D&D 4E Leif's 4E Adventuring in Encastulum [RG]

Leif

Adventurer
Post approved characters here, ye who have been chosen. [Still waiting on Scotley.]
 
Last edited:

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Redclaw

First Post
[sblock=Shale]====== Created Using Wizards of the Coast D&D Character Builder ======
Shale, level 1
Genasi, Warlord (Marshal)
Build: Tactical Warlord
Warlord Option: Battlefront Leader
Commanding Presence Option: Tactical Presence
Elemental Manifestation Option: Earthsoul
Earthshock Option: Earthshock Strength
Chaos Bound (+2 to Endurance)
Theme: Mercenary

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

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


AC: 18 Fort: 16 Ref: 15 Will: 12
HP: 25 Surges: 8 Surge Value: 6

TRAINED SKILLS
Athletics +6, Endurance +7, History +8, Intimidate +6

UNTRAINED SKILLS
Acrobatics –3, Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +0, Heal +0, Insight +0, Nature +2, Perception +0, Religion +3, Stealth –3, Streetwise +1, Thievery –3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Genasi Racial Power: Earthshock
Warlord Feature: Battlefront Shift
Warlord Feature: Inspiring Word
Warlord Attack 1: Commander's Strike
Warlord Attack 1: Inevitable Wave
Warlord Attack 1: Warlord's Favor
Warlord Attack 1: Concentrated Attack

FEATS
Level 1: Heavy Blade Expertise

ITEMS
Longsword x1
Chainmail x1
Heavy Shield x1
Short sword
Adventurer's Kit
====== End ======[/sblock]
[sblock=description] While not tall enough to be truly imposing, Shale's stocky, craggy build immediately reminds the viewer of a large rock that might jut out of the undergrowth half way up a mountain. His tendency to stand unmoving as he absorbs the sights and sounds around him only serves to heighten this image. However, once he bursts into the frantic action of a scrum, the similarity disappears. His shield, emblazened with the relief of a rocky fist, leads his way, and his brilliant sword blade weaves and pokes around it. But it is his voice that demands the most attention, sharp, gritty and unyielding, there is no ignoring his demands, whether you are friend or foe. [/sblock]
[sblock=Background] Shale always knew there was something different about him. His parents often talked about their mountain home far to the east of Encastulum, but it was more than just a distant origin. He just never quite felt comfortable amongst the society of the city. It wasn't until he was older that he was able to identify the source of that discomfort as the strange looks and studied avoidance to which he was subjected by the parents of his peers.

They were always quick to encourage a child to move away from Shale, or to find a different sparring partner. Sure, a few of his friends had broken their arms while wrestling with Shale, and he had even knocked out two of Farren's teeth with a wooden sword, but it wasn't like he hurt anyone on purpose. Somehow, his peers' parents never understood that.

Ironically, it was that exclusion that pushed Shale to overcome his natural stoic silence. It was the walls that others tried to build between Shale and his peers that gave him the strength to become a leader, for in beating past those walls, he learned that he must take the initiative and provide direction to those around him. What started as a way of maintaining friendships, once added to his father's combat training and knowledge of tactics (his father being a powerful fighter and hero of Encastulum), developed into the tools of a talented battlefield commander.[/sblock]

[sblock=Combat Stats] AC:18 Fort: 16 Ref: 15 Will: 12
Init: +0 Pass Insight: 10 Pass Perc 10
HP: 25 Surges: 8 Surge Value: 6
[sblock=powers] Melee Basic (standard): +8 vs. AC, 1d8+4 damage
Ranged Basic (standard): +6 vs. AC, 1d6+4
Commander's Strike (standard): Melee range, one ally can take a free action to make an MBA against the target. The ally gains a +3 (Int mod) bonus to damage.
Inevitable Wave (standard): +8 vs. AC, 1d8+4 damage. Until the end of your next turn, any ally who charges the target deals +3 (Int mod) damage. (can be used as MBA during a charge)

Takedown Strike (no action): Trigger: you hit an enemy adjacent to you with an attack. Effect: The target takes extra damage equal to the ability mod used in the attack, and you knock the target prone.
Warlord's Favor (standard): +8 vs. AC, 2d8+4 damage. One ally within 5 squares of you gains a +4 power bonus to attack rolls against the target until the end of your next turn.
Inspiring Word (minor): the target can spend a healing surge and regain 1d6 additional hp. Usable twice per encounter, but only once per round.
Battlefront Shift (no action): Range: Close burst 3. Trigger: You roll initiative. Effect: the target shifts half his or her speed.
Earthshock (minor): Range: close burst 1. +6 vs. Fort. Hit: the target is knocked prone.

Concentrated Attack (standard): +8 vs. AC, 2d8+4 damage. Effect: One ally within 10 squares of you can make a basic attack against the target as a free action. The ally gains +3 (Int mod) bonus to both the attack and the damage rolls. [/sblock]
[sblock=Features] Earthsoul: +1 to Fort, +1 to saving throws.
Elemental Origins: You are elemental, not natural.
Tactical Presence: An ally who can see me and spends an action point to make an attack gains a +1 (1/2 Int mod) bonus to the attack. [/sblock]
[sblock=Feats] Heavy Blade Expertise: +2 to all defenses vs. opportunity attacks. [/sblock]
[sblock=skills] Acrobatics -3
Arcana +3
Athletics +6
Bluff +1
Diplomacy +1
Dungeoneering +0
Endurance +7
Heal +0
History +8
Insight +0
Intimidate +6
Nature +2
Perception +0
Religion +3
Stealth -3
Streetwise +1
Thievery -3 [/sblock]

[/sblock]
 
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RavenBlackthorne

First Post
Firil Donmek - Human Ranger (Scout)

[sblock=Firil Description]Firil is six foot of athletic, lean muscle, wrapped in deeply tanned skin. His ruffled, shoulder length, jet black hair, frames an angled face with grey eyes that constantly flicker, taking in his surroundings. His thick brows and stubble (that seems consistently at two days growth) add to the slightly unkempt look that is established through his layered, lightweight clothing made from natural materials. Slung across his shoulders is a longbow made of horn, whilst hanging from his waist, on either side, are his two axes: Azidis and Izimar.
[/sblock][sblock=Firil Background]Firil is the son of the shaman and tribe leader of the Iron Wolf clan, a nomadic tribe who previously roamed the marshlands that have now become the borderlands of Encastulum and Trosellin. They pride themselves in the knowledge of the land, the ebb and flow of nature and its cycles and survival against the odds. Their training is passed on through the generations via competitive games and then experience with mentors who guide them through their formative years and take them out on scoutings. They are taught to hunt and forage and survive. Their final test is a rite to adulthood in which they are put in a pack, taken blindfold to a remote location and left to return to the tribe.

During his rite, Firil and his sister Mahoni along with three others from the tribe were ambushed by Trosellin soldiers and kidnapped. As they were being transported, and under the cover of night, Firil managed to gnaw through his rope bindings and ran. And ran. And ran.
Never stopping, but following the trail back to their point of origin, Firil then began to track his way home. The tribe had set themselves at the top of a cliff face. A safer, but slower way wound its way around the heights, but there was no time, so Firil began to scale the cliff. His muscles screamed as he dragged himself up, inch by painful inch, but spurred on by the thought of his sister and his pack he pulled himself to the top.

The subsequent strike by the Iron Wolf was one of the most devastating assaults on the Trosellins within the marshlands. Unexpected and unfettered, led by Firil’s father, the Iron Wolf tore through the unit, rescuing the pups and leaving no survivors.
By coincidence, the strike happened at the same time as an offensive had been planned by the Encastulum (led by Ghavdrash's father) and prevented the King’s unit being caught in an ambush by two units of Trosellins.
For their valour, bravery and destruction, the King extended the friendship of the land to the Iron wolf and made Firil’s father one of the Heroes of Encastulum.
That night, Firil was blessed by the land and received his Iron Wolf weapons from his father: his two axes Azidis and Izimar.

Since then, the Iron Wolf have served as the front ranging scouts of the kingdom and Firil has watched his father’s ferocity fade as he is caught within the courts of the city, away from the land he loves. In return, however, Firil has found a friendly rival and occasional confidant in Ghavdrash, whom he met through their fathers' new found friendship.
[/sblock][sblock=Firil Char Sheet]====== Created Using Wizards of the Coast D&D Character Builder ======
Firil Donmek, level 1
Human, Ranger (Scout)
Ranger Wilderness Knacks Option: Ambush Expertise (Ranger)
Ranger Wilderness Knacks Option: Mountain Guide (Ranger)
Two-Weapon Style Option: Spinning Axe Mastery
Human Power Selection Option: Heroic Effort
Child of the Wildlands (+2 to Endurance)
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
STR 13, CON 12, DEX 18, INT 11, WIS 14, CHA 10

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


AC: 16 Fort: 13 Ref: 16 Will: 13
HP: 24 Surges: 8 Surge Value: 6

TRAINED SKILLS
Acrobatics +9, Athletics +6, Endurance +8, Nature +7, Perception +7, Stealth +9

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

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Iron Wolf Warrior Attack: Iron Wolf Charge
Human Racial Power: Heroic Effort
Ranger Utility: Aspect of the Charging Ram
Ranger Utility: Aspect of the Lurking Spider
Ranger Attack: Dual Weapon Attack
Multiple Class Attack: Power Strike

FEATS
Level 1: Headsman's Chop
Level 1: Axe Expertise

ITEMS
Battleaxe x1
Handaxe x1
Leather Armor x1
Adventurer's Kit
Longbow
Arrows
====== End ======
[/sblock][sblock=Firil Combat Stats]AC: 16 Fort: 13 Ref: 16 Will: 13
Init: +4
PI: 12 PP:17
HP: 24/24
Surges: 8/8
[sblock=Powers]Melee Basic [Standard] - (+7 vs AC, 1d10+6 dmg)
Ranged Basic [Standard] - (+6 vs AC, 1d10+6 dmg)
Dual Weapon Attack [Free] - (+7 vs AC, 1d6+6 dmg)
Aspect of the Charging Ram [Minor] - (No OA, +2 dmg & Prone on Charge)
Aspect of the Lurking Spider [Minor] - (+2 Stealth, +5 Athletics on climb, +2 dmg w/CA)

Iron Wolf Charge [No Action] - (+1d6 original attack, Secondary: close burst 2, +4 vs Will, push 2 & -2 atk)
Power Strike [No Action] - (+1[W])
Heroic Effort [No Action] - (+4 to atk or save)

[/sblock][sblock=Features]Ambush Expertise – after Stealth roll, allies within 10 gain +2 to Stealth till end of next turn
Attack Finesse – Dex instead of Str for atk & dmg for melee basic
Mountain Guide – successful Athletics check to climb reduces DC by 2 for allies
Spinning Axe Mastery - +2 dmg when axe in off hand
[/sblock][sblock=Feats]1st Level: Axe Expertise - +1 to atk with axes, reroll dmg result of 1
1st Level: Headsman’s Chop - +5 dmg to prone target with axes/heavy blades
[/sblock][sblock=Skills]Acrobatics +9
Arcana +0
Athletics +6
Bluff +0
Diplomacy +0
Dungeoneering +2
Endurance +8
Heal +2
History +0
Insight +2
Intimidate +0
Nature +7
Perception +7
Religion +0
Stealth +9
Streetwise +0
Thievery +4
[/sblock][sblock=Interactive Char Sheet] Firil Character Sheet at iplay4e [/sblock][/sblock]
Please note that there's a link to an iplay4e character sheet at the bottom of the combat stats if you want direct links to all the powers etc in the compendium.
 

Goldhammer

First Post
[sblock=Guard/Strike]
Guard/Strike (Player: Goldhammer)
Warforged Runepriestess: 1 (Good, Moradin)
Background: Experimental Prototype (+2 to Athletics)
Theme: Ordained Priest
Str : 18 (+4) Dex: 12 (+1) Wis: 13 (+1)
Con: 16 (+3) Int: 11 (+0) Cha: 10 (+0)
Initiative: +1 Speed: 5
Passive Insight: 11 Passive Perception: 11
AC 18: (w/ shield) Fort: 14 Ref: 12 Will: 14
HP: 28/28 Bloodied: 14
Surges: 10/10 Surge Value: 7
Saving Throws Mods: +2 vs. ongoing damage
Action Points: [ ] Second Wind: [ ]

RACE/CLASS ABILITIES:
Living Construct: No need to eat, drink, breathe or sleep.
Unsleeping Watcher: 4 hours of inactivity counts as an extended rest
Rune Master: Gain either a Rune of Destruction or Rune of Protection state.
- Rune of Destruction: Allies gain +1 to attack against enemies adjacent to you
- Rune of Protection: Allies adjacent to you gain resist 2 to all damage
Runic Artistry: Wrathful Hammer: +3 bonus to damage to an enemy that hits you.

POWERS:
[AT-WILL] Word of Shielding
[AT-WILL] Word of Diminishment
[ENC] Warforged Resolve
[ENC] Anvil of Battle
[ENC] Shining Symbol
[2/DAY] Rune of Mending
[DAILY] Rune of Endless Fire

TRAINED SKILLS
Religion +5, Thievery +6, Heal +6, Arcana +5
UNTRAINED SKILLS
Acrobatics +1, Bluff +0, Diplomacy +0, Dungeoneering +1, Endurance +5, History +0, Insight +1, Intimidate +2, Nature +1, Perception +1, Stealth +1, Streetwise +0, Athletics +6,

FEATS
Level 1: Light of Order

ITEMS
Scale Armour, Warhammer, Light Shield, Dagger (4), Javelin (1), Holy Symbol, Adventurer's Kit , 1 GP.
[/sblock]

[sblock=Description]
Guard/Strike is a tall silver Warforged woman. Well armoured for battle, she has a number of metal plates fixed onto her body for protection and wears a helmet shaped like a large anvil. Her face appears human-like, looking like a mask of a beautiful metal woman with glowing blue eyes. While she has this face out, the Warforged calls herself as 'Guard.' She's calm, friendly and protective of those around her. Yet there are times when this face will retreat into Guard/Strike's helmet, revealing a less human one. This face has 4 fearsome red eyes and a mouth filled with sharp teeth. When this face is out, the Warforged calls herself 'Strike.' She's rude and aggressive, yet somehow loyal and honourable (sort of.) Guard/Strike sometimes struggles to keep her new personalities in line and will sometimes argue with herself. A holy symbol of Moradin is fixed to her chest. It seems to be made of two different gem stones, one blue, the other red, joined together to form Moradin's holy anvil.
[/sblock]

[sblock=Background]
As the war against Trosellin dragged on, the good king of Encastulum found himself in need of more soldiers to fill his armies. His answer came from the temple of Moradin. They presented him with the Warforged. These mighty clockwork golems have protected Moradin's worshipers for generations, but now the temple offered to turn the Warforged against the enemies of the king. The kingdom's riches were opened up to the holy smiths of Moradin and soon regiments of metal warriors joined the kingdom's army.
The temple of Moradin thrived with each Warforged the king comissioned, yet many of its priests began to question if giving away such a holy gift was wise. Many had began to ask if the Warforged were only prolonging the war and adding to misery of the nations involved. Such acts would surely bring Moradin's anger down on them all. It was decided that a new kind of Warforged needed to made, one with the runes and teachings of Moradin engraved into them. They serve as the moral and spiritual leaders of the King's Warforged Legion.
Two different types of Warforged Runepriestesses were created. The first were called the Hammerstrikes, created by a Encastulum patriot. They were loyal, honourable and warlike, built to led the King's Warforged soldiers to victory. The others were called the Shieldguards, built by a Holy Smith who opposed the war. They were kind, noble and protective of all beings, built to help those affected by the war. Soon the temple was split over which model was better.
Finally, the High Priest of Moradin decided that they would build a Warforged with both personalities. Whichever one dominated the other would be crowned the better Runepriestess. However when the Warforged was finished, they found that neither one personality could take over the other completely. Instead the two personalities, named Guard and Strike, were forced to share the same body.
Some called for such a creature to be deactivated, but the High Priest of Moradin was intrigued by Guard/Strike. He ordered her to escort supply wagons to and from the battlefield. The Rune Priestess proved her worth in defending the caravans from enemy raids and roaming monsters, yet all the while, she was at war with herself. Strike longed for battle and was angry that she wasn't allowed on the frontlines, while Guard was shocked by the horrors of war and wished to help those in need. Despite her effectiveness as a guardian, Strike/Guard's twin personalities became too much for the caravan leaders and she was sent back to the High Priest. She now awaits capital city of Encastulum for new orders.

[/sblock]
 

Negin

First Post
[sblock=Ghavdrash Description]Ghavdrash is a rust-bucket of a dragonborn, relatively squat and thick-limbed, with bright golden eyes and a wicked-looking, somewhat serrated saber on his back. Unlike some dragonborn you may know, Ghavdrash is generally unruffled and calm in demeanor. A jade medallion, etched with a bright red eye of Ioun, hangs from his neck.[/sblock]

[sblock=Ghavdrash Background]Ghavdrash hails from the Lorewing clan, a minor clan of Dragonborn
which was originally tasked with preserving the knowledge and deeds of
the old Dragonborn Empire, founded by both followers of Bahamut and
priests of Ioun. After the fall of the Empire and the scattering of
the dragonborn, the Lorewing clan clung to the teachings of Ioun ever
more fervently, and became more esoteric in their
practices. Soothsaying, practiced through bloody and bizarre rituals,
became popular, and eventually the clan fell under the leadership of a
series of prophets and zealots who foretold a great future for the
clan, as the future authors and leaders of a new Dragonborn Empire,
cleansed of the sins of the past. Since then, though the clan remains
devoted to the pursuit of justice wherever it travels, particularly
among the warrior caste, the clan's relationship with Bahamut has
faded to irrelevance.

In the meantime, a clan's gotta eat, and seeing as how dragonborn are
not all that much in demand for their research skills or soothsaying
abilities (well, at least not after an outsider has gotten a glimpse
of their rituals!), the clan's warriors have focused on that which
dragonborn do best: fighting wars. The warriors are the economic
lifeblood of the clan, serving as mercenaries and bodyguards as the
clan travels from place to place.

The Lorewing Clan have resided in the region of Encastulum for over
eighty years, having built an enclave in the hills about a half-day
travel from the capital. Ghavdrash's father, Igmach, is one of the
most prominent warriors of the clan and has served as an officer in
the military, and more recently as a member of the King's guard, with
distinction for years.

From an early age it became clear early on that Ghavdrash had neither
the aptitude for a loremaster, nor any particular gift at
soothsaying. His father therefore took him in hand and trained him in
the ways of the devout warrior. Like his father before him, Ghavdrash
maintains a devout belief that the applied knowledge of self and blade
through struggle are no less valuable to Ioun than the knowledge
acquired from books, and that only through the preserved experience of
the ages will the Dragonborn Empire be restored.

Ghavdrash and Firil know each other through their fathers. A few years
ago, Igmach led an brigade on a fog-drenched assault on a massed
Trosselin army in the marshlands, when they found themselves
unexpectedly flanked by another large unit of Trosselin light
infantry. In a completely uncoordinated act of serendipity, to the
back of the flanking Trosselin, an entire clan of nomadic tribesmen,
the Iron Wolf clan, fell on the flanking unit and decimated
them. Igmach's brigade then pressed forward and routed the rest. In
the celebrations following the battle, Igmach met Firil's father and
they became fast friends. During their father's interactions at court
since, Ghavdrash and Firil have met, and maintain a friendly rivalry.
[/sblock]

[sblock=Ghavdrash Combat Stats (template)]Ghavdrash - Dragonborn Paladin 1
Status: Normal
Passive Insight 16 Passive Perception 11
AC 19 (w/ shield; +2 vs Opp. Atks) Fort 15 Reflex 11 Will 14
HP 27 / 27 Bloodied 13
Surges 11 / 11 Surge Value 8
Saving Throws +0 Speed 5 Action Points 0
[ ] Second Wind

Powers:
[ ] [ENC] Dragon Breath (Acid)
[ ] [ENC] Channel Divinity
[ ] [ENC] Piercing Strike
[ ] [1/DAY] Lay On Hands
[ ] [DAILY] Paladin's Judgment
[/sblock]

[sblock=Ghavdrash Stats]Ghavdrash (Player: Negin)
Dragonborn Paladin 1 (Unaligned, Ioun)

Str 18 (+4) Dex 10 (+0) Wis 13 (+1)
Con 12 (+1) Int 11 (+0) Cha 16 (+3)
Initiative 0
Passive Insight 16 Passive Perception 11
AC 19 (w/ shield; +2 vs Opp. Atks) Fort 15 Reflex 11 Will 14
HP 27 / 27 Bloodied 13
Surges 11 / 11 Surge Value 8
Saving Throws +0 Speed 5 Action Points 0
[ ] Second Wind

Powers:
[AT-WILL] Divine Challenge
[AT-WILL] Ardent Strike
[AT-WILL] Valiant Strike
[ ] [ENC] Dragon Breath (Acid)
[ ] [ENC] Channel Divinity
[ ] [ENC] Piercing Strike
[ ] [1/DAY] Lay On Hands
[ ] [DAILY] Paladin's Judgment

Basic Melee: Broadsword, +7 vs AC, 1d10 + 4 dmg (add 1 if two-handed)
Basic Ranged: Handaxe, +6 vs AC, 1d8 + 3 dmg

Feats: Weapon Specialization (Heavy Blade)
Skills:
Acrobatics 0, Arcana 0, Athletics 4, Bluff 3,
Diplomacy 3, Dungeoneering 1, Endurance 1,
Heal 6, History 2, Insight 6, Intimidate 10,
Nature 1, Perception 1, Religion 5, Stealth 0,
Streetwise 3, Thievery 0

Languages: Common, Draconic
Rituals: None
Size: Medium

Equipment:
Scale Armor (+7 AC, -1 Speed)
Heavy Shield (+2 AC, -2 Check)
Broadsword (1d10 dmg, +2 Prof, Heavy Blade, Versatile)
Handaxe (1d6 dmg, +2 Prof, Range 5/10, Heavy Thrown, Off-Hand)
Adventurer's Kit
Holy Symbol
[/sblock]

[sblock=Ghavdrash Math](Best viewed in fixed-width font)
Using initial standard distribution: 16, 14, 13, 12, 11, 10

Attributes:
Ability Initial Racial Level Final Mod
Str 16 2 0 18 4
Con 12 0 0 12 1
Dex 10 0 0 10 0
Int 11 0 0 11 0
Wis 13 0 0 13 1
Cha 14 2 0 16 3
Total 22

Defenses:
Defense Attrib Attrib Type Class Racial Feat Feat Name Equip Equip Name Misc Misc Name Level Final
AC 0 - 0 0 0 - 9 Scale Armor, 0 - 0 19
Heavy Shield
Fort 4/1 Str/Con 1 0 0 - 0 - 0 - 0 15
Reflex 0/0 Dex/Int 1 0 0 - 0 - 0 - 0 11
Will 1/3 Wis/Cha 1 0 0 - 0 - 0 - 0 14

Health:
Attr Base Con Per Lvl Racial Feat Feat Name Equip Equip Name Other Surge Value Total Bloodied Surge Surges/Day
Bonus
HP 15 12 6 0 0 - 0 - - 2 27 13 8 11

Senses and Reactions:
Sense Attrib Attrib Type Class Class Feature Racial Feat Feat Name Equip Equip Name Level Other/Trained Total
Initiative 0 Dex 0 - 0 0 - 0 - 0 0 0
Passive Insight 1 Wis 0 - 0 0 - 0 - 0 5 16
Passive Perceiption 1 Wis 0 - 0 0 - 0 - 0 0 11

Basic Attacks:
Type Attrib Attrib Type Class Class Feature Feat Feat Name Equip Equip Name Misc Misc Name Level Total Vs?
Melee 4 Str 0 - 1 Heavy Blade 2 Broadsword, 0 - 0 7 AC
Expertise Prof: Military
Melee
Ranged 4 Str 0 - 0 - 2 Handaxe, 0 - 0 6 AC
Prof: Military
Melee

Powers:
* Dragonborn: Dragon Breath
* Paladin: Divine Challenge, Lay On Hands
* Paladin Encounter: Channel Divinity: Divine Mettle, Channel Divinity: Divine Strength
* Class L1 At-Will: Ardent Strike, Valiant Strike
* Class L1 Encounter: Piercing Smite
* Class L1 Daily: Paladin's Judgment

Class Features:
* Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Plate, Light Shield, Heavy Shield
* Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
* Implements: Holy Symbol
* Bonus to Defense: +1 Fort/Ref/Will
* HP at Lvl 1: 15 + Con
* HP/Lvl: 6
* Healing Surges/Day: 10 + ConMod
* Trained Skills: Religion + choose 3: Diplomacy, Endurance, Heal, History, Insight, Intimidate
* Channel Divinity: Divine Mettle
* Channel Divinity: Divine Strength
* Divine Challenge
* Lay On Hands

Racial Features:
* +2 Str, +2 Cha
* Medium Size
* Speed 6
* Normal Vision
* Languages: Common, Draconic
* Skill Bonuses: +2 History, +2 Intimidate
* Dragonborn Fury: +1 bonus to attack rolls when bloodied
* Draconic Heritage: Surge = 1/4 * MaxHP + ConMod
* Dragon Breath

Skills:
* Class: train Religion
* Class: train Heal, Insight, Intimidate

Skill Trained Attrib Attrib Type Racial Feat Feat Name Equip Equip Name Level Total
Acrobatics 0 0 Dex 0 0 - 0 - 0 0
Arcana 0 0 Int 0 0 - 0 - 0 0
Athletics 0 4 Str 0 0 - 0 - 0 4
Bluff 0 3 Cha 0 0 - 0 - 0 3
Diplomacy 0 3 Cha 0 0 - 0 - 0 3
Dungeoneering 0 1 Wis 0 0 - 0 - 0 1
Endurance 0 1 Con 0 0 - 0 - 0 1
Heal 5 1 Wis 0 0 - 0 - 0 6
History 0 0 Int 2 0 - 0 - 0 2
Insight 5 1 Wis 0 0 - 0 - 0 6
Intimidate 5 3 Cha 2 0 - 0 - 0 10
Nature 0 1 Wis 0 0 - 0 - 0 1
Perception 0 1 Wis 0 0 - 0 - 0 1
Religion 5 0 Int 0 0 - 0 - 0 5
Stealth 0 0 Dex 0 0 - 0 - 0 0
Streetwise 0 3 Cha 0 0 - 0 - 0 3
Thievery 0 0 Dex 0 0 - 0 - 0 0

Feats:
* Choose 1 Heroic Feat: Heavy Blade Expertise (+1 to hit w/ heavy blade, +2 AC against Opp. Atks. w/ heavy blade)
[/sblock]

Let me know if you want me to make a combat stats block too. Thanks!
 
Last edited:

Scotley

Hero
Rydan Braithwaite

Rydan Braithwaite

[sblock=Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Rydan, level 1
Human, Wizard (Arcanist)
Arcane Implement Mastery Option: Wand of Accuracy
Human Power Selection Option: Heroic Effort
Early Life - Test Subject (+2 to Arcana)
Theme: Wizard's Apprentice

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

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


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

TRAINED SKILLS
Arcana +11, History +9, Insight +5, Nature +5, Religion +9

UNTRAINED SKILLS
Acrobatics +2, Athletics +0, Bluff +0, Diplomacy +0, Dungeoneering +0, Endurance +2, Heal +0, Intimidate +0, Perception +0, Stealth +2, Streetwise +0, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wizard's Apprentice Attack: Color Orb
Human Racial Power: Heroic Effort
Wand of Accuracy Power: Wand of Accuracy
Wizard Utility: Light
Wizard Utility: Prestidigitation
Wizard Utility: Mage Hand
Wizard Utility: Suggestion
Wizard Attack 1: Sleep
Wizard Attack 1: Magic Missile
Wizard Attack 1: Rotting Doom
Wizard Attack 1: Grasping Shadows
Wizard Attack 1: Summon Fire Warrior

FEATS
Level 1: Destructive Wizardry
Level 1: Ritual Caster
Level 1: Human Perseverance

ITEMS
Spellbook
Brew Potion
Tenser's Floating Disk
Alarm
Wand Implement x1
Cloth Armor (Basic Clothing) x1
Adventurer's Kit
Dagger
Quarterstaff
====== End ======
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[sblock=Description]

Rydan is a tall somewhat bookish lad with dark hair in need a trim that tends to fall over his eyes, which have a somewhat blue tinge to the whites and tend to dart about nervously. He jumps a noises and sudden movements and tends to rock slightly when standing as if about to break into a run at any moment. There is a slight tic in his left cheek that tugs that side of his mouth up into a half smile every couple of minutes. On his hands and arms can be seen old pale scars perhaps from chemical burns of some sort. He wears robes in muted dark colors and carries a quarterstaff in a style which one might expect of an old wizard rather than a youth. He absently fingers the haft of a wand protruding from a pocket.
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[sblock=History/Background]

Rydan Braithwaite is the only child of renowned wizards and heroes of Encastulum, Roland and Ismerelda Braithwaite. A bright and inquisitive child the Braithwaites did what they could to train and raise their young son, but the calls to action took them away for long periods of time saving the kingdom. So they intrusted young Rydan to a fellow wizard, Urigoode Greycauldron. Greycauldron preferred the life of a stay at home researcher wizard to that of the roving adventurer. At his tower near an arm of the Lake of Twilight Mists Greycauldron was constantly looking for new and improved formulas and innovations. His preoccupation with this research often left young Rydan largely ignored until a test subject was needed. He dosed the lad with all manor of new concoctions and zapped him with experimental spells regularly and sometimes fell prey to explosions when alchemical experiments went wrong. As the wars went on and the nearby Sunken Lands of Sulch became wilder Greycauldron became frustrated with the interruptions of roving bands of monstrous humanoids and other creatures living in the Sunken Lands. So he began to put more effort into training Rydan with enough magic to fend off such pests. Being frequently subject to strange magical effects and constantly on vigil for attacks against the wizard's tower has left Rydan nervous and a little paranoid. His natural talent and what teaching he has received have provided him with the tools he needs to follow in his heroic parents' footsteps.

In the last few months attacks on Greycauldron's tower have become so frequent that the wizard has given up getting any work done until hostilities have ceased between Encastulum and Trosellin. He and Rydan locked down the tower with various wards and traps and went on the road. Greycauldron's research continues and he has been attaching himself and his apprentice to various caravans and war parties in order to study the monstrous humanoids used by the army in hopes of developing a replant that would keep such creatures away from his tower. Rydan has enjoyed the chance to get out of the tower and see some of the kingdom and meet new and interesting people. Recently, Greycauldron's attempt to collect a sample of Troll tissue was unsuccessful and the old researcher was slain. Finding himself at loose ends Rydan traveled to the capital to inquire after his parents and now finds himself attending a memorial service in their honor.
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[sblock=Mini Stat Block]

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dream66_

First Post
Irinea

Description:

Irinea appears as a beautiful delicate young woman with red hair the color of autumn leaves and elfish features. She wears chainmail armor, and seems to be uncomfortable in it. The rest of her clothes are light and airy, and she walks barefoot. She carries a sword so large it's surprising she can lift it. Just standing near her gives you a sense of calm and focus, you are more alert and aware in her presence.

[sblock="Background"]
Irinea is an unusual Hamadryad, her home tree was destroyed by war, yet she did not perish. After the lose of her tree she was awash with emotions, sadness, and guilty, rage and fury. She was lost to the madness for an unknown amount of time. One day she met a wandering mystic, she nearly killed him, but he taught her clarity, and focus. Taught her to focus her emotions, and project them outward, use them.

But in changing her nature she became different than her wild home. She struck out to wander and she if there was a place for her.

Irinea is inexperienced with her powers, with interpersonal relationships, and with mortals in general, she has not learned to not project her emotions on those around her.
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[sblock="Stats"]
iPlay4e Link

====== Created Using Wizards of the Coast D&D Character Builder ======
Irinea, level 1
Hamadryad, Ardent
Build: Enlightened Ardent
Ardent Mantle Option: Mantle of Clarity

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

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


AC: 16 Fort: 12 Ref: 10 Will: 15
HP: 25 Surges: 8 Surge Value: 6

TRAINED SKILLS
Arcana +5, Heal +8, Insight +8, Streetwise +9

UNTRAINED SKILLS
Acrobatics –1, Athletics +0, Bluff +4, Diplomacy +6, Dungeoneering +3, Endurance +0, History +0, Intimidate +4, Nature +5, Perception +3, Religion +0, Stealth –1, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Hamadryad Utility: Hamadryad Aspects
Ardent Feature: Ardent Alacrity
Ardent Feature: Ardent Surge
Ardent Attack 1: Psionic Shield
Ardent Attack 1: Impetuous Ruin
Ardent Attack 1: Foretaste of Death

FEATS
Level 1: Martyr's Surge

ITEMS
Chainmail x1
Adventurer's Kit
Greatsword x1
====== End ======
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