Adventurers of the Nentir Vale--RG





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  1. #1

    Adventurers of the Nentir Vale--RG

    Post character sheets here, of course.

    possum is Garrett, the halfling thief; Walking Dad is Denaris, the elf hunter; hero4hire is Tanglebeard, the Dwarf Druid; and Grumi the mage is played by Voda Vosa.

    The Game
    OOC Thread
    Last edited by cavalier973; Sunday, 12th June, 2011 at 04:43 PM.

 

  • #2

    Garret the Halfling wealth redistribution specialist

    possum's character

    Garret, level 1
    Halfling, Thief

    FINAL ABILITY SCORES
    Str 13, Con 10, Dex 18, Int 11, Wis 12, Cha 16.

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


    AC: 16 Fort: 11 Reflex: 16 Will: 13
    HP: 22 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Stealth +9, Thievery +11, Bluff +8, Perception +6, Streetwise +8, Acrobatics +11

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

    FEATS
    Level 1: Crossbow Expertise

    POWERS
    Thief At-Will 1: Tactical Trick
    Thief At-Will 1: Unbalancing Trick
    Thief Encounter 1: Backstab
    Halfling Encounter 1: Second Chance

    Basic Attacks

    Melee +7 Dagger 1d4+6 damage
    Ranged +7 Hand Crossbow 1d6+7.

    Special Stuff

    First Strike: Gain combat advantage against foes who haven't acted yet
    Sneak Attack

    ITEMS
    Adventurer's Kit, Leather Armor, Dagger, Hand Crossbow, Thieves' Tools

    Garrett was bornin Restwell Keep 20 years ago, and was but a small child when a Tiamat-based cult assaulted the Keep. While fleeing from the lizardmen besieging the keep, a young Garrett was saved from death by Merrick, another halfling who had been part of a group investigating the recent surge in cult activity.

    Inspired by the fellow thief, Garrett began to train for the life of a rogue; learning how to be sneak around without being caught and where to really hit someone and make it hurt. Now grown, he has left the keep on the borderlands to seek his own path, and has met up with a small group of compatriots.

  • #3

    Tanglebeard the Survivalist and Ursidae Domestication Technician

    hero4hire's character

    TANGLBEARD

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Dwarf, Sentinel
    Season: Druid of Summer
    Druid Wilderness Knacks Option: Mountain Guide (Druid)
    Druid Wilderness Knacks Option: Herb Lore (Druid)
    Mror Holds (+2 to Dungeoneering)

    FINAL ABILITY SCORES
    STR 13, CON 16, DEX 12, INT 10, WIS 18, CHA 11

    STARTING ABILITY SCORES
    STR 13, CON 14, DEX 12, INT 10, WIS 16, CHA 11


    AC: 16 Fort: 15 Ref: 11 Will: 14
    HP: 28 Surges: 10 Surge Value: 7

    TRAINED SKILLS
    Athletics +7, Endurance +9, Nature +9, Perception +9

    UNTRAINED SKILLS
    Acrobatics +0, Arcana +0, Bluff +0, Diplomacy +0, Dungeoneering +8, Heal +4, History +0, Insight +4, Intimidate +0, Religion +0, Stealth +0, Streetwise +0, Thievery +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Dwarf Racial Power: Dwarven Resilience
    Druid Attack: Combined Attack
    Cleric Utility: Healing Word
    Druid Attack 1: Tending Strike
    Druid Attack 1: Shillelagh

    FEATS
    Level 1: Disciple of Stone

    ITEMS
    Hide Armor x1
    Adventurer's Kit
    Throwing hammer x2
    Greatclub x1
    Climber's Kit
    42 gp
    ====== End ======

    Tanglebeard is a crazy dwarven hermit who has lived in the wilds for a bit too long. His only companion during that time; a Kodiak he simply calls "Bear".
    Tanglebeard was drawn into "adventuring" when an army of humanoids destroyed his mountain home.

  • #4

    Denaris the Obstreperous Practitioner of Professional Huntsmanship

    Walking Dad's character

    "I want to make an unfriendly elf with an ugly scar over his right cheek who has broken with his former tribe. As sign for his individuality, he prefers a crossbow over the longbow."

    If I have to use the predetermined rolls:

    FINAL ABILITY SCORES
    STR 12, CON 13, DEX 18, INT 11, WIS 16, CHA 10

    STARTING ABILITY SCORES
    STR 12, CON 13, DEX 16, INT 11, WIS 14, CHA 10

    Elf, Hunter
    Hunrt Weapon Talent: Crossbow

    ...

    TRAINED SKILLS
    Acrobatics, Heal, Nature, Perception, Stealth

    ...

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    At-Will: Aimed Shot
    At-Will: Clever Shor
    At-Will: Rapid Shot
    Elf Racial Power: Elven Accuracy
    Hunter Encounter: Disruptive Shot
    Aspects of the Wild: Aspect of the Dancing Serpent
    Aspects of the Wild: Aspect of the Pouncing Lynx
    Wilderness Knacks: Ambush Expertise
    Wilderness Knacks: Wilderness Tracker

    FEATS
    Bonus: Crossbow Expertise
    Level 1: Weapon Proficiency (Superior Crossbow)
    Last edited by cavalier973; Thursday, 9th June, 2011 at 04:42 AM.

  • #5

    Grumi

    see below
    Last edited by cavalier973; Sunday, 12th June, 2011 at 11:03 PM.

  • #6
    Registered User
    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

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    Bahia Blanca, Buenos Aires, Argentina
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    Ignore Voda Vosa
    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 the perils that were waiting in every corner of this corrupted world. 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.

    Grumi

    Level 1 Human, Wizard
    Unaligned
    Build: Mage (Evoker)
    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 11, Con 14, Dex 12, Int 18, Wis 13, Cha 10.

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


    AC: 14 Fort: 13 Reflex: 15 Will: 14
    HP: 24 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Insight +6, Arcana +9, History +9, Religion +9, Endurance +7

    UNTRAINED SKILLS
    Acrobatics +1, Bluff+0, Diplomacy+0, Dungeoneering +1, Heal +1, Intimidate+0, Nature +1, Perception +1, Stealth +1, Streetwise +0, Thievery +1, Athletics +0

    FEATS

    Human: Destructive wizardy: +2 dmg if you hit two or more opponents
    Level 1: Arcane Reserves: +2 dmg if you already spent your encounter powers.

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

    POWERS
    At Will:
    Beguiling Strands
    Erupting Flare: Int vs Fort, Ranged 10, 1d10+int dmg and each enemy that starts it's turn next to the target, takes int fire dmg.
    Freezing Burst

    Encounter:
    Burning Hands

    Daily:
    Fountain of Flame
    Arcane Whirlwind: Burst 2 at 10, Int vs Ref, 2d6 + Int dmg, slide target 1, the area of effect can be used to slide creatures 2 as a minor action, the area can be moved as a move action.


    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
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #7
    Registered User
    Waghalter (Lvl 7)

    possum's Avatar

    Join Date
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    Ignore possum
    Posting so I can edit it when needed.

    Garrett, Lvl 1 Halfling Thief

    Garret, level 1
    Halfling, Thief

    FINAL ABILITY SCORES
    Str 13, Con 10, Dex 18, Int 11, Wis 12, Cha 16.

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


    AC: 16 Fort: 11 Reflex: 16 Will: 13
    HP: 22 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Stealth +9, Thievery +11, Bluff +8, Perception +6, Streetwise +8, Acrobatics +11

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

    FEATS
    Level 1: Crossbow Expertise

    POWERS
    Thief At-Will 1: Tactical Trick
    Thief At-Will 1: Unbalancing Trick
    Thief Encounter 1: Backstab
    Halfling Encounter 1: Second Chance

    Basic Attacks

    Melee +7 Dagger 1d4+6 damage
    Ranged +7 Hand Crossbow 1d6+7.

    Special Stuff

    First Strike: Gain combat advantage against foes who haven't acted yet
    Sneak Attack

    ITEMS
    Adventurer's Kit, Leather Armor, Dagger, Hand Crossbow, Thieves' Tools


    Garrett was bornin Restwell Keep 20 years ago, and was but a small child when a Tiamat-based cult assaulted the Keep. While fleeing from the lizardmen besieging the keep, a young Garrett was saved from death by Merrick, another halfling who had been part of a group investigating the recent surge in cult activity.

    Inspired by the fellow thief, Garrett began to train for the life of a rogue; learning how to be sneak around without being caught and where to really hit someone and make it hurt. Now grown, he has left the keep on the borderlands to seek his own path, and has met up with a small group of compatriots.

  • #8
    Denaris the Obstreperous Practitioner of Professional Huntsmanship




    An unfriendly elf with an ugly scar over his right cheek who has broken with his former tribe. As sign for his individuality, he prefers a crossbow over the longbow.

    Sheet


    Denaris
    Elf, Hunter
    Hunrt Weapon Talent: Crossbow
    Background: Birthplace (Forest) (+2 Perception)
    Wilderness Knacks: Ambush Expertise
    Wilderness Knacks: Wilderness Tracker

    Wilderness Knacks Details

    Ambush Expertise
    Whenever you make a Stealth check, each ally within 10 squares of you gains a +2 bonus to his or her next Stealth check before the end of your next turn.

    Wilderness Tracker
    During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.


    FINAL ABILITY SCORES
    STR 12, CON 14, DEX 18, INT 11, WIS 15, CHA 10

    STARTING ABILITY SCORES
    STR 12, CON 14, DEX 16, INT 11, WIS 13, CHA 10

    AC: 16 Fort: 13 Ref: 14 Will: 12
    HP: 26 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Acrobatics +9, Heal +7, Nature +9, Perception +11, Stealth +9

    UNTRAINED SKILLS
    Athletics +1, Arcana +0, Bluff +0, Diplomacy +0, Dungeoneering +2, Endurance +2, History +0, Insight +2, Intimidate +0, Religion +0, Streetwise +0, Thievery +4

    Class Features

    Crossbow Hunter
    You gain the Crossbow Expertise feat. Also, if a crossbow you wield has the load minor property, you can instead reload it as a free action.

    Weapon Talent
    You gain a +1 bonus to the attack rolls of weapon attacks.


    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    At-Will: Aimed Shot
    At-Will: Clever Shor
    At-Will: Rapid Shot
    Elf Racial Power: Elven Accuracy
    Hunter Encounter: Disruptive Shot
    Aspects of the Wild: Aspect of the Dancing Serpent
    Aspects of the Wild: Aspect of the Pouncing Lynx

    Power Details


    Base Attacks:

    (melee) Dagger:
    1d20+5; 1d4+1
    crit: 5

    (ranged) Superior Crossbow (range 20/40):
    1d20+10; 1d10+4
    crit: 14


    Aimed Shot
    At-Will Martial
    Standard Action Personal
    Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.

    Clever Shot
    At-Will Martial
    Standard Action Personal
    Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
    You slide the target up to 2 squares.
    The target falls prone.
    The target is slowed (save ends).

    Rapid Shot
    At-Will Martial
    Standard Action Personal
    Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack's range. You take a -2 penalty to the attack rolls.

    Disruptive Shot
    Encounter Martial, Weapon
    Standard Action Ranged Weapon
    Target: One creature
    Attack: 1d20+10 vs AC
    Hit: 1d10+4 damage and the target is either immobilized (save ends) or dazed (save ends).
    Miss: Half-damage, and the target is slowed until the end of your next turn.

    Elven Accuracy
    Encounter
    Free Action Personal
    Effect: Reroll an attack roll. Use the second roll, even if it's lower.

    Aspect of the Dancing Serpent
    At-Will Primal, Stance
    Minor Action Personal
    Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
    You can take a free action at the end of each of your turns to shift 1 square.
    When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.

    Aspect of the Pouncing Lynx

    At-Will Primal, Stance
    Minor Action Personal
    Effect: You assume a stance, the aspect of the pouncing lynx. Until the stance ends, you gain the following benefits.
    You gain a +4 power bonus to initiative checks.
    During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
    You gain a +2 power bonus to all defenses against opportunity attacks that you provoke by moving.



    FEATS
    Bonus: Crossbow Expertise
    Level 1: Weapon Proficiency (Superior Crossbow)

    EQUIPMENT
    Adventurer's Kit, Leather Armor, Superior crossbow, Dagger, Crossbow Bolts (60), 26 gp
    Last edited by Walking Dad; Monday, 18th July, 2011 at 12:43 AM.
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