Insight's Histhaven RG




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  1. #1
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    Myrmidon (Lvl 10)

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    Insight's Histhaven RG

    HISTHAVEN CHARACTERS
    Please post and maintain your characters here. These versions will be considered the "official" versions, so make sure that these are kept up-to-date.

    OOC Thread
    IC Thread
    Last edited by Insight; Monday, 5th September, 2011 at 04:37 PM.

 

  • #2
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    Reserved for XP and treasure tracking.

  • #3
    Carric, Half-Breed Priest of the Raven Queen

    Mechanics

    Carric, level 5
    Half-Elf, Cleric (Warpriest)
    Domain: Death
    Half-Elf Power Selection: Bonus Dilettante At-Will / Encounter Power Power
    Background: Raised by Elves (Perception is Class skill)
    Theme: Ordained Priest

    Features
    Group Diplomacy: You grant allies within 10 squares of
    you a +1 racial bonus to Diplomacy checks.




    FINAL ABILITY SCORES
    Str 13, Con 17, Dex 14, Int 10, Wis 19, Cha 8.

    STARTING ABILITY SCORES
    Str 13, Con 14, Dex 14, Int 10, Wis 16, Cha 8.


    AC: 23 Fort: 18 Reflex: 18 Will: 19
    HP: 44 Surges: 10 Surge Value: 11

    TRAINED SKILLS
    Heal, Insight, Perception, Religion

    UNTRAINED SKILLS
    rest


    FEATS
    Level 1: Holy Symbol Expertise
    Level 2: Improved Defenses
    Level 4: Scale Proficiency

    POWERS
    Domain at-will 1: Death's Shadow
    Domain at-will 1: Tenebrous Blessing
    Bonus Encounter Power: Hand of Radiance
    Ordained Priest Encounter: Shining Symbol
    Domain encounter 1: Inevitable Doom
    Domain Utility 1: Eye of the Vulture
    Cleric daily 1: Moment of Glory
    Cleric utility 2: Blackened Soul
    Domain encounter 3: Death Surge
    Cleric daily 5: Iron to Glass

    Power Details

    Death's Shadow
    At-Will: Cold, Divine, Implement, Necrotic, Shadow
    Standard Action - Melee 1
    Target: One creature
    Attack: +8 vs. Reflex
    Hit: 1d8 + 5 cold and necrotic damage.
    Effect: The target takes a -2 penalty to all defenses against the next attack made against it before the end of your next turn.

    Tenebrous Blessing
    At-Will: Divine, Implement, Psychic, Shadow
    Standard Action - Melee 1
    Target: One creature
    Attack: +8 vs.Will
    Hit: 1d8 + 5 psychic damage.
    Effect : Until the end of your next turn, the target takes a -3 penalty to damage rolls.

    Healing Word
    Encounter (Special): Healing
    Minor Action - Close burst 5
    Target: You or one ally in the burst
    Effect: The target can spend a healing surge and regain 1d6+1 additional hit points. You also gain 5 temporary hit points.
    Special: You can use this power twice per encounter, but only once per round.
    When an enemy within 5 squares of you drops to 0 hit points, you can this power as an immediate reaction.

    Hand of Radiance
    At-Will: Divine, Implement, Radiant
    Standard Action - Ranged 10
    Target: One, two, or three creatures
    Attack: +8 vs. Reflex
    Hit: 1d4 + 5 radiant damage.

    Shining Symbol
    Encounter: Divine, Implement, Radiant
    Standard Action - Close blast 3
    Target: Each enemy in the blast
    Attack: +8 vs. Will
    Hit: 1d8 + 5 radiant damage, and the target takes a 2 penalty to attack rolls until the end of your next turn.

    Eye of the Vulture

    Encounter: Divine, Shadow
    Minor Action - Close burst 3
    Target: Each bloodied enemy in the burst
    Effect: You learn which targets have current hit point totals lower than your healing surge value.

    Inevitable Doom
    Encounter: Divine, Shadow
    Standard Action - Melee 1
    Target: One enemy
    Effect: The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.

    Smite Undead
    Encounter (Channel Divinity): Divine, Radiant, Weapon
    Standard Action - Melee weapon
    Target: One undead creature

    Stay the Hand of Death
    Encounter (Channel Divinity): Divine, Shadow
    Minor Action - Close burst 1
    Target: You or one ally in the burst; the target must be bloodied
    Effect: The target gains 5 temporary hit points.
    Special: You can use only one channel divinity power per encounter.

    Death Surge

    Encounter: Divine, Implement, Psychic, Shadow
    Immediate Reaction - Close burst 3
    Trigger: A creature within 3 squares of you drops to 0 hit points.
    Tarrget : Each enemy in the burst
    Attack: +8 vs. Fortitude
    Hit: 1d8 + 5 psychic damage.
    Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.

    Moment of Glory
    Daily: Divine, Fear, Implement
    Standard Action - Close blast 5
    Target: Each enemy in blast
    Attack: +8 vs. Will
    Hit: You push the target 3 squares and knock it prone.
    Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
    Sustain Minor: The effect persists.

    Blackened Soul
    Daily: Divine, Healing , Shadow
    Minor Action - Close burst 5
    Target : One dying ally in the burst
    Effect: The target can spend up to two healing surges. Until the end of the encounter or until the target is restored to full hit points, the target gains a +2 power bonus to attack rolls and damage rolls but grants combat advantage.

    Iron to Glass

    Daily: Divine, Implement
    Standard Action - Ranged 10
    Target: One creature
    Attack: +8 vs. Reflex
    Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of - 10.
    Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of - 5.



    ITEMS
    Adventurer's Kit, Heavy Shield

    Level 6: Magic Drakescale Scalemail +2
    Level 5: Bag of Holding
    Level 4: Healer's Brooch +1 (AV 1)

    840 gold: Accurate Symbol of Holy Nimbus +1 (AV 2)

    Item Details

    Healers Brooch +1
    Item Slot: Neck
    Enhancement: Fortitude, Reflex, and Will
    Property: When you use a power that enables you or an ally to regain hit points, add +1 to the hit points gained. (already included above)

    Symbol of the Holy Nimbus +1
    Implement (Holy Symbol)
    Enhancement: Attack rolls and damage rolls
    Critical Hit: +1d6 damage, and you or an ally within 5 squares of you can spend a healing surge.
    Property: When you use healing word during a combat encounter, you and each ally within 5 squares of you also gain 0 temporary hit points.



    Background

    After Carric's mother died during childbirth, her parents took onto themselves to raise him. He grew quickly, but was never well liked among the elves around him. If this was because he shunned him or the other way around is still to debate. He later left the village and received the call from the Raven Queen. With his strong will and keen perception, he rose quickly through the ranks and decided to gain to the start of the undead problem, the Shadowfell itself, using a rift he discovered in a lich's castle..

    He is determined, but be willing to be swayed by the presentation of facts.
    Last edited by Walking Dad; Friday, 9th September, 2011 at 10:47 AM.
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  • #4
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    Ignore Cor Azer

    Aleksey Khalendros, Vistani wizard

    Aleksey Khalendros, level 5
    Human Vistani, Wizard

    Mechanics

    Arcane Implement Mastery: Tome of Readiness
    Human Power Selection: Bonus At-Will Power
    Background: World Walker, Parentage - Minstrel Family, Curious Archeologist, Seer (Thievery class skill)K

    FINAL ABILITY SCORES
    Str 8, Con 14, Dex 12, Int 20, Wis 10, Cha 14.

    STARTING ABILITY SCORES
    Str 8, Con 14, Dex 12, Int 17, Wis 10, Cha 13.


    AC: 18 Fort: 17 Reflex: 20 Will: 19
    HP: 40 Surges: 8 Surge Value: 10

    TRAINED SKILLS
    History +12, Arcana +12, Diplomacy +9, Thievery +8, Insight +7

    UNTRAINED SKILLS
    Acrobatics +5, Bluff +4, Dungeoneering +2, Endurance +4, Heal +2, Intimidate +4, Nature +2, Perception +2, Religion +7, Stealth +3, Streetwise +4, Athletics +1

    FEATS
    Wizard: Ritual Caster
    Human: Vistani Heritage
    Level 1: Arcane Familiar
    Level 2: Black Vistani Cat
    Level 4: Vistani Seer

    POWERS
    Bonus At-Will Power: Magic Missile
    Book of Undeniable Fire +1: Fireball
    Book of Undeniable Fire +1: Flaming Sphere
    Tome of Readiness: Conduit of Ice
    Wizard at-will 1: Scorching Burst
    Wizard at-will 1: Nightmare Eruption
    Wizard encounter 1: Force Orb
    Wizard daily 1: Sleep
    Wizard daily 1 Spellbook: Acid Arrow
    Wizard utility 2: Familiar Harrier
    Wizard utility 2 Spellbook: Shield
    Wizard encounter 3: Fire Shroud
    Wizard daily 5: Scattering Shock
    Wizard daily 5 Spellbook: Stinking Cloud

    ITEMS
    Spellbook, Adventurer's Kit, Book of Undeniable Fire +1, Amulet of Protection +2, Dagger, Shimmering Cloth Armor (Basic Clothing) +1, Climber's Kit, Residuum (Any) (350), Woodwind, Potion of Healing (heroic tier), Thieves' Tools, Ornate Key (focus for Vistani Passkey ritual)
    RITUALS
    Amanuensis, Comprehend Language, Explorer's Fire, Object Reading, Vistani Passkey, Silence, Seek Rumor, Spirit Fetch, Make Whole, Brew Potion


    Background
    Aleksey Khalendros grew up in a vistani troupe that travelled across the world, the Shadowfell, and the Feywild mostly serving as an apprentice lore keeper and seer. While passing through a particularly xenophobic town, the troupe was chased off and scattered. When Aleksey got lost in the mists around the town, he found himself in Histhaven, his sole remaining link to his vistani clan being his black cat, Tenebre.


    Personality:
    Aleksey is quiet without being shy or aloof, preferring others to take the lead while he remains in the background observing, offering advice and knowledge as wanted. He hopes to one day be a true student of people, able to read them as easily as a page on a book. Since his arrival in Histhaven, he has seemed a little more reserved than usual - although his Vistani clan had been in the Shadowfell before, it was never in Histhaven, and yet the land around him seems hauntingly familiar, like half-remembered dreams. As a seer, Aleksey puts great faith in visions, and while he believes that powers from beyond drew him to Histhaven through the mists after his clan was scattered, he has little idea for what purpose. To date, his own foresight has yet to answer him.
    Last edited by Cor Azer; Monday, 29th August, 2011 at 05:51 PM.

  • #5
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    Cutpurse (Lvl 5)

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    Markal

    Quick CB summary; detailed sheet and stuff for Insight to come as I have time between work and sleep.

    Markal von Bradmoor, Character Sheet
    Markal von Bradmoor, level 5 Human Cavalier
    Male, 6'0", 190lb
    Human features
    Ability scores: +2 to one ability score of your choice
    Size: Medium
    Speed: 6 squares.
    Vision: Normal

    Languages: Common, choice of one other
    Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
    Bonus Skill: You gain training in one additional skill from your class skills list.
    Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
    Human Power Selection: Choose an option for your human character.
    Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
    Heroic Effort: You have the heroic effort power.
    Heroic Effort
    Heroic Effort

    Your grim focus and unbridled energy means that failure is not an option.

    Encounter
    No Action Personal

    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.
    Cavalier features
    Defender Aura
    Defender Aura

    You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.

    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
    Righteous Radiance

    You exact divine punishment on a foe that ignores your challenge.

    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 radiant damage equal to 3 + your Charisma modifier.
    Level 11: 6 + Charisma modifier radiant damage.
    Level 21: 9 + Charisma modifier radiant damage.
    Holy Smite
    Holy Smite

    Your weapon fills with divine radiant energy, which bursts forth as you strike your enemy.

    Encounter Divine, Radiant
    Free Action Personal

    Trigger: You target an enemy with an at-will weapon attack power.

    Effect: The target takes radiant damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target

    is also dazed until the end of your next turn.
    Level 7: 4 + Charisma modifier radiant damage.
    Level 17: 7 + Charisma modifier radiant damage.
    Level 27: 10 + Charisma modifier radiant damage.

    Uses per Encounter: [][]
    Righteous Shield
    Righteous Shield

    You form golden energy around an ally, absorbing an attack against your friend and transferring the damage to

    yourself. As the magic fades, you become charged with righteous fury that fuels your attacks.

    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.
    Spirit of Virtue--Valor
    You gain a +4 bonus to initiative checks, and your healing surge

    value increases by 2.
    Valiant Strike
    Valiant Strike

    You attack a foe, gaining strength from your conviction as the odds against you rise.

    At-Will Divine, Weapon
    Standard Action Melee weapon

    Target: One creature

    Attack: Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.

    Hit: 1[W] + Strength modifier damage.
    Level 21: 2[W] + Strength modifier damage.
    Vengeful Strike
    Vengeful Strike

    You let divine fury wash over you as you strike with your glowing weapon. Your enemy recoils in pain as the searing

    wound weakens its defenses.

    At-Will Divine, Radiant, Weapon
    Standard Action Melee weapon

    Target: One creature

    Attack: Strength vs. AC

    Hit: 1[W] + Strength modifier radiant damage. If at least one bloodied ally is within 5 squares of you, the target

    takes extra radiant damage equal to your Charisma modifier.
    Level 21: 2[W] + Strength modifier radiant damage.

    Miss: You gain a +2 power bonus to your next damage roll against the target.
    Restore Vitality
    Restore Vitality

    You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health and remove hindering

    effects.

    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.
    Summoned Steed
    Call Celestial Steed

    The thunder of galloping hooves and a far-off neigh greet your call or whistle. From a silvery mist or cloud, a

    celestial warhorse or similar steed dressed for battle appears, ready to serve you.

    Daily Divine
    Standard Action Ranged 5

    Effect: A celestial warhorse 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 (see the Rules Compendium).
    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.
    Background
    Borderland Nobility Benefit: +2 Diplomacy
    Theme
    Chevalier
    L1 Benefit: While mounted, you and your mount gain a +5 power bonus to Athletics checks and Acrobatics checks to jump,

    swim, or hop down. You can use your skill check or your mounts skill check, whichever is better.

    In addition, you gain the Valiant Charge power.
    Valiant Charge
    Valiant Charge

    You charge your enemy and strike out, momentarily holding it where it stands.

    Encounter Martial
    No Action Special

    Trigger: You hit a creature with a charge attack.

    Effect: The creature is immobilized until the end of its next turn.
    L5 benefit: You gain a +2 power bonus to Diplomacy and Intimidate
    Reference
    Initiative: +11 Speed: 5
    Passive Insight: 11 Passive Perception: 11 (Senses: normal)
    Resistances: 5 Fire, 5 Necrotic
    Saving Throw Modifiers:
    Languages: Common, Giant
    Stats
    Strength: 19
    Constitution: 13
    Dexterity: 13
    Intelligence: 10
    Wisdom: 8
    Charisma: 16
    Defenses
    AC: 23 Fortitude: 19 Reflex: 18 Will: 20
    HP: 52 Surges/day: 11 Surge Value: 15
    Skills
    Acrobatics +0
    Arcana +2
    Athletics +7
    Bluff +5
    Diplomacy +14
    Dungeoneering +1
    Endurance +4
    Heal +1
    History +2
    Insight +1
    Intimidate +12
    Nature +1
    Perception +1
    Religion +7
    Stealth -1
    Streetwise +5
    Thievery -1
    Feats
    Level 1: Master at Arms
    Human: Superior Will
    Level 2: Disciple of Freedom
    Level 4: Improved Initiative
    Powers

    Arc of Vengeance
    Arc of Vengeance

    Your flashing weapon promises a swift end to your foes.

    Daily Divine, Radiant, Weapon
    Standard Action Close burst 1

    Target: Each enemy in the burst

    Attack: Strength vs. AC

    Hit: 2[W] + Strength modifier radiant damage.

    Miss: Half damage.

    Effect: The target is subject to your divine sanction until the end of your next turn. If the target was already

    marked by you, it also takes radiant damage equal to your Wisdom modifier whenever it deals damage to you or any ally

    (save ends).
    Items

    Dynamic Longsword +2
    Critical: +2d6 damage
    Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category

    (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor

    action.
    Black Iron Plate +1
    Property: You gain resist 5 fire and resist 5 necrotic.
    Lucky Charm +1
    Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check,

    ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check,

    or saving throw.
    Acrobat Boots
    Property: You gain a +1 item bonus to Acrobatics checks.

    Power (At-Will): Minor Action. You stand up from prone.
    Potion of Healing
    Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing

    surge. Instead of the hit points you would normally regain, you regain 10 hit points.
    Adventurer's Kit
    Climber's Kit
    Heavy Shield
    Javelin x3
    Wealth: 270 gp
    Details
    Mannerisms and Appearance

    Character Matrix
    Social Interactions: Charming, Enthusiastic, Trusting
    Decision Points: Adaptable, Flexible, Protective
    Dire Straits: Reckless, Happy-go-lucky, Impulsive
    Campaign Notes


    Summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Markal, level 5
    Human, Paladin (Cavalier)
    Virtue: Virtue of Valor
    Cavalier Option: Summoned Steed
    Human Power Selection Option: Heroic Effort
    Borderland Nobility (+2 to Diplomacy)
    Theme: Chevalier

    FINAL ABILITY SCORES
    STR 19, CON 13, DEX 13, INT 10, WIS 8, CHA 16

    STARTING ABILITY SCORES
    STR 16, CON 13, DEX 13, INT 10, WIS 8, CHA 15


    AC: 23 Fort: 19 Ref: 18 Will: 20
    HP: 52 Surges: 11 Surge Value: 15

    TRAINED SKILLS
    Athletics +7, Diplomacy +14, Endurance +4, Intimidate +12, Religion +7

    UNTRAINED SKILLS
    Acrobatics +0, Arcana +2, Bluff +5, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Stealth –1, Streetwise +5, Thievery –1

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Chevalier Attack: Valiant Charge
    Human Racial Power: Heroic Effort
    Multiple Class Utility: Defender Aura
    Paladin Attack: Holy Smite
    Paladin Attack: Righteous Radiance
    Paladin Utility: Righteous Shield
    Paladin Utility: Call Celestial Steed
    Paladin Attack 1: Valiant Strike
    Paladin Attack 1: Vengeful Strike
    Paladin Utility 2: Restore Vitality
    Paladin Attack 5: Arc of Vengeance

    FEATS
    Level 1: Master at Arms
    Level 1: Superior Will
    Level 2: Disciple of Freedom
    Level 4: Improved Initiative

    ITEMS
    Dynamic Longsword +2 x1
    Black Iron Plate Armor +1 x1
    Lucky Charm +1 x1
    Heavy Shield x1
    Javelin
    Adventurer's Kit
    Climber's Kit
    Acrobat Boots (heroic tier) x1
    Potion of Healing (heroic tier)
    ====== End ======


    Character points for Insight
    As the youngest son of a minor noble, Markal von Bradmoor has enjoyed the privilege of rank while suffering few of the responsibilities. His insouciant demeanor and feckless nature would likely be infuriating were it not for his generous spirit. Sometime after a drunken whim lead Markal to declare that he would "soon be a great and famous adventuring hero", Markal was recruited by Erasmus for Erasmus's company of undead hunters. Their latest foray into the haunted Guardamon Crypts resulted in their separation from the rest of the company. After they vanquished the wraiths that had driven them down a little used secret passage, they emerged from a maze of tunnels to find themselves in the Shadowfell.
    Last edited by tiornys; Tuesday, 30th August, 2011 at 04:18 PM.

  • #6
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    I Defended The Walls!

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    Penny Whistler
    Halfling, Hexblade, level 5
    Warlock Pact: Fey Pact Hexblade
    Fey Pact Weapon: Sword of the White Well
    Background: Occupation - Criminal (+2 to Stealth)

    FINAL ABILITY SCORES
    Str 8, Con 12, Dex 19, Int 12, Wis 10, Cha 19.

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


    AC: 20 Fort: 15 Reflex: 18 Will: 18
    HP: 44 Surges: 7 Surge Value: 11
    Initiative: +6

    TRAINED SKILLS
    Bluff +11, Streetwise +11, Stealth +13, Thievery +13, Acrobatics +13

    UNTRAINED SKILLS
    Arcana +3, Diplomacy +6, Dungeoneering +2, Endurance +3, Heal +2, History +3, Insight +2, Intimidate +6, Nature +2, Perception +2, Religion +3, Athletics +1

    FEATS
    Level 1: Acolyte of the Veil (assassin multiclass, skill training, shadow step as enc)
    Level 2: Cursed Shadow (gain concealment when you move 3sq or more during turn)
    Level 4: Rod Expertise

    POWERS
    Ranged Basic: Eldritch Bolt, +9 vs Ref, 1d10+12 Force
    Melee Basic: Moonfire Blade, +11 vs Ref, 1d12+12 Radiant
    Soul Step (Pact Power): Teleport 4sq 1/rnd (when adj enemy killed)
    Well of Light (Pact Power): +11 vs AC, 2d12+12 Radiant, 1 turn aura 1 vulnerable Radiant 3. 2/encounter, 1/turn
    Second Chance (Halfling): Attacker must reroll and use lowest of two.
    Shadow Step (Assassin): Teleport 3sq from a square adj to a creature to another square adj to a creature.
    Hexblade daily 1: Hellfire Blast
    Hexblade utility 2: Ethereal Stride: Teleport 3 squares and gain +2 defenses for 1 turn
    Hexblade daily 5: Emerald Shield
    Lesser Planar Ally (Pact Power)

    ITEMS
    Sword of the White Well, Deathcut Leather Armor +1, Frostwolf Pelt +1, Magic Rod +2, Floating Lantern (heroic tier), Backpack (empty), Bedroll, Belt Pouch (empty), Waterskin, Journeybreads (10)
    Last edited by Shayuri; Thursday, 24th November, 2011 at 05:30 PM.

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