IG's Scales of War [RG]

industrygothica

Adventurer
Please place your character sheets in sblocks. Keep OOC conversation in the OOC thread so that the RG thread doesn't get cluttered and difficult to navigate. Any updates to your character should be done by editing your original character sheet--please don't add a second post.

OOC
 
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Shayuri

First Post
Name: Aliyas "One-Arrow" Minheida
Class: Ranger
Alignment: Unaligned
Race: Elf
Deity: Sehanine
Size: Medium
Age: 40
Gender: Female
Height: 5' 5"
Weight: 132 lbs
Eyes: Green
Hair: Short, windblown, orange
[sblock=Stats]
Abilities
Str: 14 [+2], Dex: 18 [+4], Wis: 14 [+2]
Con: 14 [+2], Int: 10 [10], Cha: 9 [-1]

Hit Points: 26 Bloodied: 13
Healing Surges: 8/day Healing Surge hp gained : HP per level: 5
Action Points: 1
Speed: 7 squares

Armour Class: 16 (10 + 4 dex + 2 armor)
Fortitude Defence: 13 (10 +2 Con +1 class)
Reflex Defence: 15 (10 +4 Dex +1 Class)
Will Defence: 12 (10 +2 Wis)
Initiative: +4

Skills:
Nature +9
Acrobatics +10
Athletics +7
Perception +9
Stealth +10

Languages: Common, Elven

Feats:
Light Step - Increase party overland speed by 1, +5 DC to be tracked, +1 Acro and Stealth

Race Traits:
Vision: Low-light
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power. Reroll an attack. Use result even if worse than original.

Class Abilities:
Fighting Style: Archery (Defensive Mobility)
Hunter's Quarry: 1/turn, minor action, designate one foe as "quarry." Deal +1d6 dmg 1/turn to quarry.
Prime Shot: +1 to hit w/ranged attack if you are closest ally to target.

At-Will
Nimble Strike, +6 vs AC, 1d8+4, Ranged weapon, 1 target, Shift 1 square before or after attack.
Twin Strike, +6 vs AC, 1d8 (2x), Ranged weapon, 1 or 2 targets, Make 2 attacks

Encounter
Fox's Cunning, Immediate, melee attack trig, Shift 1 square and make basic attack (+6 vs AC, 1d8+4), gain Wis bonus to attack

Daily
Hunter's Bear Trap, +6 vs AC, 2d8+4, ranged weapon, 1 target, foe is slowed & takes 5 ongoing damage (Save ends both)

Utility

Gear
Money: 6gp
Leather Armor - +2 AC, Check 0, 15lbs, 25gp
Longbow - +2 prof, 1d10, 20/40, 3lbs, 30gp
Longsword - +4 prof, 1d8, 4lbs, 15gp
Standard Adventurer Kit - 28lbs, 24gp
- Backpack
- Bedroll
- Flint & Steel
- Belt Pouch
- 10 days trail rations
- 50' silk rope
- 2 sunrods
- Waterskin

Normal load 50lbs/140lbs[/sblock]

[sblock=Background]Aliyas belonged to a small, quiet community of elves that dwelled in the distant Twilight Woods. Her people, worshippers of the moon goddess Sehanine, were charged with watching over several holy relics of the faith; creations of ancient fey lords who labored under moonlit dreams sent by the goddess herself. Some of these relics passed out of the Feywild when the elves and eladrin moved to the mortal realm, and those in possession of the elves were moved to a secret, hidden place to keep them safe until needed.

Secrecy was always the first line of defense. To this day, Aliyas doesn't know how that defense was broken. Whether someone broke their oath and revealed the location of Grove of the Moon, or whether powerful magic breached its arcane defenses, or if spies somehow stumbled onto it without the guardians knowing... All she knows is that the day came when followers of darkness came, spreading blood and fire in their wake. Many were cut down under arrowfire. Many more perished in arcane tempests. More were always coming though. Trees fell. Homes burned. The long lives of many elves were cut brutally short. Worst of all...the relics were stolen.

The few remaining elves, the survivors of that day, swore a new oath; an extension of their oath of guardianship. They would find the relics, secure them, and return them. Though revenge was not in the oath, it burned in each of their hearts as they struck out...each in a different direction...to reclaim their honor, and avenge the destruction of all they held so dear.[/sblock]

[sblock=Wish List]Level 3 - Sylvan Leather +1
Level 5 - Lightning Longbow +1
Level 3 - Bracers of the Perfect Shot
Level 4 - Wavestrider Boots
Level 3 - Amulet of Health +1[/sblock]
 
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garyh

First Post
Brega Grimstone

Here's Brega, for your hammer-wieldin' dwarf enjoyment!

Name: Brega Grimstone
Race: Dwarf
Class: Fighter
Age: 31


[sblock=Background]
Brega Grimstone is the child of refugees from the overrun Dwarven stronghold of Kar-Zurak. Raised in the human settlement of Reeve, his parents did their best to instill dwarven values in him. While he's brave and loyal as any good dwarf, he's also got more than his share of the dwarven desire for vengeance. He claims to seek to rid the countryside of savage humanoids like those that took his ancestral home to prevent others from suffering his family's fate. Mostly, though, he's got a grudge. He knows the best thing to do for his people would be to take Kar-Zurak back, but until he comes up with a plan, the only thing that makes him feel better is to take some swings with his maul - preferably swings at some goblins or orcs.
[/sblock]

[sblock=Appearance]
Brega is tall for a dwarf (4'8"), and built on the "thick and hardy" side (230 lbs). His skin is a dusky reddish-brown, and his hair is hair is a charcoal gray. He wears his beard in five thick braids across his chest, and has a single long braid trailing down his back. His eyes are a piercing ice gray.

Brega's armor is composed of thick bronze-hued scales in diamond shapes, and his helm bears the lightning bolt of Brega's patron diety Kord at the crest. Brega's weapon of choice is his stout greathammer, the head of which is formed of fine dwarven steelwork in a hexagonal shape.
[/sblock]

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]16 (+3)[/B]     Hit points : [B]31[/B]
Constitution : [B]16 (+3)[/B]     Bloodied   : [B]15[/B] 
Dexterity    : [B]13 (+1) [/B]         Surges     : [B]7[/B]
Intelligence : [B]8 (-1)[/B]     Surges/day : [B]12[/B]     
Wisdom       : [B]16 (+3) [/B]    Initiative : [B]+1[/B]
Charisma     : [B]10 (0) [/B]

[U]Defenses:[/U]
Armor class : [B]17[/B]
Fortitude    : [B]15[/B] 
Reflex       : [B]11[/B] 
Will         : [B]13[/B]

[U]Class Features:[/U] 
Combat Challenge
Combat Superiority
Fighter Weapon Talent (Two-handed Weapons)

[U]Dwarven Features:[/U] 
Low-Light Vision
Cast Iron Stomach (+5 to saves versus poison)
Dwarven Resiliance (Second Wind as minor action)
Encumbered Speed (no speed penalty for armor or weight carried)
Stand Your Ground (see below)

[U]Skills[/U]
Athletics (Str): [B]+ 8[/B] (trained)
Dungeoneering (Wis): [B]+ 5[/B] (+2 racial bonus)  
Endurance (Con): [B]+ 10[/B] (trained, +2 racial bonus)  
Heal (Wis): [B]+ 8[/B] (trained)
Languages:
Common, Dwarven

Feats
Dwarven Weapon Training (+2 to damage on with axes and hammers)

Weapon Proficiency:
Simple Melee, Military Melee, Simple Ranged, Military Ranged

Armor Proficiency:
Cloth, Leather, Hide, Chain, Scale, Light Shields, Heavy Shields

Size: Medium
Speed: 5 squares
Vision: Low-light[/sblock][sblock=Powers]Basic attack
Maul
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
Throwing Hammer
:melee: or :ranged: Standard action, Attack: +6 vs. AC; Damage: 1d6+5; Range: 5/10​
Sling
:ranged: Standard action, Attack: +1 vs. AC; Damage: 1d6+1; Range: 10/20​
At-will:

Cleave (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
---Hit: Another enemy adjacent to me takes damage equal to my strength modifier (+3)---

Reaping Strike (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
---Miss: Targeted enemy takes damage equal to my strength modifier (+3)---

Stand Your Ground (Dwarf)
Free action:
---Move one square less when pushed, pulled, or slid. When knocked prone, immediately roll a saving throw to avoid falling prone---

Encounter:
Spinning Sweep (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
---Targeted enemy is knocked prone---

Daily:

Brutal Strike (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 6d6+5
---Reliable---
[/sblock]
[sblock=Equipment]
Code:
[U]Currency:[/U] 3 gp


[U]Equipment           Price    Weight    Other[/U]
Scale                45gp    45 lb.    Heavy armor
Maul             30gp        12 lb.       
Throwing Hammer        5gp        2 lb.
Sling                  1gp        -
Sling Bullets (20)     1gp        5 lb.

Adventurer's kit    15 gp    33 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, hemp         1 gp    10 lb.    50 ft.
  Sunrod (2)         4 gp     1 lb.   
  Waterskin          1 gp     4 lb.      

[B]Total              97 lb.[/B]

Normal load:    160 lb.
Heavy load:     320 lb.
Max. drag load: 800 lb.
[/sblock]

[sblock=Wish List]
In preference order:
1. Lightning Weapon +1 (Maul), level 5
2. Dwarven Armor +1 (Scale), level 2
3. Amulet of Health +1, level 3
4. Belt of Vigor, level 2
5. Bracers of Mighty Striking, level 2[/sblock]
 
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garyh

First Post
{sblock=header}text{/sblock} with the {'s replaced with ['s. You can change the "header" part to whatever text you want to appear above the box.
 

The Digger

First Post
Name: Peregrine Thistledown
Class: Paladin
Alignment: Unaligned
Race: Halfling
Deity: Kord
Age: 21

[sblock=Abilities]

Str: 13 [+1],
Con: 12 [+1],
Dex:13 [+1],
Wis: 15 [+2]
Int: 8 [-1],
Cha: 18 [+4]

Combat
Healing Surges: 10+1=11
Healing Surge hp gained : 6
Speed: 6 (5) squares
Hit Points: 27
Bloodied: 13
HP per level 6
Action Points: 1

Armour Class: 20 (10 +8 plate +2 heavy shield) (22 vs OA - racial)
Fortitude Defence: 12 (10 +1 Con +1 class)
Reflex Defence: 14 (10 +2 shield +1 Dex +1 Class)

Will Defence: 13 (10 +4 Cha +1 class)
Save vs Fear +5 bonus
Initiative: +5

Skills ([T] Denotes Trained Skills: Heavy shield & plate check included)
Acrobatics -1 Arcana -1 Athletics -3
Bluff +4 Diplomacy +9 (T) Dungeoneering +2
Endurance -3 Heal +7 (T) History -1
Insight +2 Intimidate +9 (T) Nature +2
Perception +2 Religion +4 (T) Stealth -3
Streetwise +4 Thievery -1


Feats: Armour proficiency-All, Shield Proficiency - All
Weapon Proficiencies - Simple melee, military melee, simple ranged
Improved Initiative

Class Abilities:
Encounter: Divine Mettle: Minor action: Target makes save = Cha Mod; Close Burst 10

Encounter: Divine Strength: Minor Action: Add Str mod as extra damage on next attack this turn .

[/sblock]

[sblock=Appearance]
Peregrine stands 4' 3" tall and weighs in at around 90 pounds. For all his size however his physique is that of a well-muscled male. His appearance is otherwise unremarkable. He has brown eyes and brown hair, cropped back to the scalp to facilitate the wearing of his helmet. He wears plate armour, scaled down to fit his size but as good as any human made armour. His shield bears the upright sword of Kord but as befitting one of his size he wields a scimitar instead of the more normal longsword. For distance work he prefers javelin over projectile weapons.

Although generally cheerful he can be grim when the occasion dictates, but a smile is never far away.
[/sblock]

[sblock=Powers]

At Will; Divine Challenge: Minor Action: Close Burst 5. Marks one target within burst. Target takes -2 to attack other than me. Also suffers 3+ Cha Mod (total 7)radiant damage if it makes an attack that doesn’t include me.

At Will: Lay on Hands: Minor Action: 2 per day. Target regains HP as if Healing Surge spent; Can be used by self.

-----
At Will: Bolstering Strike: Melee; Weapon; 1 creature; Cha + 6 (+4 Cha +2 Scimitar) vs AC: 1W + Cha damage (1d8+4): gain 2 temp HP


At Will: Enfeebling Strike: Melee; Weapon; 1 creature; Cha + 6 (+4 Cha +2 Scimitar) vs AC: 1W + Cha damage (1d8+4): if target marked it takes -2 to attacks until end of my next turn.


Encounter: Divine Mettle: Minor action: Target makes save = Cha Mod; Close Burst 10

Encounter: Divine Strength: Minor Action: Add Str mod as extra damage on next attack this turn


Encounter (Racial): ‘Second Chance’ if hit, force enemy to re-roll

-----
Encounter: Shielding Smite: Melee; Weapon; 1 creature; Cha + 6 (+4 Cha +2 Scimitar) vs AC: 2W + Cha damage (2d8+4): one ally within 5 squares gains +2 AC


Daily: Radiant Delirium: Impliment: Ranged 5: One creature: Cha (+4) vs Ref: 3d8 +Cha mod (+4) damage: target dazed until the end of my next turn also -2 to his AC (save ends)
(Miss = half damage and dazed till end of my next turn)
[/sblock]

[sblock=Wish List]
Level 2 Battleforged Armour (Plate)
Level 3 Shield of Protection
Level 2 (+1) Resounding Scimitar.
Level 3 Symbol of Hope
Level 3 Amulet of Health
[/sblock]

[sblock=Background]
Peregrine Thistledown was a small child when the Hobgoblin army of the Red Hand attacked Elsir Vale. His parents, who earned their living as traders along the shores of Lake Restin and in the Black Fens, fled before the ravening hordes who suddenly burst out of the Witchwood heading towards Drellin’s Ferry. The column of refugees, of which they were a part, were attacked by fire-breathing hounds and by heavily armed hobgoblin warriors as they made for the old bridge over the river. All seemed lost, and many did indeed fall in the onslaught, but salvation was at hand. A band of heroes erupted from the forest and held off the enemy long enough for the bridge to be destroyed.

The remnants of the column carried on south and young Peregrine gazed admiringly on those he saw as almost God-like, the heroes who had saved him and his family. One in particular caught his fancy, a young human warrior who bore the symbol of an upright sword upon his shield. He had something about him; a kind of glow which seemed more than mortal, but he still spoke to the child and played with him almost as an equal.

But then disaster struck! Oh Woe! A green dragon attacked and wreaked mayhem on the refugees. Dozens more fell and the end seemed in sight but the valiant heroes stood firm and took the fight to this implacable enemy, aided by the braver of the refugees. After a ferocious fight the enemy was defeated but at what a cost! Peregrine’s father fell, sword in hand, his mother was blinded by the breath of the dragon and even the gallant blonde hero, the subject of Peregrine’s adoration breathed his last.

Although still just a small child Peregrine vowed, there and then, that when he grew up he would stand in the place of these fallen heroes and win his own glory, dedicating his life to remembering their deeds and their deaths. He discovered later that the young hero had been a paladin of Kord and so decided that the least he could do was to become the same. And now, years later, he was setting out on his own path of glory.
[/sblock]
 
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renau1g

First Post
Name: Illian Starsinger
Race: Elf
Class: Cleric
Age: 120


[sblock=Background]
Illian Starsinger was born in the elven settlement in the Black Fens known as Starsong Hill (assuming we're playing in the Elsir Vale). His mother is Sellyria, the leader of the community (for a few hundred years) and Illian never knew his father as he was slain by lizardfolk barbarians shortly after his birth. The elf was raised in the small encampment and trained to live in the brutal, wild world that surrounded him. Showing signs of his mother's great wisdom and leadership potential Illian was asked to lead one of the surrounding settlements. During that time Illian often confided with the local cleric of Melora about his feelings of isolation in the remote community he was stationed and tired of the constant skirmishes against the foes located there with little effect. A cultured elf, Illian spent his free time reading and composing new works of music. He loved the lute, spent much of his time playing it. He read up on the words of Correlon (and the other elven gods), and found that they struck a chord with him. Illian had already received training in the basic martial weapons and armor, and coupled with his divine insights gleaned from the texts, he rose to become a great leader for his people. But somehow he still didn't feel fulfilled and so asked his mother for a leave to find out what was missing in his heart. With great reluctance she allowed him to leave, and he travelled to a place that he had heard of when a group of adventurers passed through years previous. So the recently arrived Illian stopped at a local tavern to wash away the dust of the road with a glass of wine, which was not up to his level of expectation, and to engage in some performances for the crowd.
[/sblock]

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]11 (+0)[/B]     Hit points : [B]26[/B]
Constitution : [B]14 (+2)[/B]     Bloodied   : [B]13[/B] 
Dexterity    : [B]14 (+2) [/B]         Surges     : [B]6[/B]
Intelligence : [B]8 (-1)[/B]     Surges/day : [B]9[/B]     
Wisdom       : [B]18 (+4) [/B]    Initiative : [B]+2[/B]
Charisma     : [B]14 (+2) [/B]     

[U]Defenses:[/U]
Armour class : [B]16[/B]
Fortitude    : [B]12[/B] 
Reflex       : [B]12[/B] 
Will         : [B]16[/B]

[U]Skills[/U]
Nature (Wis): [B]+ 5[/B] (+2 racial bonus) 
Diplomacy(Cha): [B]+ 7[/B] (trained)
Heal (Wis): [B]+ 8[/B] (trained)
Perception (Wis): [B]+ 5[/B] (+2 racial bonus)  
Religion(Int): [b]+4[/B] (trained)
Arcana (Int): [b]+ 4[/B] (trained)
Languages:
Common, Elven

Feats
Ritual Caster (Bonus)
Astral Fire (+1 to damage on fire/radiant powers)

Weapon Proficiency:
Simple melee, military melee, Longbow, Shortbow

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock][sblock=Powers]Basic attack
Longbow
:ranged: Standard action, Attack: +4 vs. AC; Damage: 1d10 +2
At-will:

Lance of Faith (Class)
:ranged: Standard action, Attack: +4 vs. Reflex; Damage: 1d8+5
---One ally I can see gains a +2 power bonus against the target, range 5 ---

Sacred Flame(Class)
:ranged: Standard action, Attack: +4 vs. Reflex; Damage: 1d6 +5
---One ally I can see gains either 2 temp hp, or can make a saving throw---
Encounter:
Elven Accuracy (Elf)
Free action:
--- re-roll an attack roll. Use the second roll even if it's lower---

Channel Divinity (Class)
---Either Divine Fortune or Turn Undead ---

Healing Word (Class)
:close: Minor action, Healing:
--- Burst 5; Target can spend a healing surge & gets +1d6+4 extra HP (2/encounter) ---

Divine Glow (Class)
:close: Standard action, Attack: +4 vs. Reflex; Damage: 1d8 +5
--- Close blast 3; allies in the blast gain a +2 power bonus to attack rolls until end of next turn ---

Daily:

Beacon of Hope(Class)
:close: Standard action, Attack: +4 vs. Will; Damage: n/a
--- Close Burst 3; Targets are weakened until the end of its next turn, you & all allies in the blast gain 8 hp, plus healing powers restore +5 hp until end of encounter ---
[/sblock]
[sblock=Equipment]
Code:
[U]Currency:[/U] 5 gp


[U]Equipment           Price    Weight    Other[/U]
Chainmail                40gp    40 lb.    Heavy armour
Longbow             30gp        3 lb.       Load Free
Holy Symbol        10gp        1 lb.
Ritual Book*        -
*Contains Gentle Repose & Tenser's Floating Disc

Adventurer's kit    15 gp    33 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, hemp         1 gp    10 lb.    50 ft.
  Sunrod (2)         4 gp     1 lb.   
  Waterskin          1 gp     4 lb.      

[B]Total              77 lb.[/B]

Normal load:    110 lb.
Heavy load:     220 lb.
Max. drag load: 550 lb.
[/sblock]

[sblock=Wish List]
*In order of preference*
Level 2 item - +1 Symbol of Life
Level 2 item - +1 Dwarven Chain
Level 2 item - +1 Cloak of Resistance
Level 5 item - Ironskin Belt
[/sblock]
 
Last edited:

Steve Gorak

Adventurer
The character
Name: Elias
Race: half elf
Class: Warlock (star pact)
Role: Striker
Level: 1

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B] 8 (-1)[/B]     Hit points : [B]30[/B]
Constitution : [B]18 (+4)[/B]     Bloodied   : [B]15[/B] 
Dexterity    : [B]11 (+0)[/B]     Surges     : [B]7 [/B]
Intelligence : [B]14 (+2)[/B]     Surges/day : [B]10[/B]     
Wisdom       : [B]12 (+1)[/B]     Initiative : [B]+0[/B]
Charisma     : [B]16 (+3)[/B]     

[U]Defenses:[/U]
Armor class  : [B]15 [/B] [spoiler]+2 Armor, +2 Int, +1 staff [/spoiler]
Fortitude    : [B]14[/B] [spoiler] [/spoiler]
Reflex       : [B]13[/B] [spoiler] +1 warlock[/spoiler]
Will         : [B]14 [/B][spoiler] +1 warlock[/spoiler]


[U]Skills[/U]
Arcana  (Int): [B]+ 7 [/B] (trained-wizard multiclass)
History (int): [B]+ 7 [/B] (trained)
Diplomacy (Cha): [B]+ 5 [/B] (trained, +2 racial)
Insight (Wis): [B]+ 8 [/B] (trained, +2 racial) 
Intimidate (Cha): [B]+ 8 [/B] (trained)
Religion (Int):[B]+ 7 [/B] (trained)
Endurance (Con): [B]+ 4 [/B]
Languages:
Common, Elven, draconic

Racial traits
Dilettante: wizard fireburst
Dual Heritage: can choose human or elven feats
Group diplomacy: grant allies within 10 ft a +1 bonus on diplomacy checks


Class features
Eldritch blast (con),
Eldritch Pact (Star),
Prime Shot (+1 ranged attack rolls if no ally is closer to target),
Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Warlock’s Curse: minor action, target ets 1d6 extra damage if hit by warlock

Feats
Level 1: Multiclass wizard (thunderwave 1/encounter, staff implement)
Staff of Defense: A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff.

Weapon Proficiency:
Simple melee, simple ranged,

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock]

[sblock=Powers]
[at will] Eldrich blast, dire radiance
[Encounter]Fireburst, thunderwave, Dreadful word
[daily] Dread star


Basic attack
Quarterstaff
:bmelee: Attack: +1 vs. AC; Damage: 1d8-1

Eldrich blast (Arcane, Implement)
:ranged: Standard action, Ranged attack 10: +4 vs. Dex; Damage: 1d10 + 4

At-will:
Dire radiance (Arcane, Fear, Implement, Radiant)
:ranged: Standard Action; Ranged Attack 10: +4 vs. For Damage: 1d6+4, repeats if target gets closer on its next turn

Encounter:
Scorching burst (Arcane, Fire, Implement)
:area: Standard Action, Ranged burst 1 within 10 squares, : +2 vs. Ref Damage: 1d6 +2

Thunderwave (Arcane, Implement, Thunder)
:close: Standard Action, Attack, close blast 3: +2 vs. Ref Damage: 1d6 +2
--- Hit: Push the target back 1 square ---

Dreadful word (Arcane, Fear, Implement, Psychic)
:ranged: Standard Action, Ranged attack 5: +3 vs. Wil Damage: 2d8 +3
--- Target has -3 penalty to will defence until the end of your next turn ---​

Daily:
Dread star (Arcane, Fear, Implement, Radiant)
:ranged: Standard Action; Ranged attack 10: +3 vs. Wil Damage: 3d6 +3
--- Hit: Target is immobilized until the end of your next turn. ---
--- Effect: Target takes -2 to Will defence (save ends) ---​
[/sblock]

[sblock=Equipment]
Code:
[U]Currency:[/U] 
30 gp. 

[U]Equipment           Price    Weight    Other[/U]
Leather armor       25 gp    20 lb.    Light armor
Staff		     5 gp     4 lb.
Dagger               1 gp     1 lb.    light thrown


Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail   2.5 gp     5 lb.    5 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (2)         4 gp     2 lb.   
  Waterskin          1 gp     4 lb.      

Gold		    12 gp     1 lb.	

[B]Total           100 gp   78.5 lb.[/B]

Normal load:    80 lb.
Heavy load:     160 lb.
Max. drag load: 400 lb.
[/sblock]

[sblock=Background/appearance]
Elias never knew his human father. His Elven mother was a wizard, far too focused in her studies to spend much time with him. He spent much of his days as a child reading his mother's old tomes of arcane lore . To his mother's chagrin, he didn't have the interest nor the drive to become an accomplished wizard. He was however quite fascinated by astrology, planar powers and related lore, and became adept at harnesing magical power from this rather unusual source.

Upon reaching adulthood, Elias was "invited" by the village elders to explore the world, and learn more about how to harness his planar powers. The fact that he had learned to channel rather potent magics from misunderstood sources had unsettled some of the more simple minded villagers. Although his powers proved useful in the most recent goblin attacks, Elias saw that it would be better for him and the tranquility of his community to spend some time outside.

Elias travels lightly with his backpack, staff and grey cloak. He could easily pass for a simple traveller, and he doesn't readily showw off the nature of his powers.
[/sblock]

[sblock=Magic_item_wishlist]


In order of preference:

Rod of corruption

Rod of corruption

Rod of corruption

Bracers of the perfect shot

amulet of health

barkskin armor

Staff of storms[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Jormund
Male Dwarf Wizard 1

Hmm. Seems to be a sign of the Five Headed Coil. Odd. Best we take a hammer to it quick.[sblock=Statistics]Initiative +1; Senses Low-light Vision; Perception +3
HP 26; Bloodied 13; Healing Surge 6 (minor action); Surges Per Day 9
AC 14; Fort 13, Ref 13, Will 15
Saves +5 vs. poison
Speed 5
Action Points 1
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:bmelee:Quarterstaff (standard; at-will) ✦ Weapon
+3 vs AC; 1d8+1 damage.
:ranged:Ray of Frost (standard; at-will) ✦ Arcane, Cold, Implement
Ranged 10. +3 vs. Fort. 1d6+3 cold and target slowed until end of next turn.
:area:Cloud of Daggers (standard; at-will) ✦ Arcane, Force, Implement
Area 1 square within 10 squares. +3 vs Ref. 1d6+3 force damage. Effect Anyone entering or starting in square takes 3hp. Remains until end of next turn.
:ranged:Chill Strike (standard; encounter) ✦ Arcane, Cold, Implement
Ranged 10. +3 vs. Fort. 2d8+3 cold damage and target dazed until end of next turn.
:ranged:Acid Arrow (standard; daily) ✦ Acid, Arcane, Implement
Ranged 20. +3 vs. Ref. Hit: 2d8+3 acid damage and ongoing 5 acid (save ends). Secondary Attack: Adjacent to primary, +3 vs. Ref. 1d8+3 acid damage and ongoing 5 acid (save ends). Miss: Half damage, ongoing 2 acid damge (save ends), no secondary attack.
:area:Freezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
Burst 2 within 20 squares. +3 vs Fort. 1d8+3 cold. Miss: Half damage. Effect: Cloud last until end of turn; those entering or starting in a square subject to another attack.
:close:Healing Word (minor; daily) ✦ Divine, Healing
Burst 5. Jormund or one ally can spend a healing surge and regain an addition 1d6 hit points.
:ranged:Ghost Sound (standard; at-will) ✦ Arcane, Illusion
Ranged 10. Object or unoccupied square. Can create illusionary sounds.
:ranged:Light (minor; at-will) ✦ Arcane
Ranged 5. Object or unoccupied space. Create bright light out to 4 squares for 5 minutes.
:ranged:Mage Hand (minor; at-will) ✦ Arcane, Conjuration
Ranged 5. Create hand that can manipulate 20 lbs. within range. Different actions can be used and it can be sustained as a minor action.
:ranged:Prestidigitation (standard; at-will) ✦ Arcane
Ranged 2. Various magic effects.
Arcane Mastery: Staff of Defense
+1 to AC; Once per encounter (immediate interrupt), +3 to defense.
Dwarven Resilience
Dwarven Weapon Proficiency
Stand Your Ground
Forced movement is reduced by one; saving throw to resist being knocked prone.
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Alignment Unaligned; Languages Common, Dwarven
Str 13 (+1) Dex 10 (+0) Con 16 (+3)
Int 16 (+3) Wis 16 (+3) Cha 8 (-1)
Arcana +8*, Dungeoneering +10*, Endurance +5, History +8*, Insight +8*, Religion +8*
* Trained Skill
Feats: Initiate of the Faith, Ritual Caster
Rituals: Animal Messenger, Comprehend Language, Secret Page
Deity: Ioun
Gear Cloth Armor, Quarterstaff, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), Spellbook + Ritual Components (10gp Arcane), 2 Sunrods, Trail Rations (10 days), Waterskin; 1gp[/sblock][sblock=Background]Jormund is an unusual dwarf. At an early age, he showed a propensity for arcane magic, a skill not that common amongst his clan. Stealing away before he could be apprenticed, he begged the first Eladrin wizard he saw to take him under his wing. It was a poor choice on his part; Wythain was a brutal, boorish, and snobbish master, treating Jormund little better than a slave knowing the dwarf's "honor" would keep him bound.

Jormund did well in his studies, even if they were a little unconventional for the other pupils or dwarves. He spent most of his time lost in learning, in fact. So much so, that he discovered something unpleasant about his master. Wythain was making bargains with dark creatures. For what... it was not clear. For when his master found out, the dwarf fled. He used a ritual scroll he has found and soon was far away. Far away from his clan, the border Feywild outpost of his teaching, from everything he knew.

It was a perfect time for a new start.

Jormund does not speak of his past except a bit obliquely. He does not mention is clan name or his training, which makes him an oddity. Other dwarves find his manner a bit off putting. This does not concern the wizard terribly much.[/sblock][sblock=Personality and Appearance]Jormud is a bit detached from the world, spending more time observing than acting. He prefers his own company, and does not tend to speak much except when pontificating about his various studies. Dealing with others is not his speciality as they are too unpredictable. He has also been betrayed one too many times.

Jormund his broad for a dwarf, with strong features belying his more academic bent. His salt-peter beard is trimmed close, and his ice blue eyes are intense. He dresses conservatively, in heavy furs that indicate his frosty origins.[/sblock]
 
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