Scales of War #1 Rescue at Rivenroar PCs

Goonalan

Legend
Supporter
Scales of War #1 Rescue at Rivenroar PCs

This is the place to dump PCs for the above 4e PBP.

Please wait to be accepted in the OOC thread before dumping characters in here...

Happy hunting folks.
 

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Thanee

First Post
Kyalia, Elven Ranger

kyalia.png
.....
kyaliacat.png


Initiative +7

Hit Points 31 of 31
Temporary HP 0
Healing Surges ■■■■■ ■■■

Action Points ■■□
Daily Item Powers ■■■
Milestones ■■ + ½

Armor Class 19
Fortitude 14
Reflex 16
Will 14

Resist 5 necrotic
Resist 5 poison

:bmelee: Unarmed +1, 1d4 (OA → Fading Strike)
:branged: Longbow +8 (+9 with Prime Shot; CA with Distant Advantage), 1d10+4, 20/40

Vision Low-Light
Passive Perception 21
Passive Insight 14

(available ■ , used □)

[SBLOCK=Power Tracker]■ Action Point (up to one per round)
Second Wind
Elven Accuracy
Evasive Strike
Skirmishing Stance
Begin the Hunt
Deathcut Armor[/SBLOCK]

[SBLOCK=Character Sheet]Kyalia

Female Elf
2nd-Level Ranger (1,849 XP; Frazzle)
Unaligned

Str 10 +0 (0 PB)
Con 14 +2 (5 PB)
Dex 19 +4 (12 PB; +2 racial bonus)
Int 8 -1 (0 PB)
Wis 16 +3 (5 PB; +2 racial bonus)
Cha 10 +0 (0 PB)

Speed 7

Initiative +7 (+2 feat bonus)

Hit Points
Maximum 31 (12 + Constitution + 5 per level gained)
Bloodied 15
Surge Value 7
Healing Surges 8 (6 + CON)

Defenses
Armor Class 19
Fortitude 14 (+1 class bonus)
Reflex 16 (+1 class bonus)
Will 14

Background
Wild Elf (Athletics +2)

Character Theme
Wildcat Stalker (Dead Rat Deserter)
Level 1: Body of the Cat
Level 5: You gain a +2 power bonus to Athletics checks and Stealth checks.
Level 10: Hybrid Bite

Racial Traits
Low-Light Vision
Elven Weapon Proficiency
Fey Origin
Group Awareness (Non-elf allies within 5 squares are granted a +1 racial bonus to Perception checks)
Wild Step (Ignore difficult terrain when shifting)

Class Features
Hunter Fighting Style (Sheathe weapon as a free action to gain +4 AC against opportunity attacks provoked by your ranged attack)
Hunter's Quarry (+1d6)
Prime Shot (+1 bonus to ranged attack rolls, if no ally is nearer to the target)

Languages
Common
Elven

Skills
Acrobatics* +10(9)
Athletics* +8(7) (+2 background bonus)
Nature +11 (+2 racial bonus)
Perception +11 (+2 racial bonus)
Stealth* +10(9)

* -1 Check Penalty

Feats
Quick Draw (+2 Initiative; draw weapon as part of attack action)
Bow Expertise (+1 attack with bows; +1 damage with any bow attack against a single creature that is not adjacent to any other creature)
Distant Advantage (CA for ranged or area attacks against any enemy flanked by allies)

Powers
Melee Basic Attack (Unarmed +1, 1d4)
Ranged Basic Attack (Longbow +8, 1d10+4, 20/40)
Fading Strike (+8 vs. AC, 1d10+4, 20/40)
Twin Strike (+8 vs. AC, 1d10 (x2), 20/40)
Hunter's Quarry (+1d6)
Body of the Cat
Elven Accuracy
Evasive Strike (+8 vs. AC, 2d10+4, 20/40)
Skirmishing Stance
Begin the Hunt
Deathcut Armor
Potion of Healing

[SBLOCK=Power Details]Melee Basic Attack
At-WillWeapon
Standard ActionMelee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W]+STR damage.
Special: You can use an unarmed attack as a weapon to make a basic melee attack.

Ranged Basic Attack
At-WillWeapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W]+DEX damage.

Fading Strike (Ranger At-Will 1)
At-WillMartial, Weapon
Standard ActionMelee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W]+DEX damage, and you shift 2 squares to a square that is not adjacent to the target.
Hunter Fighting Style: When making an opportunity attack, you can use this power in place of a melee basic attack.

Twin Strike (Ranger At-Will 1)
At-WillMartial, Weapon
Standard ActionRanged weapon
Target: One or two creatures
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] damage per attack.

Hunter's Quarry (Ranger Class Feature)
At-Will
Minor Action
Effect: Once per turn, you can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals 1d6 extra damage.
If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
If you have dealt Hunter's Quarry damage since the start of your turn, you can't deal it again until the start of your next turn.
The effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.

Body of the Cat (Wildcat Stalker At-Will 1)
At-Will (Special) ✦ Polymorph, Primal
Minor ActionPersonal
Effect: You change from your humanoid form to the form of a Tiny cat, or vice versa. When you change from cat form to humanoid form, you can shift 1 square.
While in cat form, you cannot attack. You retain your normal statistics, but gain a climb speed equal to half your normal speed, and a +4 bonus to Stealth checks. Your equipment becomes part of your cat form, and you drop any other items you are holding. You continue to gain the benefits of the equipment you wear, except shields and item powers. While equipment is part of your cat form, it cannot be removed, and anything in a container that is part of your cat form is inaccessible.
Special: You can use this power only once per round.

Hybrid Bite (Wildcat Stalker At-Will 10)
At-Will (Special) ✦ Polymorph, Primal
Minor ActionPersonal
Effect: You change from your humanoid form to the form of a cat-humanoid, or vice versa. While in hybrid form, you retain your normal game statistics and size. You also retain your equipment, and can use it normally. In addition, you can use the secondary power at-will.
Special: You can use this power only once per round.
Secondary Power (Primal)
Standard ActionMelee 1
Target: One creature
Attack: Dexterity +4 vs. AC
Hit: 1d8+DEX damage, and ongoing 5 damage (save ends).

Elven Accuracy (Elf Racial Feature)
Encounter
Free ActionPersonal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Evasive Strike (Ranger Encounter 1)
EncounterMartial, Weapon
Standard ActionRanged weapon
Special: You can shift a number of squares equal to 1+WIS either before or after the attack.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W]+DEX damage.

Disruptive Strike (Ranger Encounter 3)
EncounterMartial, Weapon
Immediate InterruptRanged weapon
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Attack: Dexterity vs. AC
Hit: 1[W]+DEX damage. The target takes a penalty to its attack roll for the triggering attack equal to 3+WIS.

Skirmishing Stance (Ranger Daily 1)
DailyMartial, Stance
Minor ActionPersonal
Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.

Begin the Hunt (Ranger Utility 2)
DailyMartial
No ActionPersonal
Trigger: You roll initiative
Effect: You gain a +2 bonus to the initiative check, and using your Hunter's Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.

Deathcut Armor
DailyNecrotic
Immediate Reaction
Effect: You can use this power when an enemy hits you with a melee attack. Deal 1d10+CHA necrotic damage to that enemy.

Potion of Healing
ConsumableHealing
Minor Action
Effect: Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
[/SBLOCK]

Equipment

Equipped Items (12 lb.)
Weapon: Longbow
Off-Hand: --
Armor: Deathcut Hide Armor +1 (Slot: Armor; Property: Resist 5 necrotic and resist 5 poison)
Clothing: Basic Clothing
Misc: Arrows (120)

Magic Item Slots (0 lb.)
Arms: --
Feet: --
Hands: --
Head: --
Neck: --
Ring (left): --
Ring (right): --
Waist: --

Backpack (2 + 10 lb.)
Bedroll
Hide Armor
Dagger
Flint and Steel
Waterskin
Potion of Healing

Belt Pouch (½ + ¾ lb.)
0 platinum pieces
29 gold pieces
9 silver pieces
0 copper pieces

kyalia.png


Appearance
Kyalia is of average size, about 5' 6" tall, with a slender and athletic body. Her long, auburn hair is usually worn open and untamed, giving the elf a somewhat wild look. Her vibrant green eyes are keen and perceptive and ever curious. Her skin has a light tan, nicely underlining her overall attractive appearance. Like most of her kin, she favors natural colors, leaf-green and earthen-brown, for her clothes, and she likes them practical and comfortable. She usually wears a wide, hooded cloak, of a greenish-grey color. Her weapon of choice is the longbow, and she carries quite an arsenal of arrows with her.

Background
Her ancient home is located deeply within the Winterbole Forest, where the reclusive elves lived in peace and in tune with nature. There were always enemies threatening their peaceful life, but many of the elves living in the small community were hunters and their skill with the bow was more than a match for the occasional marauder. Contact with other races were few and far between. Kyalia was one of those, who were always anxious to meet new people and to learn about the wonders of the Nentir Vale, even though the elders disapproved. Driven by her curiosity, the young elf eventually left her home village on a journey to the south, to learn more about the world and to see it with her own eyes. She followed the Winter River southwards and thus came to the city of Fallcrest (Map Key).

[SBLOCK=Advancement]Heroic Tier Feats
Lethal Hunter [PHB]
Weapon Focus (Bow) [PHB]
Distant Advantage [PHB2]
Focused Mind [PHB3]
Hunter's Aim [MP]
Martial Freedom [MP; Prerequisite: Endurance]
Hobbling Strike [MP2]
Cold Adaptation [HotFL]
Heat Adaptation [HotFL]
Resilient Focus [HotFL]
Superior Fortitude [HotFL; Prerequisite: Constitution 15]
Superior Reflex [HotFL]
Superior Will [HotFL]
Cunning Stalker [HotFK][/SBLOCK][/SBLOCK]
 
Last edited:

Caim

First Post
[sblock=Magnus Thunderbrew]
[sblock=Game Info]
Race: Dwarf
Class: Fighter
Alignment: Unaligned
Languages: Common and Dwarven
Deity: N/A [/sblock]
[sblock=Abilities]
STR: 16 (9 PB)
DEX: 12 (2 PB)
CON: 18 (9 PB) +2 Racial
INT: 8 (0 PB)
WIS: 14 (2 PB) +2 Racial
CHA: 10 (0 PB) [/sblock]
[sblock=Combat]
HP: 38 = 15 [Class] + 18 [Con] + 5 [Toughness]
Bloodied: 19 Healing Surges: 13 Surge Value: 9
AC: 19 = 10 + 0 [1/2 Level] + 7 [Scale Armor] + 2 [Shield]
INIT: +2 Passive Perception: 12 Passive Insight: 12
Fort: 16 = 10 + 0 [1/2 Level] + 4 [Con] + 2 [Class]
Reflex: 14 = 10 + 0 [1/2 Level] + 2 [Dex] + 0 [Class] + 2 [Shield]
Will: 12 = 10 + 0 [1/2 Level] + 2 [Wis] + 0 [Class]
Speed: 5 squares [/sblock]
[sblock=Weapon Stats]
Warhammer (melee): +6 = + 0 [1/2 Level] + 3 [Str] + 1 [Class] + 2 [Pro]
Damage: 1d10+3 [/sblock]
[sblock=Exploits]
Melee Basic Attack
At-Will * Weapon
Standard Action - Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[w] + Str damage
Special: You can use an unarmed attack as a weapon to make a basic melee attack.

---AT-WILL EXPLOITS---
Reaping Strike
At-Will * Martial, Weapon
Standard Action - Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[w] + Str damage
Miss: Half strength modifier damage. If you're wielding a two-handed weapon, you deal damage equal to you're Strength modifier.

Tide of Iron
At-Will * Martial, Weapon
Standard Action - Melee Weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[w] + Str damage, and you push the target 1 squar if it is your size, smaller than you, or one size catagory larger. You can shift into the space that the target occupied.

---ENCOUNTER EXPLOITS---
Steel Serpent Strike
Encounter * Martial, Weapon
Standard Action - Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[w] + Str damage , and the target is slowed and cannot shift until the end of your next turn.

---DAILY EXPLOITS---
Steel Serpent Strike
Daily * Invigorating, Martial, Weapon
Standard Action - Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[w] + Str 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, hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is not slowed or immobilized. [/sblock]
[sblock=Racial Traits]
Cast-Iron Stomach: +2 vs. Poison
Dwarven Resilence: Use second wind as a minor action instead of standard.
Dwarven Weapon Proficiency: Proficient with throwing hammer and warhammer.
Encumbered Speed: Move normal speed no matter armor or load.
Stand Your Ground: -1 square to an affect that would push, pull or slide you. [/sblock]
[sblock=Class Features]
Combat Challenge: Mark lasts until the end of your next turn. While the target is marked, it takes a -2
penalty to attack rolls that do not include you as a target.
Combat Superiority: Gain a bonus to OA's equal to Wisdom modifier. An enemy struck by your
opportunity attack stop moving.
Fighter Weapon Talent: +1 to chosen weapon type. [/sblock]
[sblock=Feats]
Toughness: Gain 5 HP at each tier of play. [/sblock]
[sblock=Skills]
Athletics: +6 = 3 [Str and 1/2 Level] + 5 [Trained] - 2 [Armor Check]
Endurance: +7 = 4 [Con and 1/2 Level] + 5 [Trained] + 2 [Racial] - 2 [Armor Check]
Intimdate: +5 = 0 [Cha and 1/2 Level] +5 [Trained]
Dungeoneering: +4 = 2 [Wis and 1/2 Level] + 0 [Trained] + 2 [Racial] [/sblock]
[sblock=Equipment]
Code:
Item                                               Cost         Weight
Scale Armor                                      45gp          45lbs
Heavy Shield                                     10gp          15lbs
Warhammer                                       15gp           5lbs
Backpack                                           2gp          2lbs
  Bedroll                                             1sp          5lbs
  Flint and Steel                                   1gp          0lbs
  Pouch, belt                                       1gp         .5lbs
  Rations, trail (10 days)                        5gp         10lbs
  Rope, hempen (50 ft.)                         1gp         10lbs
  Sunrods (2)                                       4gp          2lbs
  Waterskin                                         1gp          4lbs
Treasure: 15gp, 9sp Gems: none
Total Weight Carried: 98.5 lbs Maximum Weight: Carry (160) Lift (320) Drag/Push/Pull (800) [/sblock]
[sblock=Details]
Size: Medium
Age: 47
Height: 4'6"
Weight: 187
Hair Color: Red
Eye Color: Green
Skin Color: Tanned
Apperance:
Deamenaor: [/sblock] [/sblock]

MagnusThunderbrew.png

I'll be starting at T33 sir.
 
Last edited:

Goonalan

Legend
Supporter
Please feel free to find suitable images for your characters I can turn in to tokens for the maps.

For those that have their characters parked in here also please indicate a square you wish to start of in on the map of the Nentir Inn bar I sent you- just send me the co-ordinates.

Note you must start 5 squares away from any bad guys, and within the Inn, if you're bar staff then of course you could be behind the bar...

Cheers Goonalan.
 

tiornys

Explorer
[sblock= Ah-shahran, Character Sheet]Ah-shahran, level 2 Deva Shaman|Warlord/Invoker
Male, 6' 3", 195lb

thinking, speaking, yelling, *whispering*, distant, abstracted mumbling, intently focused
[sblock= race features]Ability scores: +2 Wisdom, +2 Charisma or +2 Intelligence
Size: Medium
Speed: 6 squares.
Vision: Normal

Languages: Common, choice of two others
Skill Bonuses: +2 History, +2 Religion.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
[sblock= Memory of a Thousand Lifetimes]Deva Racial Power
The dreamlike memories of your previous lives lend insight to aid you.
Encounter
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll.
[/sblock]
[/sblock][sblock= Class Features][sblock= Companion Spirit (hybrid) -- Elemental Spirit]You gain the call spirit companion power.

In addition, choose one of the Companion Spirit options. You don’t gain the Spirit Boon or any of the powers granted by that choice, but you are considered to have the class feature for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.

Special: To select the at-will attack power associated with a Companion Spirit, you must have the appropriate spirit. For example, you can’t select the stalker’s strike power unless you have Stalker Spirit.

Call Spirit Companion - Shaman Feature

Your soul reaches out to your spirit friend, which faithfully appears at your side.

At-Will Conjuration, Primal
Minor Action Close burst 20

Requirement: Your spirit companion must not be present.

Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.

[/sblock][sblock= Healing Spirit (hybrid)]You gain the shaman power healing spirit. The power functions as normal, except that you can use it only once per encounter.

Healing Spirit - Shaman Feature

You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor.

Encounter (Special) Healing, Primal
Minor Action Close burst 5

Target: You or one ally in the burst

Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.

[/sblock][sblock= Speak With Spirits]You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.

Speak with Spirits - Shaman Feature

You commune with the spirits, letting them guide your words and actions.

Encounter Primal
Minor Action Personal

Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.

[/sblock][sblock= Inspiring Word (hybrid)]You gain the warlord power inspiring word. The power functions as normal, except that you can use it only once per encounter.

Inspiring Word - Warlord Feature

You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade.

Encounter (Special) Healing, Martial
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)

Target: You or one ally in the burst

Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.

[/sblock][sblock= Warlord Leadership - Combat Leader]You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
[/sblock][/sblock][sblock= Background]Auspicious Birth Benefit: You substitute your highest ability score for Constitution to determine your initial hit points.[/sblock][sblock= Theme]Seer
L1 Benefit: Gain the Cast Fortune power
[sblock= Cast Fortune]Seer Utility

You perform a minor augury or reading that reveals to you what fortune holds for the subject this day.

Encounter Arcane
Standard Action Ranged 5

Target: One ally

Effect: Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM’s discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can’t be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target.

Special: Once anyone has used this power on an ally, that ally cannot be targeted by the power again until after he or she finishes an extended rest.[/sblock]
[/sblock][sblock= Reference]Initiative: +3 Speed: 6
Passive Insight: 20 Passive Perception: 20 (Senses: Normal)
Resistances: 6 necrotic, 6 radiant
Saving Throw Modifiers: n/a
Languages: Common, Primordial, Giant
[/sblock][sblock= Stats]Strength: 8
Constitution: 13
Dexterity: 10
Intelligence: 18
Wisdom: 18
Charisma: 11
[/sblock][sblock= Defenses]AC: 17 Fortitude: 12 Reflex: 15 Will: 17
HP: 35 Surges/day: 8 Surge Value: 8
[/sblock][sblock= Skills]Acrobatics +1
Arcana +5
Athletics +0
Bluff +1
Diplomacy +1
Dungeoneering +5
Endurance +2
Heal +5
History +7
Insight +10*
Intimidate +1
Nature +10*
Perception +10*
Religion +12*
Stealth +1
Streetwise +1
Thievery +1
[/sblock]
[sblock= Feats]Level 1: Spirit of Vigor
Level 2: Acolyte of Divine Secrets (Religion/Hand of Radiance)
[/sblock][sblock= Powers]
[sblock= Direct the Strike]Warlord Attack 1

You direct an ally to attack as an enemy lowers its guard.

At-Will Martial
Standard Action Ranged 5

Target: One ally

Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
[/sblock][sblock= Spirit Infusion]Shaman Attack 1
You dismiss your spirit companion, which flows into an ally and enables him or her to make a swift and sudden attack.

At-Will Primal, Spirit
Standard Action Melee spirit 1

Target: One ally

Effect: Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier.
[/sblock]
[sblock= Hand of Radiance]Invoker Attack 1

Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.

Encounter Divine, Implement, Radiant
Standard Action Ranged 10

Target: One, two, or three creatures

Attack: Wisdom vs. Reflex

Hit: 1d4 + Wisdom modifier radiant damage.
[/sblock][sblock= Twin Panthers]Shaman Attack 1

Two panther spirits leap on your foes, and the panthers channel their predatory instincts through your spirit companion so that it menaces nearby enemies.

Encounter Implement, Primal
Standard Action Ranged 5

Target: One creature

Attack: Wisdom vs. Reflex

Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier.

Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion.

Effect: Make the attack one more time against the same target or a different one.
[/sblock][sblock= Adaptive Stratagem]Warlord Utility 2

Your companion has the ability and the will. You provide the plan and the motivation.

Encounter Martial
Minor Action Close burst 10

Target: One ally in the burst

Effect: Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier.

Resourceful Presence: The ally gains both bonuses.[/SBLOCK]
[sblock= Spirit of the Healing Flood]Shaman Attack 1
The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes.

Daily Healing, Implement, Primal
Standard Action Close burst 5

Target: Each enemy in the burst

Attack: Wisdom vs. Fortitude

Hit: 1d8 + Wisdom modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
[/sblock]
[/sblock][sblock=Items]
Leather Armor
Adventurer's Kit
Magic Accurate Staff +1
Potion of Healing
[sblock=Corellon's Boon of Arcane Might (Winged Horde)]Corellon brought arcane magic to the world. Mortals who please him gain access to powers that otherwise take years of study to master.
Lvl 3 680 gp
Divine Boon
Property
Choose an at-will power from an arcane character class. You can use that power as an encounter power.
Power Daily (Free Action)
Choose a 1st-level encounter power from an arcane class. You can use that power once before the end of the encounter.[/sblock]

Wealth: 60 gp
[/sblock][sblock= Details][sblock= Mannerisms and Appearance]Ah-shahran's white hair is bushy and unkempt. This combines with his wide eyes to give an impression of someone who is not, perhaps, completely sane. Adding to the impression, Ah-shahran's gaze alternates between rapid shifts and long stares. Ah-shahran's skin is dominated by pale gray, and his face lacks the customary Deva patterns. Only on the bottom of his wrists and the palms of his hands are dark gray patterns visible. Ah-shahran wears a flowing cloak over leather armor and carries no visible weaponry.
[/sblock][sblock= Character Matrix]Social Interactions: Enigmatic, Hopeful/Grim, Skeptical
Decision Points: Impatient, Pragmatic, Gruff
Dire Straits: Fierce, Driven, Unshakable
[/sblock][sblock= Campaign Notes]
[/sblock][/sblock][/sblock]

[sblock= Power Statistics]
[sblock= Spirit Infusion]At-Will - Primal, Spirit
Standard Action - Melee spirit 1
Target: One ally
Effect: Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a +4 power bonus to the damage roll.
---[/sblock]


[sblock= Twin Panthers]Encounter - Implement, Primal
Standard Action - Ranged 5
Target: One creature
Attack: +6 vs. Reflex
Hit: 1d8 + 5 damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion.
Effect: Make the attack one more time against the same target or a different one.
---[/sblock]

[sblock= Hand of Radiance]Encounter - Divine, Implement, Radiant
Standard Action - Ranged 5
Target: One, two, or three creatures
Attack: +6 vs. Reflex
Hit: 1d4 + 5 radiant damage.
---[/sblock]

[sblock= Adaptive Stratagem]Encounter - Martial
Minor Action - Close burst 10
Target: One ally in the burst
Effect: The ally gains a +4 power bonus to damage rolls until the end of your next turn.
---[/sblock]


[sblock= Spirit of the Healing Flood]Daily - Healing, Implement, Primal
Standard Action - Close burst 5
Target: Each enemy in burst
Attack: +6 vs. Fortitude
Hit: 1d8 + 5 damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
---[/sblock]
[/sblock]

[sblock=Party Notable Basic Attacks]Kyalia: RBA: +8 vs, AC, 1d10+4 (Prime Shot, Elven Accuracy, Hunter's Quarry, Bow Expertise, Distant Advantage)
Viator: currently none
Kali: MBA: +9 vs. AC, 1d10+9 (Power Strike, Shrouds, Axe Expertise); RBA (Longbow): +8 vs. AC, 1d10+5
Freggo: MBA: +8 vs. AC, 1d8+3; RBA (Javelin): +6 vs. AC, 1d6+3
Velani: MBA: +10 vs. AC, 1d8+5 (Challenge-Seeking, Holy Smite, ANTI-synergy with missed Vengeful Strike)[/sblock]

[sblock=Combat Status]HP: 35/35 Surges: 8/8 Surge Value: 8
AC: 17 Fortitude: 12 Reflex: 15 Will: 17
Resist: 6 necrotic, 6 radiant Saving Throw mods: none
Speed: 6 Initiative: (+3) xx
Passive Insight: 20 Passive Perception: 20
Action Points: 1 [] Usage this encounter
[] Second Wind

[][][] Failed Death Saves

Current Status:


Actions:
[]Standard
[]Move
[]Minor
[]Immediate


Powers:
Spirit Infusion, Direct the Strike, Call Spirit Companion Twin Panthers, Hand of Radiance, Adaptive Stratagem, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Cast Fortune, Spirit of the Healing Flood, Winged Horde (CBoAM), Potion of Healing, Corellon's Boon of Arcane Might

[/sblock]
 
Last edited:

RavenBlackthorne

First Post
Viator - Eladrin Psion Level 2

[sblock= Viator, Character Sheet]Viator, level 1 Eladrin Psion
Male, 5' 5", 130lb
[sblock= Race Features]Ability scores: +2 Intelligence, +2 Dexterity or +2 Charisma
Size: Medium
Speed: 6 squares.
Vision: Low-Light

Languages: Common, Elven
Skill Bonuses: , +2 Arcana, +2 History.
Eladrin Education: You gain training in one skill of your choice.

Eladrin Weapon Proficiency: You gain proficiency with the longsword.

Eladrin Will: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.

Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Fey Step: You have the fey step power.

Trance: Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
[sblock= Fey Step]Eladrin Racial Power

You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else.

Encounter Teleportation
Move Action Personal

Effect: Teleport up to 5 squares.
[/sblock][/sblock][sblock= Class Features][sblock= Telekenesis Focus] You gain the powers far hand and forceful push.

[sblock=Far Hand]Psion Feature

You lift an object into the air with the power of your mind.

Encounter Psionic
Minor Action Ranged 5

Target: One object that weighs 20 pounds or less and isn’t carried by another creature

Effect: You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less.

Sustain Minor: You either move the target to a square within range or manipulate it
[/sblock]
[sblock=Forceful Push]Psion Feature

With a focused thought, your mental push becomes physical force, moving a creature in the direction you choose.

Encounter Psionic
Free Action Ranged 10

Target: One creature

Effect:You slide the target 1 square, but not into hindering terrain.
Level 11: You slide the target 2 squares.
Level 21: You slide the target 3 squares. [/sblock]
[/sblock][sblock= Psionic Augmentation] Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power—represented in the game as power points—that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use.

Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.

At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don’t start with any encounter attack powers from your class. You can instead augment your class at-will attack powers using power points. These powers have the augmentable keyword.

You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new at-will attack power from this class. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower. Both powers must be augmentable and from this class.

Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.

[/sblock][/sblock][sblock= Background]Early Life – Test Subject
Benefit: +2 Arcana[/sblock][sblock=Theme]Noble Adept

Noble Adept Traits
Role: Controller
Power Source: Psionic
Noble Adept Power Point: You gain 1 power point at first level. Gain additional at higher levels
Granted Power: Adept’s Insight
[sblock=Adept’s Insight] Noble Adept Feature

With a mental focus, you enhance the undeniability of your actions.

Encounter Psionic
Free Action Close Burst 5

Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check.
Effect: You add 1 to the triggering roll.
Augment 1
Effect: You instead add 1d4+1 to the triggering roll.[/sblock][/sblock][sblock= Reference]Initiative: +1 Speed: 6
Passive Insight: 18 Passive Perception: 18 (Senses: Low-Light)
Resistances: None
Saving Throw Modifiers: +5 against charm effects
Languages: Common, Elven

[sblock= Stats]Strength: 8
Constitution: 14
Dexterity: 11
Intelligence: 18
Wisdom: 15
Charisma: 12
[/sblock][sblock= Defenses]AC: 15 Fortitude: 13 Reflex: 15 Will: 16
HP: 30 Surges/day: 8 Surge Value: 7
[/sblock][sblock= Skills]Acrobatics +1
Arcana +14
Athletics 0
Bluff +2
Diplomacy +2
Dungeoneering +3
Endurance +3
Heal +3
History +12
Insight +8
Intimidate +2
Nature +3
Perception +8
Religion +5
Stealth +1
Streetwise +7
Thievery +1
[/sblock][sblock= Feats]Level 1: Ubiquitous Step
Regain fey step at 0 power points
Level 2: Orb Expertise
You gain a +1 feat bonus to implement attack rolls that you make with an orb. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain a +1 feat bonus to the number of squares you pull, push, or slide targets of attacks that you make with an orb.
[/sblock][sblock= Powers]
[sblock= Dimensional Scramble]Psion Attack 1

Your attack causes space to jumble and fragment, scattering creatures into different position

At-Will Augmentable, Implement, Psionic, Teleportation
Standard Action Area burst 1 within 10 squares

Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and you teleport the target to a square adjacent to the burst.
Augment 1
Target: Each enemy in the burst
Augment 2
Target: Each enemy in the burst
Hit: 2d6 + Intelligence modifier damage, and you teleport the target to another square in or adjacent to the burst.

[/sblock][sblock= Dishearten]Psion Attack 1

You insert thoughts of defeat into your foe's minds, sapping their will to fight.

At-Will Augmentable, Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares

Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Augment 1
Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.
Augment 2
Hit: 2d6 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
[/sblock][sblock= Living Missile] Psion Attack 1

You bind an enemy with a thought, then hurl it into another foe.

Daily Implement, Psionic, Psychic
Standard Action Ranged 10

Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: The target is immobilized (save ends).
Miss: The target is slowed (save ends).
Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.

Daily Implement, Psionic
Minor Action Ranged 10

Requirement: The power Living Missile must be active in order to use this power. This power may be used once per round.

Effect: Before the secondary attack, you slide the primary target 10 squares.
Secondary Target: One creature adjacent to the primary target at any point during the slide
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and the secondary target falls prone. The primary target takes half damage and falls prone.
Miss: Half damage, and the primary target falls prone. [/sblock] [sblock= Transport Self] Psion Utility 2

With a thought, you transport yourself to a position that better suits your desires.

Encounter Psionic, Teleportation
Move Action Personal

Effect: You teleport a number of squares equal to 1 + your Wisdom modifier. [/sblock][/sblock] [sblock=Items]
Magic Orb +1
Cloth Armor
Adventurer's Kit
Wealth: 30 gp
[/sblock]
[sblock=Rituals][sblock=Sending]
You can see him in your mind’s eye, clear as the first time you met him. Your magic lets him know that you’re safe, despite encountering the followers of Thoon, and he reassures you that the red dragon caused him no harm.

Component Cost: 50 gp
Market Price: 360 gp
Key Skill: Arcana
Level: 6
Category: Exploration
Time: 10 minutes
Duration: Instantaneous

You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result.[/sblock]
[sblock=Tenser’s Floating Disk]
“Oh, this? It follows me everywhere, like a porter that never needs to rest.”

Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours

You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry.[/sblock]
[sblock=Unseen Servant]
Why bother with real servants when magical ones are so much more obedient?

Component Cost: 20 gp, plus a focus worth at least 25 gp
Market Price: 50 gp
Key Skill: Arcana
Level: 1
Category: Creation
Time: 10 minutes

Duration: Until your next extended rest or until you dismiss the servant
You conjure a Medium unseen servant of invisible force. It obeys your commands, moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camp, and moving, holding, or carrying objects.
An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.
Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone’s possession for a minute or longer, all unseen servants bound to it disappear. [/sblock][/sblock][/sblock][sblock= Details][sblock= Mannerisms and Appearance]Viator comes across as small and vulnerable. His blonde hair and diminutive stature belie an internal strength. Only his ice blue eyes hint toward the destructive power his mind contains. Occasionally struggling with the torrent inside he develops a tick under times of great stress that cannot be relieved by unleashing his psionic flow.[/sblock][/sblock][/sblock]

[sblock=Viator Combat Stats]AC: 15 Fort: 13 Ref: 15 Will: 16
Init: +1 PI: 18 PP:18
HP: 30/30
Surges: 8/8
Power Points: 3/3
[sblock=Powers]Dimensional Scramble (+7 vs Fort, 1d6+5 dmg and teleport)
Dishearten (+7 vs Will, 1d6+5 psychic dmg and -2 to attack)
Fey Step
Far Hand
Forceful Push
Transport Self
Adept’s Insight
Living Missile (+7 vs Fort, immobilized/slowed (save ends); +7 vs Ref, 2d6+5 dmg and prone - half for primary target and prone)
[/sblock][sblock=Rituals]Sending
Tenser’s Floating Disk
Unseen Servant
[/sblock][sblock= Skills]Acrobatics +1
Arcana +14
Athletics +0
Bluff +2
Diplomacy +2
Dungeoneering +3
Endurance +3
Heal +3
History +12
Insight +8
Intimidate +2
Nature +3
Perception +8
Religion +5
Stealth +1
Streetwise +7
Thievery +1
[/sblock]
[sblock=Interactive Char Sheet]Viator at iplay4e[/sblock][/sblock]
 
Last edited:



hairychin

First Post
Kalimaru

Here's for those who don't have the CB.

[sblock=Kali]Kalimaru, Last of the Darkfoot
Played by Hairychin
Razorclaw Shifter Scout Level 1

Perception: 17 Insight: 12 Low-light Vision

AC 18 Fortitude 12 Reflex 16 Will 12
Initiative: +5 Speed: 6
Str 10 Con 13 Dex 20 Int 8 Wis 15 Cha 10

Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 8 / 8

Resist:

Action Points: 1

Second Wind: 1

Languages: Common, Goblin.

Skills: Acrobatics +11, Arcana -1, Athletics +4, Bluff 0, Diplomacy 0, Dungeoneering +2, Endurance +5, Heal +2, History -1, Insight +2, Intimidate 0, Nature +7, Perception +7, Religion -1, Stealth +13, Streetwise 0, Thievery +4.

Feats: Shadow Initiate.

Traits: Acrobatics Bonus, Stealth Bonus, Attack Finesse, Spinning Axe Mastery

Knacks: Watchful Rest, Beast Empathy

At-Will Powers: Standard Actions
Melee Basic Attack (Battleaxe): +7 vs AC 1d10+7 damage.
Melee Basic Attack (Handaxe): +7 vs AC 1d6+7 damage.

Ranged Basic Attack (Throwing Hammer): Range 5/10 +2 vs AC 1d6+2 damage.
Ranged Basic Attack (Longbow): Range 20/40 +7 vs AC 1d10+5 damage.


At-Will: Minor Actions
Aspect of the Cunning Fox: Take half damage form attacks made against you in your turn; whenever you hit or miss with a melee or ranged attack can shift 2 squares as a free action.
Aspect of the Soaring Hawk: +2 bonus to speed; ignore penalty to attacks for partial cover and partial concealment and just -2 for full cover and full concealment; +2 bonus to perception.

At-Will Powers: Free Actions
Dual Weapon Attack: Follow up a successful melee basic attack with (Battleaxe): +7 vs AC 1d10+7 damage or (Handaxe): +7 vs AC 1d6+7 damage.

Assassin’s Shroud: Close burst 10, one enemy that can be seen; Use on own turn, once per turn, up to 2 per encounter; Must choose to invoke shrouds prior to attack, does 1d6 per damage per shroud if hit or per (shroud-1) if miss.

Encounter Powers: Minor Actions
Razorclaw Shifting: Must be Bloodied, until the end of the encounter soeed increase by 2, and gain +1 on AC and Reflex.

Encounter Powers: No Action
Power Strike: If hit with a melee basic attack, add 1(W) extra damage.


Conditions:


Equipment:[/sblock]
 

Goonalan

Legend
Supporter
New Map showing all players in so far-

Scales of War #1 Rescue at Rivenroar

Map 003

Get back to me if you want to change positions or tokens.

Awaiting the following-

Hairychin- Location in bar
Goken100- PC, token & location

Would like to start playing in the next day or so- Goken, are you still up for it? If so please get a wiggle on.

Cheers Goonalan
 

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