Insight's "The Isle of Dread" - Character Archive
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  1. #1
    Myrmidon (Lvl 10)

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    Apr 2003
    Columbus, Ohio
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    Block Insight


    Insight's "The Isle of Dread" - Character Archive

    Please post your characters in this thread. Post them in whatever format you choose, as long as the DM and others can find pertinent information.

    Links for you:

    Last edited by Insight; Friday, 1st April, 2011 at 01:51 PM.

  2. #2
    Myrmidon (Lvl 10)

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    1/19/12: 1,000xp each for completing the quest, "Finding Barbarossa".
    6/12/12: 300xp for the combat.
    6/16/12: 500xp each for completing the quest, "Freeing Barbarossa".
    Last edited by Insight; Friday, 13th July, 2012 at 01:44 PM.

  3. #3
    Myrmidon (Lvl 10)

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    Block drothgery


    Cassi Ashonson, human female artificer 6

    character builder summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Cassi Ashonson, level 6
    Human, Artificer
    Human Power Selection: Heroic Effort
    Background: Occupation - Merchant (+2 to Diplomacy)
    Str 8, Con 14, Dex 10, Int 20, Wis 15, Cha 10.
    Str 8, Con 14, Dex 10, Int 17, Wis 14, Cha 10.

    AC: 23 Fort: 19 Reflex: 22 Will: 19
    HP: 51 Surges: 8 Surge Value: 12
    Diplomacy +10, Arcana +13, History +13, Dungeoneering +10, Perception +10, Heal +10
    Acrobatics +3, Bluff +3, Endurance +5, Insight +5, Intimidate +3, Nature +5, Religion +8, Stealth +3, Streetwise +3, Thievery +3, Athletics +2
    Artificer: Ritual Caster
    Human: Staff Expertise
    Level 1: Improved Defenses
    Level 2: Potent Restorables
    Level 4: Superior Implement Training (Accurate staff)
    Level 6: Hafted Defense
    Artificer at-will 1: Ethereal Chill
    Artificer at-will 1: Magic Weapon
    Healing Infusion: Healing Infusion: Resistive Formula
    Artificer encounter 1: Shielding Cube
    Artificer daily 1: Punishing Eye
    Artificer utility 2: Swift Mender
    Artificer encounter 3: Hypnotic Distraction
    Artificer daily 5: Flameheart Defender
    Artificer utility 6: Energy Conversion
    Ritual Book, Adventurer's Kit, Everburning Torch, Amulet of Life +1, Summoned Leather Armor +2, Summoner's Accurate staff +2, Dagger
    Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Transfer Enchantment, Arcane Mark, Comprehend Language, Phantom Steed
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
    Mikel was dead. Her husband, the partner than had made their business crafting and trading in magic items work. She could do the crafting; he could charm anyone and track down the buyers and sellers needed to keep a business going in the lucrative, but high-risk trade. And a client had decided that killing Mikel, rather than spending the two thousand gold for one othe most complex objects she could craft, was the better decision. If she saw that blade again, its owner would learn what else she was capable of. Even if the murder and theif seemed to have outrun the authorities.

    "I can't stay here." She'd told her brother, hoping that he and his wife would agree to foster her children. She couldn't run the business on her own, and had not the slightest desire to take on another partner. And the children were most definitely used to the life she and Mikel had been able to provide. She knew of only one other way her skills would bring in anywhere near that kind of income. The same kind of life that might someday grant her a chance to find her husband's killer.
    Cassi Ashonson - human artificer 6
    Passive Perception 20, Passive Insight 15
    AC 23, Fort 19, Reflex 22, Will 19
    HP 51/51, Bloodied 25, Surge Value 12, Surges 8/8
    Speed 6, Initiative +3
    Action Points: 1/1, Second Wind

    At-Will Powers:
    Ethereal Chill
    Magic Weapon

    Encounter Powers:
    Shielding Cube
    Hypnotic Distraction
    Healling Infusion: Curative Admixture (special)
    Healling Infusion: Resistive Formula (special)
    Heroic Effort
    Swift Mender
    Energy Conversion

    Daily Powers:
    Punishing Eye
    Flameheart Defender

    Item Powers:
    Summoned Leather Armor +2
    Amulet of Life +1
    Summoner's Accurate Staff +2

    Arcane Rejuvenation: Whenever one of the artificer’s allies uses a magic item’s daily power, that ally absorbs the energy and gains 8 temporary hit points.
    Attached Files Attached Files
    Attached Files Attached Files
    Last edited by drothgery; Thursday, 31st March, 2011 at 04:33 AM. Reason: add ministats

  4. #4

    Mini Me

    Keharn - Half-Elf Sentinel 6
    Passive Perception 22, Passive Insight 19
    AC 23, Fort 23, Reflex 17, Will 19
    HP 61/61, Bloodied 30, Surge Value 15, Surges 11/11
    Speed 6, Initiative +4
    Action Points: 1/1, Second Wind

    At-Will Powers:
    Tending Strike

    Encounter Powers:
    Combined Attack
    Healing Word x2
    Knack For Success

    Daily Powers:
    Summon Giant Toad
    Lifeblood Harvest
    Seed of Healing
    Leaf Wall

    Item Powers:
    Staff of the Serpent +2

    Bear Companion (Name TBD)
    AC 19, Fort 21, Reflex 17, Will 21
    Passive Perception 24 (Low-Light Vision), Speed 6
    HP 30/30
    MBA: +11 vs AC; 1d12+8 damage

    Aura 1: Allies within gain +2 power bonus to defenses while in aura
    Last edited by renau1g; Monday, 30th April, 2012 at 07:48 PM.

  5. #5

    Nafije an-Noor Mahbooba and Goldie

    What she does
    Nafije an-Noor Mahbooba, level 6
    Human, Wizard
    Background: Saved from the Noose (Bluff class skill)

    Ability Scores
    Str 8, Con 10, Dex 10, Int 20, Wis 13, Cha 16.

    AC: 19 Fort: 16 Reflex: 21 Will: 21
    HP: 40 Surges: 6 Surge Value: 10

    Trained Skills
    Bluff +15, Arcana +13, Religion +13, History +13, Diplomacy +17, Nature +9

    Untrained Skills
    Acrobatics +3, Dungeoneering +4, Endurance +3, Heal +4, Insight +4, Intimidate +6, Perception +4, Stealth +3, Streetwise +8, Thievery +3, Athletics +2

    1) Arcane Familiar (parrot)
    1) Spirit Talker
    2) Mending Spirit
    4) Staff Expertise
    6) War Wizard's Staff

    Apprentice Mage (Enchantment)
    Apprentice Mage (Illusionist)
    Expert Mage (Enchantment)

    Powers Known
    Spirit Talker: World Speaker's Command
    Wizard at-will 1: Magic Missile
    Wizard at-will 1: Beguiling Strands
    Wizard at-will 1: Hypnotism
    Wizard encounter 1: Charm of Misplaced Wrath
    Wizard daily 1: Rolling Thunder
    Wizard daily 1 Spellbook: Summon Dust Devil
    Wizard utility 2: Familiar Harrier
    Wizard utility 2 Spellbook: Memory to Mist
    Wizard encounter 3: Maze of Mirrors
    Wizard daily 5: Stinking Cloud
    Wizard daily 5 Spellbook: Scattering Shock
    Wizard utility 6: Spectral Image
    Wizard utility 6 Spellbook: Disguise Self

    Powers Prepared
    Magic Missile: Ranged 20, Effect: 11 force damage.
    Beguiling Strands: Close blast 5 (each enemy), +11 vs Will, you push the target up to 5 squares.
    Hypnotism: Ranged 10, +11 vs Will, choose one one the following:
    • The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll, or
    • You slide the target up to 5 squares

    Familiar Harrier: Move Action, Effect: Teleport your familiar up to 10 squares, and until the end of your next turn your familiar can flank with you or your allies. When an attack hits a creature flanked by the familiar, that creature cannot shift until the end of its next turn.
    Light: Minor Action, Ranged 5
    Mage Hand: Minor Action, Ranged 5
    Prestidigitation: Standard Action, Ranged 2
    Call Spirit Companion: Standard Action, Close Burst 20
    Suggestion: Free Action, Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
    Spirit's Prey: Opportunity Action, Melee Spirit 1, Trigger: An enemy leaves a square adjacent to your spirit companion without shifting, Effect: One ally within 10 squares of your spirit companion can make a ranged basic attack against the target as a free action with combat advantage.
    Healing Spirit: Minor Action, Close Burst 5, you or one ally in the burst can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points.
    Charm of Misplaced Wrath: Ranged 10, +11 vs Will, you slide the target up to 5 squares. Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the attack roll.
    Maze of Mirrors: Area Burst 1 within 10 (each creature), +11 vs Will, the target is immobilized and takes a -4 penalty to attack rolls (-6 against you) until the end of your next turn. One target grants combat advantage to you until the end of your next turn. Miss: The target is slowed until the end of your next turn.
    Spectral Image: Minor Action, Ranged 10, Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches or moves through it.
    An Insight check (DC 15 + half your level + your Int modifier) allows a creature to determine that the image is an illusion.
    Heroic Effort: No Action, Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
    Rolling Thunder: Ranged 10 (one or two creatures), +11 vs Reflex, 3d6+7 thunder damage and you slide the target 3 squares. Miss: Half damage, and you slide the target 1 square. Effect: You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack. Sustain Minor:Each thunderball persists. Secondary Attack: Trigger: A creature moved out of the thunderball's square. Opportunity action: Melee 1, +11 vs Reflex, 5 thunder damage
    Stinking Cloud: Area Burst 2 within 20 (each creature), +11 vs Fortitude, 1d10+7 poison damage, Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10+7 poison damage. As a move action, you can move the zone up to 6 squares. Sustain Minor: The zone persists.
    Speak with Spirits: Minor Action, Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+1).

    Spellbook, Staff of Missile Mastery +2, Amulet of Seduction +1, Resplendent Gloves (heroic tier), Magic Cloth Armor (Basic Clothing) +1, Defensive Staff +1

    Who she is
    Modest, well-spoken and polite, Nafije dresses in the formal attire of the Ylari and covers her head even when indoors. Nafije is an animal lover, and is often in the company of a blue-and-yellow macaw named Goldie. As the slave of a Thyatian wizard, Nafije has been tasked with accompanying the expedition and documenting the species they encounter. Should the expedition be a great success and return with the riches dreamed of, Nafije will be able to buy her freedom and perhaps return to her people.

  6. #6

    Crap, I forgot to equip my armor when I exported it, AC should be 25 on the sheet. I'll fix that when I get a chance tomorrow.

    Half-Orc Fighter 6
    AC: 25 Fort:23 Ref: 18 Will: 14
    HP: 60 Bloodied: 30 Surge: 15 Surges/day:11
    Passive Insight: 13 Passive Perception: 13
    Combat Challenge, Grappling Strike, Crushing Surge
    Second Wind, Furious Assualt, Bash and Pinion, Parry and Riposte
    Villian's Menace, Dancing Defense, Unstoppable, Third Wind
    Item Power's
    Summoned Drakescale Armor: Minor Action: Banish or summon armor. Does not provide armor bonus while banished.
    Amulet of Life: Free action. When you spend a healing Surge, spend an additional healing surge.
    Flask of the Dragon's Breath. Minor action: drink the elixir, at any point in the encounter, you can make a close blast 3 attack; +11 vs Ref, 1d6+2 Fire damage
    Potion of Healing x4, Potion of Resistance x2
    Attached Files Attached Files
    Last edited by Almightyfoon; Monday, 4th April, 2011 at 03:58 PM.

  7. #7
    Adam of Brightcastle

    Character Sheet

    But with plate armor

    level 6
    XP: 9,300
    Human, Paladin
    Cavalier Virtue of Sacrifice
    Human Power Selection: Bonus At-Will Power
    Birth - Among Another Race: Among Another Race (Elf)
    Background: Birth - Among Another Race (Among Another Race (Elf))

    Str 19, Con 11, Dex 13, Int 8, Wis 10, Cha 17.

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

    AC: 25 Fort: 21 Reflex: 20 Will: 20
    HP: 56 Surges: 11 Surge Value: 14

    Intimidate +11, Endurance +8, Diplomacy +11, Athletics +10, Perception +9

    Acrobatics +2, Arcana +2, Bluff +6, Dungeoneering +3, Heal +3, History +2, Insight +3, Nature +3, Religion +2, Stealth +2, Streetwise +6, Thievery +2

    Human: Heavy Blade Expertise
    Level 1: Improved Defenses
    Level 2: Mounted Combat
    Level 4: Armor Finesse
    Level 6: Improved Steed (Celestial Battle Tiger)


    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.

    Righteous Radiance
    At-Will Divine, Radiant
    Opportunity Action Melee 1
    Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
    Target: The triggering enemy
    Effect: The target takes 6 radiant damage.

    Spirit of Sacrifice
    You gain an additional healing surge (already included). In addition, you can use your second wind as a minor action to heal an ally of your choice within 5 squares of you. If you do so, you gain no benefit from using your second wind, but the ally regains hit points equal to his or her healing surge value.

    Divine Sanction:
    A creature subject to Divine Sanction is marked by the paladin while the sanction remains. Unless specified otherwise, the mark ends before the specified duration if someone else marks the target. Until the mark ends, the target takes 6 radiant damage the first time each round it makes an attack that doesn't include the paladin as a target.

    Spirit of Sacrifice
    Paladin at-will 1: Valiant Strike
    Paladin at-will 1: Ardent Strike
    Paladin at-will 1: Strike of Hope
    Paladin encounter: Holy Smite
    Paladin utility 1: Righteous Shield
    Paladin utility 2: Restore Vitality
    Paladin utility 4: Call Celestial Steed
    Paladin daily 5: Arc of Vengeance
    Paladin utility 6: Shield of Discipline

    Power details

    Valiant Strike
    At-Will Divine, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: +13 vs. AC. You gain a bonus to the attack roll equal to the number of enemies
    adjacent to you.
    Hit: 1d8 + 6.

    Ardent Strike
    At-Will Divine, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: +13 vs. AC.
    Hit: 1d8 + 6,, and the target is subject to your divine sanction until the end of your next turn.
    Special: When charging, you can use this power in place of a melee basic attack.

    Strike of Hope
    At-Will Divine, Radiant, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: +13 vs. AC
    Hit: 1d8 + 6 radiant damage. One ally within 5 squares of you gains 3 temporary hit points. If the ally is bloodied, the temporary hit points increase to 8.

    Holy Smite
    Encounter Divine, Radiant
    Free Action Personal
    Trigger: You target an enemy with an at-will weapon attack power.
    Effect: The target takes 5 radiant damage. If the triggering attack hits, the target is also dazed until the end of your next turn.
    Special: You can use the power twice per encounter, but only once per turn.

    Righteous Shield
    Encounter Divine
    Immediate Interrupt Close burst 3
    Trigger: An ally within 3 squares of you is damaged by an attack.
    Target: The triggering ally in the burst
    Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.

    Restore Vitality
    Daily Divine, Healing
    Minor Action Melee 1
    Target: One creature
    Effect: The target regains hit points equal to your healing surge value and can make a saving throw.

    Call Celestial Steed
    Daily (Special) F Divine, Summoning
    Standard Action Ranged 5
    Effect: A celestial tiger appears in an unoccupied space within range to obey your commands. The steed is an ally to you and your allies, and it serves as a mount to you or one ally you designate. While the steed is serving as a mount, the normal rules for mounted combat apply.
    The only actions that the steed can take while riderless are move actions and free actions. When the steed makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
    The steed lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until you start an extended rest.
    Special: You can use this power twice per day. However, if the steed drops to 0 hit points, you cannot use the power again until after an extended rest.

    Ark of Vengeance
    At-Will Divine, Radiant, Weapon
    Standard Action Close burst 1
    Target: Each enemy in burst
    Attack: +13 vs. AC
    Hit: 2d8 + 6 radiant damage.
    Miss: Half damage
    Effect: The target is subject to your divine sanction until the end of your next turn.

    Shield of Discipline
    Encounter Divine
    Minor Action Personal
    Effect: Until the end of your next turn, you gain resistance 4 to all damage.

    Adventurer's Kit, Dwarven Rimefire Plate Armor +2, Dynamic Longsword +2, Light Barding, Impenetrable Barding (heroic tier), Amulet of Life +1, Heavy Shield, Astral symbol, Potion of Healing (heroic tier) (2), Potion of Resistance (heroic tier), Headband of Perception (heroic tier), javelin (4)
    61 gp

    Celestial Tiger Steed

    "He who rides a tiger cannot dismount."

    Celestial Battle Tiger
    Large immortal beast (mount)
    HP 28 - Perception 19
    Healing Surges none, but you can spend a healing surge for the tiger if an effect allows it to spend one
    AC: 26 Fort: 22 Reflex: 21 Will: 21
    Speed 9 (forest walk)
    Resist all 5

    Tiger Agility (mount)
    The tiger gains a +10 bonus to Acrobatics and Athletics checks. It does not need to move to gain a running start for Athletics (jump) checks.

    Standard Actions
    m Bite F At-Will
    Attack: Melee 1 (one creature); +11 vs. AC
    Hit: 2d8 + 3 damage.

    M Battle Pounce F Encounter
    Effect: The tiger jumps up to 5 squares and attacks.
    Attack: Melee 1 (one creature); +11 vs. AC
    Hit: 3d8 + 3 damage, and the target falls prone.

    Triggered Actions
    M Raking Claw F At-Will
    Trigger: An enemy enters a square adjacent to the tiger.
    Attack (Immediate Reaction): Melee 1 (triggering enemy);
    +11 vs. AC
    Hit: 1d8 + 3 damage.

    Last edited by Walking Dad; Friday, 15th June, 2012 at 10:55 PM. Reason: adding XP

  8. #8
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    Sep 2005
    Starkville, MS
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    Block stonegod


    Skaros, Last of a Cursed Line

    Skaros, Last of a Cursed Line

    There are secret paths to power one should not contemplate.
    Stat Block
    Male Human (Tiefling) Hexblade (Sorcerer) 6 (8500 XP)
    Initiative +7; Senses Passive Insight 12, Passive Perception 12
    HP 55; Bloodied 27; Healing Surge 13; Surges Per Day 10
    AC 22; Fort 20, Ref 16, Will 20
    Resist 8 fire
    Speed 5
    Action Points 1
    Soul Eater (standard; at-will; requires pact weapon) ✦ Arcane, Fire (or Necrotic), Implement, Weapon
    +11 (+10) vs AC; 1d12+16 fire (1d12+13 necrotic) damage and Skaros gains a +2 power bonus to his next attack roll vs the target before ENT.
    Eldritch Bolt (standard; at-will) ✦ Arcane, Fire (or Force), Implement
    Ranged 10; +10 (+9) vs Ref; 1d10+14 fire (1d10+11 force).
    Blazing Doom of the Void (standard; twice per encounter; requires pact weapon) ✦ Arcane, Fire, Implement, Necrotic, Weapon
    +11 vs Fort. Hit: 2d12+14 fire and necrotic damage. Effect: Skaros gains a +5 power bonus to his next damage roll against the target before ENT.
    Crackling Fire (standard; daily) ✦ Arcane, Fire, Implement, Lightning
    Close blast 3, each creature in blast; +10 vs Reflex. Hit: 2d8+14 fire and lightning damage and target gains vulnerable 5 fire and 5 lightning (save ends both). Miss: Half damage.
    Hellfire Blast (standard; daily) ✦ Arcane, Fire, Implement
    Close blast 3, each creature in blast; +10 vs Reflex. Hit: 3d8+14 fire damage. Miss: Half damage.
    Soul Feast (standard; at-will; when Skaros drop an enemy or adjacent enemy drops; once per round) ✦ Arcane
    Skaros gains +4 temporary hit points.
    Infernal Wrath (free when enemy hits Skaros; encounter) ✦ Fire
    Close burst 10; Target takes 1d6+5 fire damage.
    Wrathful Aspect (minor; encounter) ✦ Arcane, Fear, Fire
    Until ENT, Skaros gains a +5 power bonus to Intimidate checks and any creature that hits him with a melee attack takes 5 fire damage.
    Iron Aspect of Dispater (minor; encounter) ✦ Arcane
    Until ENT, Skaros gains resist 5 to all damage and can ignore forced movement.
    Arcane Prodigy (free; encounter)
    Skaros gains +2 to his next damage roll.
    Lesser Planar Ally (standard; daily) ✦ Arcane, Conjuration
    Skaros conjures a Tiny spirit. It is invisible and lasts until it completes a task (up to 1 hour). It can locate an object/person within 5 miles or explore an area.
    Flaming Incendiary Dagger +1
    Properties: Light Thrown, Off-Hand, Energized (fire), Unerring Critical: +1d6 fire Power (At-Will ✦ Fire): Free action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal. Power (Daily ✦ Fire): Free when Skaros hits with this weapon. He deals an additional 1d6+1 fire damage and the target takes ongoing 5 fire damage (save ends).
    Dwarven Finemail +2
    Property: +2 to Endurance checks. Power (Daily ✦ Healing): Free action. Regain hit points as if Skaros had spent a healing surge.
    Bracers of Mighty Striking
    Property: +2 damage to melee basic attacks.
    Woundstich Powder (heroic)
    Power (At-Will): Standard action. When sprinkled on adjacent dying creature, the creature stops making death saves until it takes damage, and any untyped ongoing damage ends.
    Pact Weapon
    Manifest Blade of Annihilation as a minor action. Exist until release or dismissed (free).
    Imperious Majesty
    Cha instead of Dex for initiative; bonus +4 damage to creatures that have not acted yet in combat.
    Hellfire Blood
    +1 to attack and damage with fire and fear powers
    +1 on attacks vs bloodied foes.
    Alignment Unalighned; Languages Common, Draconic
    Str 13 (+4) Dex 13 (+4) Wis 8 (+2)
    Con 18 (+7) Int 10 (+3) Cha 19 (+7)
    Skills: Arcana +8*, Bluff +14, Diplomacy +12, Endurance +8, Intimidate +12, Religion +8*, Stealth +5
    * Trained
    Feats: Arcane Prodigy, Hellfire Blood, Imperious Majesty, Superior Implement Training (Incendiary dagger)
    Gear Adv. Kit, Amulet of Protection +2, Bracers of Mighty Striking, FLaming Incendiary Dagger +1, Dwarven Finemail +2, Woundstitch Powder, 2 Healing Potions; 20gp

    Appearance & Personality
    Skaros—Male Human (Tiefling) Hexblade (Warlock, Sorcerer) 6
    Initiative: +7; Passive Perception: 12, Passive Insight: 12
    HP: 55/55, Bloodied: 27, Surge: 13, Surges left: 10/10
    AC: 22, Fort: 20, Reflex: 16, Will: 20
    Speed: 5
    Action Points: 1/1, Second Wind: Not Used, Milestones: 0

    Soul Eater
    Eldritch Bolt

    Blazing Doom of the Void x2
    Crackling Fire
    Hellfire Blast

    Soul Feast
    Infernal Wrath
    Wrathful Aspect
    Iron Aspect of Dispater
    Arcane Prodigy

    Lesser Planar Ally
    Flaming Incendiary Dagger +1 (daily)
    Dwarven Finemail +1 (daily)
    2 Potions of Healing
    Attached Files Attached Files
    Last edited by stonegod; Sunday, 29th January, 2012 at 04:45 AM.

  9. #9
    Grandfather of Assassins (Lvl 19)

    Join Date
    Jun 2002
    Minnapolis, MN
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    I Defended The Walls!

    Block Shayuri

    Astra Startide
    level 6
    Elf, Ranger
    Fighting Style: Hunter Fighting Style
    Ranger: Prime Shot
    Background: Elf - Wild Elf (+2 to Athletics)
    Str 10, Con 13, Dex 21, Int 8, Wis 16, Cha 10.

    Str 10, Con 13, Dex 18, Int 8, Wis 13, Cha 10.

    AC: 22 Fort: 16 Reflex: 20 Will: 17
    HP: 50 Surges: 7 Surge Value: 12
    Initiative: +8

    Nature +13, Athletics +10, Acrobatics +12, Stealth +13, Perception +13

    Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +6, Endurance +3, Heal +6, History +2, Insight +6, Intimidate +3, Religion +2, Streetwise +3, Thievery +7

    Level 1: Cunning Stalker (Combat Advantage vs a Foe not adjacent to another Foe)
    Level 2: Weapon Proficiency (Greatbow)
    Level 4: Bow Expertise (+1 to hit per tier with bows, also +1 dmg per tier vs foes not adjacent to other foes)
    Level 6: Weapon Focus (Bow)

    Low Light Vision
    Elven Accuracy (Enc, reroll attack roll)
    Fey Origin
    Ignore Diff. Terrain during shift
    Grant +1 Perception to allies within 5sq

    Prime Shot - +1 to hit if no allies are closer to target than you.
    Hunter's Quarry - Minor action to make foe closest to you your 'Quarry.' Do +1d6 once per round to Quarry.

    Ranger at-will 1: Nimble Strike (Shift 1 before or after attack), +13, 1d12+10
    Ranger at-will 1: Twin Strike, +13, 1d12+5 x2
    Ranger encounter 1: Two-Fanged Strike, +13, 1d12+10 x2
    Ranger daily 1: Sure Shot, +13 (may reroll), 3d12+10 (may reroll each dmg dice)
    Ranger utility 2: Invigorating Stride (Shift Wis mod and use surge)
    Ranger encounter 3: Disruptive Strike (ImmInt, +13, 1d12+10, target takes -6 to its attack roll)
    Ranger daily 5: Spitting-Cobra Stance (rngd basic as ImmReac attack vs any foe within 5sq that moves closer)
    Ranger utility 6: Weave Through the Fray (ImmInt, Shift Wis mod sq)

    Duelist's Bow Greatbow +2 (Inflict -2 to hit on ranged and area attacks from target on hit)
    Amulet of Life +1 (Enc, when you spend a surge, you may spend an additional one as well.)
    Bracers of Archery (heroic tier) (+2 dmg with bows)
    Sylvan Hide Armor +1 (+Enh bonus to Stealth and Athletics checks)
    Backpack (empty)
    Flint and Steel
    Journeybreads (10)
    Silk Rope (50 ft.)
    Sunrod (2)
    Last edited by Shayuri; Thursday, 24th November, 2011 at 06:08 PM.

  10. #10
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    Block Leif


    Questor, Halfling Chaos Sorcerer 6

    Questor, Halfling Chaos Sorcerer 6 
    Alignment:  Good
    Action Points:  1
    XP: 7,500+1,000 [finding R. Barbarosa]= 8,500+300[Ogre battle]= 8,800+500[Freeing Barbarosa]= 9,300
    S 14 +2
    D 16 +3
    C 14 +2
    I 11 +0
    W 9 -1
    C 18 +4
    HP: 51 --  Bloodied: 25
    Surges/Day: 7, Surge Value: 12
    [DEFAULT MELEE ATTACK: +2DAGGER, +10 att, 1d4+4 damage, crit damage=8+2d6]
    +9=+3(1/2 Level)+2(magic dagger - Sorcerer Implement)+4(cha mod)]
    Defenses  [+2 AC versus AoO - Halfling Racial Feature]
    AC: 17= 10+3(one-half level)+1(magic cloth Bloodthread Armor)+3(dex mod)
    [AC: 19 when bloodied because of his Bloodthread Armor]
    Fort: 15=10+3(one-half level)+2(con/str mod)
    Ref:  16=10+3(one-half level)+3(dex mod)
    Will: 17=10+3(one-half level)+4(cha mod)
    Skills: [+2 racial bonus to Acrobatics and Thievery]
    Arcana +8 = +5(trained)+3(1/2 Level)+0(int) [class feature]
    Streetwise +12 =+5(trained)+3(1/2 level)+4(cha)
    Bluff +12 = +5(trained)+3(1/2 Level)+4(cha)
    Intimidate +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item) 
    Diplomacy +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item)
    Halfling Agility (attacker takes -2 on second chance reroll)
    Arcane Spellfury (+1 to attack rolls after hitting with at-will attack)
    Ritual Caster (master and perform rituals)
    [Questor's Possible Next Feat -- Disciplined Wild Soul (roll twice to 
    determine Wild Soul damage type)]
    Racial Features:
    Bold - +5 racial bonus to saves vs. fear
    Nimble Reaction - +2 racial bonus to AC vs. opportunity attacks
    Second Chance [*Encounter* - also see below|- Immediate Interrupt 
    |When hit, force 
    opp to re-roll the att & use second roll, even if it's lower (or higher)]
    Class Features:
    Wild Magic 
    -Chaos Burst - First attack roll in every battle determines special benefit:  
    even roll = +1 AC, odd = Questor may make a saving throw
    -Chaos Power - Bonus to damage with arcane powers=Dex mod (+3)
    -Unfettered Power - On natural 20 with arcane attack, slide target 1
     square and knock it prone after all other effects | AND When roll 
    natural 1, must Push each creature w/in 5 squares of Questor 1 square
    -Wild Soul - After Extended Rest, Roll 1d10 to determine Resistance (5)
    until next extended rest -- [Questor's Current Wild Soul Resistance= 5/Cold]
    At-Will Powers:
    -L1 Chaos Bolt [+9 att, cha vs. will, 1d10+9[+4(cha)+2(dagger)+3(chaos pwr)]
    psy dam secondary attack for 1d6 (+9[cha, dagger, chaos power])
    dam if roll even number for primary att]
    -L1 Storm Walk [+9 att, cha vs. fort, 1d8+9 [+4(cha)+2(dagger)+3(chaos pwr)]
    thunder dam and shift 1 sq before or after att]
    Encounter Powers:
    -Racial Power:  Second Chance - immediate interrupt [When an attack hits Questor,
    he may force the enemy to roll the attack again [at -2 due to to Questor's Halfling
    Agility Feat] and the enemy uses the second roll even if it's lower (or higher)]
    -L1 Bedeviling Burst [+9 att, cha vs. will,  1d10+9[+4(cha)+2(dagger)+3(chs pwr)] 
    psy dam + push target 3 sq]
    -L3 Poisonous Exhalation [+9 att, cha vs. fort, 2d8+9[+4(cha)+2(dagger)+3(chs pwr)] 
    poison dam + target is -2 fort until end of my next turn]
    Daily Powers:
    -L1 Dazzling Ray [+9 att, cha vs. will, 6d6+9 [+4(cha)+2(dagger)+3(chaos power)]
     radiant dam and target is -3 to att if I roll an even number (save ends) miss 1/2 dam]
    X-L5 Reeling Torment [+9 att, cha vs. will, 3d8+9 [+4(cha)+2(dagger)+3(chaos pwr)] 
    psy dam +slide target 3 sq at start of each of its turns (save ends), miss 1/2 dam 
    and only slide 1 sq]
    Utility Powers:
    -L2 Elemental Shift [MINOR ACTION] [Daily] - change resistance granted by wild soul to 
    another type for rest of encounter + one ally w/in 5 sq gains resist 5 to that 
    damage type for rest of encounter, too
    -L6 Swift Escape [IMMEDIATE INTERRUPT] [Encounter] :  if hit by close or area att Questor 
    teleports 5 sq (2+dex mod)
    Equipment, Including Magic:
    Bloodthread Armor +1 (L5, cloth) +1 and gain +2 more to AC and saves when bloodied
    Dagger +2  (L6) (+3 prof bonus, so +5 to melee att, +7 counting str mod) 
    (crit - +2d6 damage) (it also adds +2 to att and dam of Sorcerer Powers)
    Circlet of Authority (L7) +2 item bonus to Diplomacy and Intimidate Checks
    Standard Adventurers' Kit (15 gp)
    Everburning Torch (30gp)
    Ritual Book (50 gp)
    ***Animal Messenger (10gp comp cost)
    ***Brew Potion (component cost = price of elixir created)
    ***Travellers' Feast (35 gp comp)
    ***Make Whole (20% of item cost for com)
    ***Knock (35 gp comp)
    ***Comprehend Language (10gp comp)
    ***Detect Secret Doors (25gp comp)
    Ritual Components for Animal Messenger, Animal Messenger, Travellers' Feast, 
    Travellers' Feast, Knock, Knock, Knock, Comprehend Languages, Detect Secret Doors
    Questor stands 4'1" tall and weighs 77 pounds.  He is slender with piercing 
    bright blue eyes that shine out from his dark face.  His hair is raven black 
    and most days he sports two days worth of stubble on his face. His long 
    hair is kept in check by his gleaming silver Circlet (of authority).  His 
    dagger has a long, slender, wavy blade and its hilt is set with rhinestones.
    Questor (at least he claims that's is his real name but he never 
    offeres a surname to go with it), was born and raised in the 
    halfling communities not too far from Karameikos and 
    Specularum.  Upon becoming of age, he movedto Specularum 
    intending to ply his arcane talents for fun and profit.  He was 
    making a decent living using his talents to redecorate homes,
    repair pots and pans, rid houses of rodents, etc. when he 
    heard about the Swords of Darokin looking for talent.  He 
    immediately applied and was accepted.  [Stolen from Rhun's 
    post]  "And immediately had to flee for his life with the
    half-orc Vrashek, after pissing off the Veiled Society!
    Last edited by Leif; Tuesday, 3rd July, 2012 at 03:50 AM.

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