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
 
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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.
 

Tanglebeard the Survivalist and Ursidae Domestication Technician

hero4hire's character

TANGLBEARD
153.jpg

====== 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.
 

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)
 
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Voda Vosa

First Post
Grumi

Dwarf_Wizard2.jpg


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.

[sblock=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[/sblock]
 

possum

First Post
Posting so I can edit it when needed.

[sblock=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[/sblock]

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.
 

Walking Dad

First Post
Denaris the Obstreperous Practitioner of Professional Huntsmanship

1234-1.JPG



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.

[sblock=Sheet]

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

[sblock=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.
[/sblock]

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

[sblock=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.
[/sblock]

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

[sblock=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.

[/sblock]

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

EQUIPMENT
Adventurer's Kit, Leather Armor, Superior crossbow, Dagger, Crossbow Bolts (60), 26 gp
[/sblock]
 
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