D&D 4th Edition Leif's "Revenge of the Giants" [4E] Recruiting




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  1. #1
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    Magsman (Lvl 14)

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    Leif's "Revenge of the Giants" [4E] Recruiting

    If you're interested in playing in this 4E Revenge of the Giants, please submit your one complete character here.

    Character Requirements:
    build at 1st Level - 22 points
    Level at Start of Play - 12th
    Class - PH1, PH2, PH3, FRPG, HotFL, HotFK
    Race - FRPG Core PC Races Only
    Alignment - Good or Lawful Good
    Deity - Any Good/Lawful Good in FRPG
    Sanity - Yes, Please
    Magic Items, Wealth - Standard for 12th Level

    One submission per player, please!
    Last edited by Leif; Monday, 15th October, 2012 at 12:52 PM.

 

  • #2
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    Sariel, LG eladrin warlord 12 (battle captain)

    Mechanics disclaimer: Although Sariel is PH1 race (eladrin), and a PH1 class (warlord), as currently built she has a lot of feats, powers, and items from sources other than the books you listed. Also note there are some things (like alignment and languages) that do not show up on the plain text summary from the character builder; I've attached a PDF of her character sheet, which also has the full text for all of her powers. The iPlay4e sheet has links to all her powers at the compendium; I changed it to a hyperlink because the BBcode was designed for WotC's forums and a little off here, and because it made edits really slow.

    alternate class feature - Martial Power
    powers - Martial Power, Martial Power 2, Dragon 384,
    feats - Arcane Power, Martial Power, Heroes of the Fallen Lands, Martial Power 2
    items - Adventurer's Vault, Adventurer's Vault 2, Dragon 390
    rituals - Dragon 380
    theme - Dragon 399

    background:
    Sariel Kalantar was the daughter an eladrin noble -- and one of Myth Drannor's senior military commanders-- who despaired of her obsessive interest in all things martial -- from stories and legends to training manuals and true histories of war -- despite being short, not very strong, and not especially quick of hand. Her parents would have much preferred that she take up wizardry, or sword magic, or even song magic -- and at least in the latter she'd shown a little interest and a great deal of talent. But she had begged a place in one of Myth Drannor's military academies, and her parents had obliged her. She had placed first in every academic subject, but if she was not the worst hand with sword or bow to pass through the academy, it was a very near thing.

    Nonetheless, she managed to charm her way into an adventuring company where a few well-placed words of encouragement and tactical pointers -- and that she would cheerfully patch up their injuries after battle -- seemed to cover up the fact that she very rarely managed to do any damage with her rapier.

    character builder summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Source abbreviations:
    PH1 - Player's Handbook 1
    PH2 - Player's Handbook 2
    MP - Martial Power
    MP2 - Martial Power 2
    AP - Arcane Power
    Dragon - Dragon magazine article (via D&Di)
    HotFL - Heroes of the Fallen Lands (Essentials)
    HotF - Heroes of the Feywild

    Sariel, level 12
    Eladrin, Warlord (Marshal), Battle Captain (PH1)
    Build: Tactical Warlord
    Warlord Option: Combat Leader(PH1)
    Commanding Presence Option: Resourceful Presence (MP)
    Occupation - Scholar (Religion class skill) (PH2)
    Theme: Scholar (Dragon 399)

    FINAL ABILITY SCORES
    STR 9, CON 14, DEX 11, INT 22, WIS 11, CHA 20

    STARTING ABILITY SCORES
    STR 8, CON 13, DEX 10, INT 17, WIS 10, CHA 15


    AC: 29 Fort: 25 Ref: 28 Will: 28
    HP: 81 Surges: 9 Surge Value: 20

    TRAINED SKILLS
    Arcana +19, Bluff +16, Diplomacy +16, Heal +11, History +19, Religion +17

    UNTRAINED SKILLS
    Acrobatics +6, Athletics +4, Dungeoneering +6, Endurance +7, Insight +6, Intimidate +11, Nature +6, Perception +6, Stealth +5, Streetwise +11, Thievery +5

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Eladrin Racial Power: Fey Step
    Warlord Feature: Inspiring Word
    Scholar Utility: Use Vulnerability (Dragon 399)
    Warlord Attack 1: Commander's Strike (PH1)
    Warlord Attack 1: Direct the Strike (MP2)
    Warlord Attack 1: Powerful Warning (MP2)
    Warlord Attack 1: Destructive Surprise (Dragon 384)
    Warlord Utility 2: Adaptive Stratagem (MP)
    Warlord Attack 3: Battering Command (MP2)
    Warlord Attack 5: Scent of Victory (MP)
    Warlord Utility 6: Reorient the Axis (MP2)
    Warlord Attack 7: Friendly Fire (Dragon 384)
    Warlord Attack 9: Warlord's Recovery (MP)
    Warlord Utility 10: Tactical Orders (MP2)
    Battle Captain Attack 11: Force Retreat (PH1)
    Battle Captain Utility 12: Bolt of Genius (PH1)

    FEATS
    Level 1: Bardic Ritualist (AP)
    Level 1: Ritual Caster (PH1, granted by Bardic Ritualist feat)
    Level 2: Improved Inspiring Word (MP)
    Level 4: Improved Defenses (HotFL)
    Level 6: Improved Resources (MP)
    Level 8: Lend Might (MP)
    Level 10: Lend Strength (MP2)
    Level 11: Combat Commander (PH1)
    Level 12: Fight On (MP2)

    ITEMS
    Adventurer's Kit
    Light Shield x1
    Feytouched Earthhide Armor +3 x1 (AV)
    Cloak of Resistance +3 x1 (PH1)
    Cord of Divine Favor x1 (AV)
    Acrobat Boots x1 (PH)
    Helm of Battle (heroic tier) x1 (PH)
    Battle Standard of Healing (AV)
    Cure Disease (ritual, PH1)
    Raise Dead (ritual, PH1)
    Remove Affliction (ritual, PH1)
    Residuum (Any) (ritual components)
    Fine Clothing
    Flute (mundane, PH2)
    Ritual Book
    Gray Rain Cloak (mundane-ish, HotF)
    Traveler's Chant (PH2)
    Comrades' Succor (Dragon 380)
    Harmonic Songblade Rapier +1 x1 (AV2)
    Bard's Songbow Crossbow +1 (Dragon 390)
    ====== End ======


    iPlay4e sheet (has all powers and items hyperlinked to the Compendium)

    synergy note: Sariel is a 'lazy' warlord; almost all of her powers grant basic attacks to other characters (and if she has to attack herself, it's a very bad sign). So having a good basic attack will mean your character works better with her.
    Attached Files Attached Files
    Last edited by drothgery; Saturday, 16th June, 2012 at 02:19 AM. Reason: expanded upon background after looking up some stuff in the FRPG
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  • #3
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    Alright, boss. Here's my character sheet and background. I gotta say, this is one of my more impressive backgrounds IMO. I hereby present Tyrus Stormscour, Lawful Good Barbarian!



    Background
    Tyrus was born the son of a chieftain, but his life was never easy. As his people, the Children of Thunder, were slowly pushed from their ancestral lands by the incursion of the giantfolk, Tyrus’ father sent him on a mission far to the west.

    His journey was long and arduous; his mission, however, was simple. He was to acquire the blessing of a mighty primal spirit and use its power to defeat the giants once and for all. As the weeks passed and Tyrus pressed westward, he feared his search might be in vain. And then, amid the darkest forest he’d seen, as a thunderstorm gathered overhead, he saw a child sitting on a rocky ledge.

    “You need to go back now,” said the little boy. “They’ll always need you.” Lightning flashed, and when the spots faded from Tyrus’ eyes, the child was gone. “Could this,” he thought, “be the great storm spirit?” Then, almost as if in answer to the question, thunder boomed out across the land. “DOOM!” Tyrus turned and fled.

    He raced without stopping for days, resting only when he collapsed from exhaustion, only to pick up and race once more. And soon, he came to where his village had stood. Everything had been burned to the ground. Each hut, each thatched roof and wooden table had been reduced to cinders. Skeletons, the bleached bones of his family and friends, lay strewn about the place, twisted in the poses of their last agony. In the ashes, there stood a boy. “They still need you. I can hear them, you know.”

    And the boy was gone. Tyrus could not stop to question it, and hardly noticed at all, but it seemed as if the thunderheads accumulating over him were the very reflections of his anguish. Lightning danced across the sky, painting a jagged, visceral portrait of the guilt that charged his lungs. He buried his kin, then walked doggedly in the direction of the giants’ warrens. All Tyrus could hear, though, was the sound of thunder and a laughing boy in the distance.


    Tyrus Stormscour CS

    Tyrus Stormscour, level 12
    Neutral Good Human, Barbarian, Death’s Thane
    Feral Might: Thunderborn
    Background: Heir to the Forgotten Gods (Religion class skill)

    FINAL ABILITY SCORES
    STR 21, CON 19, DEX 13, INT 11, WIS 11, CHA 11

    STARTING ABILITY SCORES
    STR 18, CON 16, DEX 12, INT 10, WIS 10, CHA 10


    Initiative: 6L + 1DEX + 4FEAT = 11

    AC: 25 [10 + 6L + 1DEX + 3A + 3ENH]
    Fort: 29 [10 + 6L + 5STR + 2BARB + 1HUM + 2FEAT + 3ENH]
    Ref: 23 [10 + 6L + 1DEX + 1HUM + 2 FEAT + 3ENH]
    Will: 22 [10 + 6L + 0CHA + 1HUM + 2FEAT + 3ENH]


    HP: 110 Surges: 12 Surge Value: 27


    Attack Workspace: 6L + 5STR + 2PROF + 3ENH + 2FEAT (+1 against bloodied target) = +18
    Damage Workspace: 5STR + 3ENH + 2FEAT (+2 when charging, +3 vs. bloodied) = d12+10

    TRAINED SKILLS
    Athletics +16, Endurance +15 (roll twice), Intimidate +22, Religion +11

    Class Features
    Rampage
    Thunderborn Wrath
    Death’s Right Hand

    At-Will
    Howling Strike
    Recuperating Strike
    Howl of Fury

    Encounter
    0. War Cry / Death Shout
    1. Shout of Terror
    3. Thundering Howl
    7. Harbinger of Doom
    11. Death Cry

    Daily
    0. Rage Strike
    1. Bloodhunt Rage
    5. Thunder Hawk Rage
    9. Black Dragon Rage

    Utility
    2. Shrug It Off
    6. Relentless Surge
    10. Wellspring of Renewal
    12. Killing Ground

    FEATS
    Human: Superior Weapon Proficiency – Execution Axe
    Level 1: Two-Handed Weapon Expertise
    Level 2: Weapon Focus – Execution Axe
    Level 4: Toughness
    Level 6: Human Nature Lore
    Level 8: Skins of the Slain
    Level 10: Improved Initiative
    Level 11: Improved Defenses
    Level 12: Thirsty Blade

    ITEMS

    Lvl. 13 Bloodthirsty Execution Axe +3
    Lvl. 12 Screaming Armor +3
    Lvl. 11 Amulet of Protection +3
    Cincture of the Dragon Spirit
    Adventurer's Kit
    Delver’s Kit
    Stone Eater x5
    Tent
    Journeybread x10
    6,085gp
    Quote Originally Posted by Velmont View Post
    I think I took too much drug.

  • #4
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    reserved for Denaris, good elf ranger hunter. Currently only 1st level, but will be upgraded soon.

    BTW, I see the 3e "CG" alignment be part of unaligned. I will play him in the CG style, but note it as "Good" on the sheet, if this is fine.

    Edit: Sorry, just realized the class is not allowed... back to the start in this case...
    Last edited by Walking Dad; Saturday, 9th June, 2012 at 07:28 AM.
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  • #5
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    Scratch the Berserker (as it's an Essentials class). I'm in the process of making a Monk. Should be pretty fun, and I expect to have everything done sometime tomorrow.
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  • #6
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    I submit Durn Duradin, Dwarven Fighter and veteran of too many wars and battles to count. He stands ready to lend his craghammer and shield to the cause!

    My character concept for Durn is that he is a member of the Shieldsworn of Moradin, a dwarven military sect of the church of Moradin. He has been on many crusades, both above and below ground, and has battled giants and many other traditional dwarven enemies. Durn has a special enmity for giants, though, as they have killed pretty much everyone in his clan.

    Non-Book Things -
    Powers: Immediate Vengeance (D. 385), Shield Deflection (D. 385), Shield Feint (D. 385), and Unexpected Shield Bash (D. 385)
    Feats: Hindering Shield (D. 385)
    I am going to present these in brackets below along with alternate selections if these are not allowed.

    Durn Duradin, Mechanics
    DURN DURADIN
    Dwarf Fighter | Shield Adept 12
    Theme: Mercenary
    Background: Occupation - Military | Background Benefit: +2 to Endurance
    Lawful Good
    34,500xp

    ABILITY SCORES
    STR: 21
    CON: 21
    DEX: 12
    INT: 11
    WIS: 14
    CHA: 9

    COMBAT
    AC: 30
    FORT: 29
    REFLEX: 22
    WILL: 21
    HP: 102 | Bloodied: 51
    Surges: 14 | Surge Value: 25
    INIT: +7
    SPD: 5

    RACIAL ABILITIES
    Cast Iron Stomach: +5 to saving throws against poison
    Dwarven Resilience encounter power
    Encumbered Speed: Armor or heavy load does not reduce speed
    Stand Your Ground: Reduces forced movement against him by 1 square. He can make an immediate saving throw against being knocked prone.

    CLASS ABILITIES
    Armor: Up to Scale, All Shields
    Weapons: All Military, All Simple
    Combat Challenge: He marks any creature he attacks. Marked foes take a -2 penalty to attack rolls that do not include him as a target. He can make a melee basic attack against an adjacent enemy marked by him who shifts or makes an attack that does not include him as a target. The mark lasts until the end of his next turn or when he marks another target.
    Combat Superiority: +2 bonus to opportunity attack rolls. A successful hit stops any movement (if any) that provoked the opportunity attack.
    One Handed Weapon Talent: +1 to attack rolls with one handed weapons.
    Covering Action: When wielding a shield, he can spend an action point to gain superior cover against ranged and area attacks until the end of his next turn.
    Shield Bearer's Payback: When an adjacent enemy makes a melee attack against one of his allies, he gains a cumulative +2 bonus to the next melee damage roll he makes.

    THEME ABILITIES
    +2 to Intimidate and Streetwise (added below)
    When he is bloodied, he gains a +1 power bonus to all defenses
    Takedown Strike encounter power

    SKILLS
    Trained: Athletics +14, Endurance +18, Heal +13
    Untrained: Acrobatics +5, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +10, History +6, Insight +8, Intimidate +7, Nature +8, Perception +8, Religion +6, Stealth +5, Streetwise +7, Thievery +5
    Passive Insight: 18
    Passive Perception: 18
    Languages: Common, Dwarven

    FEATS
    Battering Shield: When he is wielding a heavy shield and he pushes or slides a target with a melee attack, he can move that target 1 additional square (added to values below).
    Bludgeon Expertise: He gains a +2 feat bonus to weapon attack rolls with hammers or maces. He gains a +1 feat bonus to the number of squares he pushes or slides creatures with weapon attacks he makes with a hammer or mace (added to values below).
    Dodge Giants: He gains a +1 bonus to AC and Reflex against the attacks of enemies Large size or larger.
    Dwarven Weapon Training: He gains proficiency with all hammers and axes and adds a +2 feat bonus to damage rolls with them (added below).
    Hindering Shield: Whenever he pulls, pushes, or slides a creature with an attack while using a shield, he can also slow that creature until the start of his next turn. [ALT CHOICE: Enduring Wallop: When he hits an enemy with a fighter daily power and is wielding an axe, hammer, or pick, that enemy takes ongoing 5 damage (save ends). If the attack already causes ongoing untyped damage, increase the ongoing damage by 5.]
    Shield Defense: When he hits with a power that requires a shield, he gains a +1 bonus to AC and Reflex until the end of his next turn or he stops using the shield.
    Shield the Fallen: When he is adjacent to a bloodied, unconscious, or helpless ally, he grants a +2 bonus to saving throws and all defenses.
    Superior Fortitude: Add a +2 bonus to Fort defense (already added above). Gain resist 6 against ongoing damage.

    POWERS
    MELEE BASIC ATTACK: At-Will; Standard Action. Melee weapon. Target: 1 Creature. Giantslayer Craghammer +3: +19 vs AC, 1d10+10 damage.
    RANGED BASIC ATTACK: At-Will; Standard Action. Ranged Weapon. Target: 1 Creature. Crossbow: +9 vs AC, 1d8+1 damage.
    COMBAT CHALLENGE: At-Will; Immediate Interrupt. Melee. Keywords: Martial, Weapon. Effect: Whenever an enemy marked by him is adjacent to him and shifts or makes an attack that does not include him as a target, he can make a melee basic attack against that enemy.
    SHIELD FEINT: At-Will; Standard Action. Melee weapon. Target: 1 Creature. Keywords: Martial, Weapon. Giantslayer Craghammer +3: +19 vs AC, 1d10+10 damage. Hit: He gains a +3 power bonus to his next attack roll against the target before the end of his next turn. [ALT CHOICE: BRASH STRIKE: At-Will; Standard Action. Melee weapon. Target: 1 Creature. Keywords: Martial, Weapon. Giantslayer Craghammer +3: +21 vs AC, 1d10+15 damage. Effect: He grants combat advantage to the target until the start of his next turn.]
    TIDE OF IRON: At-Will; Standard Action. Melee weapon. Target: 1 Creature. Keywords: Martial, Weapon. Giantslayer Craghammer +3: +19 vs AC, 1d10+10 damage. Hit: He can push the target up to 4 squares and then shift into the square that the target left. Special: The target must be no larger than Large size.
    DWARVEN RESILIENCE: Encounter; Minor action. Personal. Effect: He uses his second wind.
    IMMEDIATE VENGEANCE: Encounter; Immediate Interrupt. Melee 1. Target: Triggering Enemy. Keyword: Martial. Trigger: An enemy adjacent tohim hits him or an ally with a melee attack. Unarmed: +17 vs Fort, 1d10 damage. Hit: The target is weakened until the end of his next turn. [ALT CHOICE: CRUSHING BLOW: Encounter; Standard Action. Melee weapon. Target: 1 Creature. Keywords: Martial, Weapon. Giantslayer Craghammer +3: +19 vs AC, 2d10+15 damage.]
    IRON BULWARK: Encounter; Standard Action. Melee weapon. Target: 1 Creature. Keywords: Martial, Weapon. Giantslayer Craghammer +3: +19 vs AC, 2d10+10 damage. Effect: He gains a +2 power bonus to AC until the end of his next turn.
    SHIELD BASH: Encounter; Standard Action. Melee 1. Target: 1 Creature. Keyword: Martial. Unarmed: +13 vs Reflex, 1d10+7 damage. Hit: He pushes the target up to 4 squares. Special: When charging, he can use this power in place of a melee basic attack.
    SUDDEN SHIELD BASH: Encounter; Immediate Interrupt. Melee 1. Target: The Triggering Enemy. Keyword: Martial. Trigger: An adjacent enemy marked by him shifts or makes an attack that doesn't include him as a target. Giantslayer Craghammer +3: +15 vs Fort. Hit: The target is stunned until the end of his next turn.
    TAKEDOWN STRIKE: Encounter; No Action. Melee 1. Target: The Triggering Enemy. Keyword: Martial. Trigger: He hits an adjacent enemy with an attack. Effect: The target takes 5 extra damage and is knocked prone.
    PRESS OF STEEL: Daily; Standard Action. Melee 1. Target: 1 Creature. Keywords: Martial, Weapon. Giantslayer Craghammer +3: +19 vs AC. Hit: If the target is adjacent to him and blocking terrain, the target is restrained (save ends). The condition also ends if he is no longer adjacent to the target. Miss: Half damage and if the target is adjacent to him and blocking terrain, it is immobilized until the end of his next turn.
    SHIELD DEFLECTION: Daily; Immediate Interrupt. Personal. Keyword: Martial. Trigger: An attack against his AC or Reflex misses him. Effect: He chooses a creature within 2 squares of him and within range of the triggering attack, including the triggering attacker. The attacker repeats the attack against that creature. [ALT CHOICE: IRON DEFIANCE: Encounter; Immediate Interrupt. Personal. Keyword: Martial. Trigger: He takes damage. Effect: He takes only half of the triggering damage.]
    SHIELD WALL: Daily; Minor Action. Personal. Keywords: Martial, Stance. Effect: Until the stance ends, he and his allies adjacent to him gain cover against ranged and area attacks.
    UNEXPECTED SHIELD BASH: Daily; Standard Action. Melee 1. Target: 1 Creature. Keyword: Martial. Unarmed: +17 vs AC, 3d10+5 damage. Miss: Half damage. Effect: He marks each enemy within 5 squares of him who can see him until the end of his next turn. [ALT CHOICE: COMETFALL CHARGE: Daily; Standard Action. Melee weapon. Target: 1 Creature. Keywords: Martial, Weapon. Giantslayer Craghammer +3: +19 vs AC, 3d10+15 damage. Miss: Half damage. Requirement: He must charge and use this power in place of a melee basic attack.]
    UNSTOPPABLE: Daily; Minor Action. Personal. Effect: He gains 2d6+5 temporary hp.
    VICTORIOUS SURGE: Daily; Standard Action. Melee weapon. Target: 1 Creature. Keywords: Healing, Martial, Reliable, Weapon. Giantslayer Craghammer +3: +19 vs AC, 3d10+10 damage. Hit: He regains 25 hp.
    VIGILANT PROTECTOR: Daily; Minor Action. Personal. Keywords: Martial, Stance. Effect: Until the stance ends, he takes a -1 penalty to AC and Reflex, but each ally gains a +2 power bonus to AC and Reflex while adjacent to him.

    EQUIPMENT
    Wealth: 4pp
    Magic Items: Boots of Free Movement (Feet; He gains a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained conditions), Gauntlet of the Ram (Hands; +1 square to push effects, already added), Giantslayer Craghammer +3 (Weapon; He adds a +3 item bonus to damage rolls against Large or larger humanoids), Hammer Shield (Heavy Shield; When he hits an enemy with an attack power using a hammer, he gains a +1 bonus to all defenses until the start of his next turn), Magic Wyvernscale Armor +3 (Armor), Steadfast Amulet +3 (Neck).
    Magic Item Powers: Boots of Free Movement (Encounter; Minor Action; He makes a saving throw against a slow, immobilize, or restrain effect that a save can end), Giantslayer Craghammer +3 (Encounter; Immediate Interrupt; Trigger: A giant tries to push, stun, or knock him prone; Effect: He is immune to the push or the stun and does not fall prone), Steadfast Amulet +3 (Daily; Immediate Interrupt; Trigger: He is subjected to a dazed or stunned condition by an attack; Effect: He makes a saving throw against the condition. Special: On a failed saving throw granted by this item power, he does not expend the use of this item power).
    Mundane Items: Adventurer's Kit, Dagger, Crossbow, 20 Bolts
    Last edited by Insight; Saturday, 30th June, 2012 at 05:19 PM.
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  • #7
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    Heise
    Human Male Sorcerer

    Appearance

    Background
    All the world's a stage,
    And all the men and women merely players:
    They have their exits and their entrances;
    And one man in his time plays many parts


    In my time I have played many parts. Urchin, actor, thief, mage, outlaw, traveler and adventurer.

    Amn holds much for those with the coin to spare, but for its own poor, it spares no pity. A child growing up on those streets does what is needed to survive. I was no better than most, I suppose, my earliest years spent begging, running odd jobs and otherwise scraping together whatever living I could.

    Eventually my skills and proclivities found me a place among a small acting troupe. My handsome features and personable nature were enough to make me an endearing presence on the stage. But an actor's life in ever an uncertain one, and so one makes ends meet. In between learning lines and scenes I learned to work an audience, picking pockets and relieving our customers of any excess valuables. I spent many years among that troupe, honing my skills and growing from a child to a young man and star. Perhaps I would still be there today, if the change had not come upon me.

    To this day I do not know why, or even exactly when it happened. At first it was just small things, a breeze on an otherwise still day, small shocks and quiet rumbles. Eventually I realized that I was controlling these occurrences, but even then I had no concept of what awaited me. I thought of them as small tricks, of no lasting importance. I used them in our plays, to create sounds and effects, lending realism to our imaginary stories.

    But if Amn has no pity for a poor urchin, it has even less for a budding mage, particularly one not under the thumb of the Cowled Wizards. My unknowing experiments and displays of my talents had attracted unwelcome attention. The years of loyalty from friends and colleagues earned me barely enough warning to flee, but nothing more. No one could harbor me, no one could aid me. I had to flee Amn and my old life lest I end up locked away in the Spellhold.

    I traveled widely in that time, eventually coming to realize the potential and also the dangers of the magic that had welled up inside me. In time I mastered it, at least as much as one can master such an unbridled force. But I was always careful to use it to help the weak and the ignored . . . I have seen first hand the fruits of a society that believes it has no need for compassion.


    Sources
    Background:
    Amn - Forgotten Realms Player's Guide

    Theme:
    Windlord - Heroes of the Elemental Chaos

    Powers:
    Dragonfrost - PHB 2
    Lightning Strike - Arcane Power
    Storm Walk - PHB 2
    Whirlwind - Arcane Power
    Ice Javelins - Arcane Power
    Wind Fury Assault - Heroes of the Elemental Chaos
    Fast Hands - PHB 3
    Dancing Lightning - PHB 2
    Thunder Leap - PHB 2
    Extinguishing Rain - Arcane Power
    Spark Form - Arcane Power
    Winds of Change - Arcane Power
    Wind Step - Heroes of the Elemental Chaos

    Feats:
    Jack of All Trades - PHB
    Linguist - PHB
    Unarmored Agility - PHB 3
    Sorcerous Blade Channeling - PHB 2
    Implement Expertise (Light Blade) - PHB 2
    Tempest Magic - Arcane Power
    Resilient Focus - HotFK
    Fleet Footed - PHB
    Improved Defenses - HotFK

    Paragon Path:
    Lightning Fury - Arcane Power

    Magic Items:
    Vicious Dagger +3 - PHB
    Magic Cloth Armor +3 - PHB
    Safewing Amulet +3 - PHB
    Bracers of the Perfect Shot (Heroic Tier) - PHB
    Boots of Striding - PHB
    Burglar's Gloves - PHB
    Belt of Vigor (Heroic Tier) - PHB
    Circlet of Authority - PHB
    Attached Files Attached Files
    Last edited by hafrogman; Monday, 11th June, 2012 at 01:45 AM.
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  • #8
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    Magsman (Lvl 14)

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    My list of allowed souce material in post #1 is not complete. so far, all the classes mentioned are ok, I'm talking specifically to Walking Dad here, but there are others to whom the remark applies. I totally agree with the interpretation that "C/G" should be [and for purposes of this game is hereby DECLARED to be] an aspect of the GOOD alignment rather than the 'unaligned' alignment.

    ALLOWED SOURCES: Martial power, arcane power, primal power, adventurer's vault, and other BOOK sources, etc.

    DISALLOWED SOURCES: Anything Eberron including but not limited to Warforged and dragonmarks.

    USE AT YOUR OWN RISK SOURCES: Character Builder, Compendium, anything DDI

    Not ready to make any final selections yet. Stay tuned.
    Last edited by Leif; Saturday, 9th June, 2012 at 05:57 PM.

  • #9
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    Quote Originally Posted by Leif View Post
    DISALLOWED SOURCES: Anything Eberron including but not limited to Warforged and dragonmarks.

    USE AT YOUR OWN RISK SOURCES: Character Builder, Compendium, anything DDI
    Okay, Sariel has been revised to lose the dragonmark (swapped for Bardic Ritualist so she still has healing rituals). Unfortunately, at some levels the only warlord powers that don't have an attack are from Dragon (and so only available via the Compendium, Character Builder, or the articles from Drgon on D&Di), so even if they're not great powers, that's what she's taking.
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    Name: Althous
    Race: Human
    Alignment: Good (Chaotic Good)
    Class: Monk (Centered Breath)
    Paragon Path: Ghostwalker
    Background: Artisan

    Image
    Spoiler:


    Temple of the Seven Fortunes

    The path to inner peace is often a conflicted road. Before one may understand tranquility one must first experience adversity. Only by transforming obstacles into opportunities may one begin to live a harmonious life. This is the essence of the way.

    Each blessing of the seven fortunes is a thing to be done, not a thing to have. Many who claim to possess a virtue are only fooling themselves and those that listen to him. What man can say that he is honorable or sincere? Only one who is neither. But one could say, in this situation I acted honorably, or in my dealings yesterday I was sincere. The way does not require more than this.


    Spoiler:
    The monks of the Seven Fortunes do not live in temples that are high on mountain tops or hidden in ancient forests. Their temples are found wherever people live, whether a massive metropolis or lonely hamlet. The philosophy of the seven fortunes teaches that one must live and experience life in order to truly understand it. Therefore the monks engage themselves in whatever communities they find themselves, but usualy do not openly identify themselves as such. The idea that a person is a thing because they are named it goes against their teachings, so the temples are often disguised behind some other business.

    Slow Billows Forge

    There's a temple in the city of Waterdeep, though most inhabitants of the city only know of it as the Slow Billows Forge, a blacksmiths guild that produces excellent work but takes longer than most to do so. The act of creation, of action that makes a thing, resonates with their philosophy and the trade is seen as a useful learning exercise as well as providing money for the temple and serving as its disguise. The craft of forging requires patience, strength, and concentration, as a single mistake at the wrong moment can ruin a piece.

    ----

    Althous grew up on the streets of Waterdeep among the docks and with other kids that had either run away or been abandoned by their parents and the city. The streets became his new parents and his fellow thieves his siblings. It was a rough childhood and he probably wouldn't have lived to be an adult if he hadn't tried to rob from the Slow Billows Forge. The surprisingly agile blacksmiths caught Althous and offered to let him live with them instead of sending him to prison.

    When they took him in he was a brash thug, hiding his hear beneath false cruetly. It took years of hard work at the forge and unnatural patience from the monks, but over time he was able to shed the street persona and begin to find balance within himself and the world. Through meditation at the forge he learned patience, but he didn't forget the children that still lived on the streets. While most of the monks preferred to stay within the compound Althous would go out into the streets, trying to help and protect the kids that hadn't been as lucky as him. There are dark powers beneath Waterdeep however, that profit from the street gangs thefts and chaos, and they named Althous their enemy. Through conflict comes enlightenment, and after each battle, victory, and defeat Althous grew stronger in his Way.

    He found that the enemies he fought beneath Waterdeep had connections that seemed to stretch all across Toril, and no matter how many he defeated, more seemed to arrive each day. To combat the larger threat, he left Waterdeep and began traveling across Toril, seeking out those that harm the innocent and helping those in need, whether with a strong fist or a finely crafted horseshoe.


    CB Summary
    Spoiler:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Althous, level 12
    Human, Monk, Ghostwalker
    Monastic Tradition Option: Centered Breath
    Human Power Selection Option: Heroic Effort
    Occupation - Artisan (+2 to Athletics)

    FINAL ABILITY SCORES
    STR 11, CON 13, DEX 21, INT 11, WIS 19, CHA 11

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


    AC: 28 Fort: 26 Ref: 28 Will: 27
    HP: 80 Surges: 8 Surge Value: 20

    TRAINED SKILLS
    Acrobatics +16, Athletics +13, Endurance +15, Perception +15, Thievery +16

    UNTRAINED SKILLS
    Arcana +6, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +10, History +6, Insight +10, Intimidate +6, Nature +10, Religion +6, Stealth +11, Streetwise +6

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Human Racial Power: Heroic Effort
    Monk Feature: Centered Flurry of Blows
    Monk Attack 1: Five Storms
    Monk Attack 1: Fallen Needle
    Monk Attack 1: Call up the Savage Wind
    Monk Attack 1: Cyclone Scourge
    Monk Utility 2: Careful Stride
    Monk Attack 3: Wind Through the Willows
    Monk Attack 5: Water Gives Way
    Monk Utility 6: Purifying Meditation
    Monk Attack 7: Strike the Avalanche
    Monk Attack 9: Crane Dance
    Monk Utility 10: Iron Dragon Defense
    Ghostwalker Attack 11: Tormented Spirit
    Ghostwalker Utility 12: Soul Dance

    FEATS
    Level 1: Ki Focus Expertise
    Level 1: Fluid Motion
    Level 2: Implement Focus (Ki focuses)
    Level 4: Deadly Draw
    Level 6: Unarmored Agility
    Level 8: Improved Defenses
    Level 10: Superior Implement Training (Mountain ki focus)
    Level 11: Uncanny Dodge
    Level 12: Defensive Advantage

    ITEMS
    Monk unarmed strike x1
    Iron Body Mountain ki focus +2 x1
    Amulet of Protection +3 x1
    Gambit Cloth Armor (Basic Clothing) +3 x1
    Boots of the Fencing Master x1
    Iron Armbands of Power (heroic tier) x1
    Gauntlets of Blood (heroic tier) x1
    Belt of Nourishment x1
    ====== End ======


    Knight Hospitaler
    Spoiler:
    Knight Hospitaler Starting Feature (1st level): You gain the shield of devotion power.
    Knight Hospitaler Level 5 Feature (5th level): You can request food and lodging for yourself and your traveling companions from any temple affiliated with your hospitaler order, or from any noble household. Your request for hospitality will be honored in all but the most unusual circumstances.
    Knight Hospitaler Level 10 Feature (10th level): You can use shield of devotion twice per encounter.

    Shield of Devotion
    With a quick prayer you bestow minor healing on a stricken ally, then prepare yourself to smite the enemy who struck your friend.
    Encounter Divine, Healing
    Immediate Reaction Close burst 5
    Trigger: An ally within 5 squares of you takes damage from an enemy attack.
    Target: The triggering ally
    Effect: The target regains hit points equal to your Wisdom modifier or Charisma modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.
    Level 11: The target regains hit points equal to 5 + your Wisdom modifier or Charisma modifier.
    Level 21: The target regains hit points equal to 10 + your Wisdom modifier or Charisma modifier.


    Sources
    Spoiler:
    Powers

    Fallen Needle - Dragon 389
    Five Storms - PHB 3, pg 65
    Call up the Savage Wind - Heroes of the Elemental Chaos, pg 71
    Wind through the Willows - Dragon 404
    Strike the Avalanche - PHB 3, pg 69
    Tormented Spirit - PHB 3, pg 76
    Cyclone Scourge - Heroes of the Elemental Chaos, pg 71
    Water Gives Way - Dragon 404
    Crane Dance - PHB 3, pg 69
    Soul Dance - PHB 3, pg 76

    Careful Stride - PHB 3, pg 67
    Purifying Meditation - PHB 3, pg 68
    Iron Dragon Defense - PHB 3, pg 70
    Attached Files Attached Files
    Last edited by Knowledge Checks; Monday, 11th June, 2012 at 01:11 AM.
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