basic attack.
Moonfire Blade: Melee, +8 vs Reflex, 1d12+9 radiant damage. If the target ends its next turn adjacent to you, it takes radiant damage equal to your Dexterity modifier. Special: You can use this power as a melee basic attack.
Soul Step: Free Action, Trigger: you reduce an enemy to 0 HP, or an enemy adjacent to you drops to 0 HP. Effect: You teleport a number of squares up to your Dexterity modifier. Special: You can use this power only once per round.
Changeling Disguise
Well of Light: Melee, +7 vs AC, 2d12+9 radiant damage. Effect: You activate an aura 1 until the end of your next turn. Enemies in the aura have vulnerable 3 radiant to your attacks.
Changeling Trick: Minor Action, Melee, make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain CA against the target until the end of your next turn.
Crown of Stars: Ranged 10, +6 vs Reflex, 2d12+9 radiant damage. If the target is bloodied, it's blinded until the end of your next turn. Sustain Minor: Make another attack against any target in range, +5 vs Will, 5 radiant damage.

Items
Dragontooth wand, Leather Armor, Disguise Kit, Adventurer's Kit[/sblock]

Words:[sblock]In her natural form as a changeling, Cimarron is alien and unattractive. Her short hair is the color and texture of straw, her features are sunken and inexpressive, her eyes black and void. However, Cimarron is almost never in her natural form.

Cimarron has a few favorite personas. While working under the nose of the dragons, she often appears as either a wizened old woman, the Crone, or a pitiable woman burdened by the swell of pregnancy, the Mother. But the form she takes among friends is that of a carefree and fun-loving young woman, the Maiden.

Cimarron's final persona of note, and her most carefully guarded secret, is that of the Heroine. In this form Cimarron embodies the virtues of the enslaved and stands up to the tyranny of the dragons. Rumors paint her as the reincarnation of a mortal hero, returned as an alabaster angel too beautiful to believe, swathed in diaphanous white and bearing a sword of moonlight. The reality is crafted of illusion and improvised shawls of white cloth, but if the faith is there, people will see what they wish to see.[/sblock]
 

Stacie GmrGrl

Adventurer
Aurora - Shifter Druid level 1 (Shifter +2 Dex, +2 Wis)
Original scores: 16, 14, 14, 12, 11, 8

Str: 11 +1
Con: 14 +2
Dex: 16 +3
Int: 12 +1
Wis: 18 +4
Cha: 8 -1

Class Features: Wild Shape, Primal Aspect – Primal Swarm, Ritual Casting Feat, Balance of Nature, Hunter's Quarry 1/encounter
Race Features: Razorclaw shifting, +2 acrobatics, +2 stealth

Powers:
At-Will – Wild Shape, Swarming Locusts (beast), Fire Hawk, Pounce (beast)
Encounter – Scattered Form (beast)
Daily – Fog of Insects

Feats:
level 1 – Ritual Casting (bonus)
level 1 – Warrior of the Wild (Ranger MC feat - gain Stealth Trained and Hunters Quarry 1/encounter)

HP: 12 + Con = 26
Bloodied: 13
Surge: 7
Surges/day: 9

Skills Trained: Nature +9, Arcana +6, Endurance +7, Perception +9, Stealth +10

Defenses:
AC: 16 =10+ 3 + 3
Fort: 12 =10+ 0 + 2
Ref: 14 =10+ 1 + 3
Will: 15 =10+ 1 + 4

Armor: Cloth, Leather, Hide
Weapon Prof: Simple melee, simple range
Implements: Totem, staff
Defense bonus: +1 Ref, +1 Will

Gear:
Hide Armor - +3 AC, Check Penalty -1 30gp
Quarterstaff - +2 prof, 1d8 + 1 for basic attack 5 gp
Standard Adventuring Kit – 15 gp
Totem – 5gp
Ritual Book - free

Ritual Book and Rituals:
Animal Messenger
Silence

Character Notes and Build Design:
Most of the stuff I've picked is from the Primal Power book. Using the Primal Swarm, her Wild shape is what looks like a viscous panther from a distance, but an ugly one...it looks like she is covered with small moving creatures, flees, bugs, etc. When you get closer, she is a panther made up of hundreds and hundreds of tiny bugs that is taking the form of a panther/large kitty. All kinds of insects swarmed together... beetles, flys, crickets, bugs of all kinds and varieties. A dauntless amount of chitin, stingers and mandibles

Even when not wild shaped, she has some bugs buzzing around her. She can't help it, they love her. :)

Aurora is a resistance fighter who stays on the fringes of towns and the more civilized areas and keeps to the forests and wilderness, blazing trails for people on the run to keep them from becoming targets of the Dragon's tyranny and rule. She works in tandem with others who work more in the towns, helping runaways and slaves escape and hopefully find freedom for them elsewhere.

She wants to bring down the Tyrannies, and will use any power at her disposal to someday achieve this goal.

Her reason for this, besdies just seeing the injustice of it all, is that when she was younger she witnessed a small group (maybe part of an army) invade her town and kill her parents and used her brother in the arena as a slave. She was young enough to not warrant being used for gladiatorial purposes, but when she saw her first opportunity to run she did, vowing revenge. She never saw your brother since, and feels he is dead.

It was during this period when she ran away, before the age of 10, that she found a glade full of spirits, insect spirits, and she made a pact with them. She would be an instrument for them to help them balance the world, and she would use them to help her get revenge on those who killed her family. What started as revenge turned into a life long quest to fight back against Tiamat's forces.
 

sappire07

First Post
====== Created Using Wizards of the Coast D&D Character Builder ======
silk, level 1
Human, Rogue
Build: Trickster Rogue
Rogue Tactics: Artful Dodger
Rogue: Rogue Weapon Talent
Human Power Selection: Bonus At-Will Power
Background: Merchant Prince (Merchant Prince Benefit)

FINAL ABILITY SCORES
Str 13, Con 11, Dex 18, Int 10, Wis 8, Cha 16.

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


AC: 16 Fort: 12 Reflex: 17 Will: 14
HP: 23 Surges: 6 Surge Value: 5

TRAINED SKILLS
Bluff +8, Stealth +9, Thievery +9, Insight +6, Acrobatics +9, Perception +4, Streetwise +8

UNTRAINED SKILLS
Arcana, Diplomacy +3, Dungeoneering -1, Endurance, Heal -1, History, Intimidate +3, Nature -1, Religion, Athletics +1

FEATS
Human: Backstabber
Level 1: Weapon Proficiency (Rapier)

POWERS
Bonus At-Will Power: Deft Strike
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Sly Flourish
Rogue encounter 1: Unbalancing Shot
Rogue daily 1: Pommel Smash

ITEMS
Adventurer's Kit, Disguise Kit, Leather Armor, Rapier, Dagger (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

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