I'm pretty sure hes giving us 3 free items. with 1500gp, we wouldn,t even be able to afford 1 6th lv item
Yes, 1 level 7, 1 level 6 and 1 level 5 item and 1500 gp for other stuff.
I can see there are like 20 strikers already, so I'm probably going to change character to a defender or leader type, just so there may be those too and just not all damage.
Jemal, I could change my character to defender if yo like. No need for change in background.
I think the character is cool enough to be played. Defender or otherwise.
What I really want to try since I read it is a warforged fighter using stuff from the dragon pdf.
Sledge, a big waforged, clad in heavy component armor, using a warhammer and a shield.
Build to help an evil tyrant to oppress a small village, the near death of a little human girl reached his conscience and forced him to rebel. Freeing the adventurer group from prison, he first helped them to overthrow his former master and later joined them, fighting for freedom and good.
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Hi I'm a comic and rpg nerd. Don't hurt me, please.
Slight rework. Numbers should be correct now. No further work needed (I think).
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Name: nameless or 'boy', Race: human, Sex: M, Class: Fighter, Deity: none, Level: 6, Age: 17, Ht: 5'9", Wt: 190lbs., Eyes: brown, Hair: brown dreadlocks, Distinguishing Features:extensive scarification and ritual tattooing on neck, hands, arms, shoulders and back, Vision: normal
"Trust me? No... I wouldn't do that if I were you."
Backstory:
Spoiler:
<nameless> was raised with a bunch of other kids communally by a group of cultists. He had no name because the cult taught that to have a name was to have worth and that they were inherently worthless. The cultists were involved with summoning a powerful demon to the world (an extended ritual involving a massive eldritch machine and years of rituals and sacrifice). <nameless> was one of the cogs in the eldritch machine. The cult was eventually defeated by the party and the machine disabled (as its living components, the cultists, were no longer present).
<nameless> trailed the party on their next quest and attempted to revenge himself on the party's aging Paladin, Gerard the Gray. Things didn't go as planned, however, as Gerard expertly confounded his assassination attempt and took the boy prisoner. Sensing his destiny, however, Gerard took a soft hand on the boy and attempted to rehabilitate him.
In the days the followed, Gerard imparted upon <nameless> his outlook on life in the service of Bahamut. <nameless> pretty much thought that Gerard was full of it but as the elderly paladin kept him fed and as <nameless> quickly learned that every member of the party was way out of his league, he stuck around and bided his time.
A few weeks later, in the party's final battle with the lich, Gerard sacrificed himself to save <nameless>'s life; his soul being devoured in spectacular fashion. The event shook <nameless> to his core. Why had the old man sacrificed himself to save a worthless, damned soul like himself? In the aftermath he took Gerard's teachings to heart and decided he would use the old paladin's code of honor as a compass in his formerly directionless world of morality.
Following the battle but prior to destroying the phylactery, <name> took up one of Gerard's holy icons and hung it around his neck on a chain to remind himself of everything the paladin tried to teach him in the short time they knew each other. The rest of the party may or may not trust the boy, but that doesn't concern him; he's out to prove himself to the lost soul of the dead paladin, come what may.
+2 to any one ability score
Size: Medium, Speed: 6, Vision: normal
Bonus Feat, Bonus Skill, Bonus At-Will Power
Human Defenses Bonus (+1 to Fort, Refl and Will defenses)
Class (FIGHTER)--
Armor Proficiencies (cloth, leather, hide, chain, scale; light and heavy shields).
Weapon Proficiencies (simple/military melee, simple/military ranged).
+2 Fort defense Combat Challenge (every attack marks target, hit or miss -- mark lasts until end of my next turn -- marked targets take a -2 to attack rolls if the attack does not include me -- only 1 mark per creature and new marks supersede old marks -- marked targets adjacent to me that move or attack anyone other than me provoke a melee basic attack as an immediate interrupt). Combat Superiority (+3 bonus to attacks of opportunity and struck enemies stop moving if a move provoked the attack). Fighter Weapon Talent (+1 bonus to attacks when using 2-handed weapons).
blade opportunist (+2 feat bonus to attacks with heavy or light blades) combat reflexes (+1 to opportunity attacks; do not grant combat advantage to foes before he acts in 1st round of combat) human preserverance (+1 to saves) potent challenge (if I hit foe due to Combat Challenge add Con modifier to damage)
POWERS (Source: Martial) Second Wind [available], Action Point [available]
* At-will: CLEAVE Martial, Weapon; Target: one creature. Attack: +14 vs. AC; Hit: 1d10+8 damage and an enemy adjacent to me takes 5 damage.
* At-will: REAPING STRIKE Martial, Weapon; Target: 1 creature; Attack: +14 vs. AC; Hit: 1d10+8 damage; Miss: 2 damage/5 damage if using 2 hander.
* Encounter: PASSING ATTACK Martial, Weapon; Primary Target: 1 creature; Attack: +14 vs. AC; Hit: 1d10+8 damage and I can shift 1 square. Make secondary attack; 2nd Target: 1 creature who is not the 1st; Hit: 1d10+8 damage.
* Encounter: SWEEPING BLOW Martial, Weapon; Close Burst 1; Target: each enemy in burst I can see;Attack: +14 vs. AC; Hit: 1d10+10 damage.
* Daily: VILLAIN'S MENACE Martial, Weapon; Target: 1 creature; Attack: +14 vs. AC; Hit: 2d10+8 damage and get a +2 power bonus to attack & +4 power bonus to damage vs. this creature until the end of the encounter. Miss: Gain +1/+2 bonuses vs. the creature until the end of the encounter.
* Daily: DIZZYING BLOW Martial, Reliable, Weapon; Target: 1 creature; Attack: +14 vs. AC; Hit: 3d10+8 damage and target is immobilized (save ends).
* Utility: BOUNDLESS ENDURANCE Daily; Healing, Martial, Stance; Minor action; Personal; Effect: gain Regeneration 6 when I am bloodied.
* Utility: UNBREAKABLE Encounter; Martial; Immediate Reaction; Personal; Trigger: I am struck by an attack; Effect: reduce damage from the attack by 10.
Magic Items
7th: Razor Scale +2 [2600gp]
* +2 enchancement bonus to AC.
* Property: when an enemy scores a melee critical hit against me, that enemy takes 1d10+3 damage.
6th: Magic Bastard Sword +2 [1800gp]
* +2 enchancement bonus to attacks and damage.
* Critical: +2d6 damage
5th: Gauntlets of Ogre Power [1000gp]
* +1 enhancement to strength checks & athletics checks.
* Power (Daily): gain +5 bonus to damage
Cloak of Resistance +1 [520gp]
* Slot: Neck; Enhancement: Fort, Refl and Will
Gloves of Piercing [680gp]
* Slot: Hands; Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Last edited by Lobo Lurker; 20th June 2008 at 11:24 PM..
Reason: explanation
Amintor Timon Level 6 Ranger
Medium natural humanoid, minotaur ranger Initiative +6 Senses Perception +11 HP 58; Bloodied 29 Surge Value 14; Surges 9 Str: 20 +5 Con: 16 +3 Dex: 16 +3 Int: 13 +1 Wis: 16 +3 Cha: 11 +0 AC 21; Fort 21; Ref 20; Will 18 Speed 6
Class Features:
Two-Blade Fighting Style - wield a one-handed weapon as if it were an off-hand weapon; Toughness bonus feat
Hunter's Quarry - minor action, designate nearest foe as quarry, once/round deal extra 1d8 damage to quarry, w/ multiple attacks designate quarry damage attack after all attacks are rolled
Prime Shot - +1 bonus to ranged attack rolls if no allies are closer to the target than you
EXPLOITS:
At-Will Exploits:
Careful Attack - (melee)+14 vs AC, 1d12+4 damage; (ranged)+11 vs AC, 1d10+1 damage
Twin Strike - two attacks; (melee)+12 vs AC, 1d12+4(2 off-hand) damage; (ranged)+9 vs AC, 1d10+1 damage
Encounter Exploits:
Goring Charge - +8 vs AC; 1d6+5 damage; target knocked prone
Fox's Cunning - immediate reaction vs melee attack; shift 1, (melee)+ vs AC, 1d12+9 damage; (ranged)+9 vs AC, 1d10+4 damage
Cut and Run - two attacks, shift 4 after either attack; (melee)+12 vs AC, 1d12+9(7 off-hand) damage; (ranged)+9 vs AC, 1d10+4 damage
Daily Exploits:
Jaws of the Wolf - two attacks; +12 vs AC, 2d12+9(7 off-hand) damage
Two-Wolf Pounce - shift 2, three attacks; +12 vs AC, 2d12+9 damage, +12 vs AC, 1d12+7 damage, shift 2, +12 vs AC 2d12+2 damage
Utility Exploits:
Yield Ground - immediate reaction vs melee damage, shift 3, +2 all defenses till end of next turn
Evade Ambush - daily, 3 allies who would be surprised are not surprised in surprise round
Just an observation, but in my PHB the Twin Strike power doesn't give you any damage bonus, just 1[w] damage per attack.
You are correct sir. With that power you (or I as it were) don't add any damage bonus for ability modifiers. The damage I added is from feats and the weapon's enhancement bonus. The bonus from feats is static so long as I am meeting the prerequisites of the feats I believe and the enhancement bonus is part of the weapon's damage naturally (meaning you apply it whenever you apply weapon damage). I apologize that I didn't explain it thoroughly in my initial character sheet up above.
Well, due to the massive number of strikers, here is my Defender instead, a Paladin of Sehanine.
Lady Keira, Holy Champion of Sehanine
Lady Keira Delrond, third daughter of William VI Delrond, Baron of Beaumonde, self-proclaimed Royal Matchmaker, Holy Champion of Sehanine
Female Human Paladin level 6
Unaligned follower of Sehanine
Str 18 (+1 level)
Con 14
Dex 13
Int 10
Wis 16
Cha 19 (+2 race, +1 level)
Armor Class 24, Fortitude Defense 21, Reflex Defense 18, Will Defense 21
Initiative +4, Speed 6
HP 59 (Bloodied 29, Healing Surge 14, Surges per day 12)
EQUIPMENT: Vicious Bastard Sword +2 (Lvl 7 item, +2d12 damage on a critical), Battleforged Plate +1 (Lvl 5 item, use extra wind when bloodied to get +1d10 hp), Amulet of Protection +2 (Lvl 6 item, +2 to defenses), Symbol of Hope +1 (680, daily immediate reaction: You or ally hit by save effect, gain +5 on saving throws), Warhorse (680, when mounted gain +5 on damage rolls on charge attack), Heavy Shield (10), Lance (10, counts as longspear, only 1-handed on mount), Standard Adventurers Kit (15), Fine Clothing (2 sets, 60), 75 gp
CLASS FEATURES: Proficiencies: Cloth armor, Leather Armor, Hide, Chainmail, Scale, Plate, Light shield, Heavy shield, Simple melee, Military melee, Simple ranged; Channel Divinity (Divine Mettle, Divine Strength), Divine Challenge, Lay on Hands (3/encounter)
BASIC ATTACKS:
Vicious Bastard Sword +2 (+12 vs. AC, 1d10+2 damage)
No ranged basic attack
PRAYERS:
At-Will Prayers:
Bolstering Strike (+12 vs. AC, 1d10+6 damage, gain 3 temporary hit points)
Enfeebling Strike (+12 vs. AC, 1d10+6 damage. If target marked it takes -2 to attack rolls until my next turn)
Valiant Strike (+12 vs. AC, 1d10+6 damage. +1 to attack roll for every enemy adjacent to me)
Encounter Prayers:
Piercing Smite (+12 vs. Reflex, 2d10+6 damage, target and up to 3 enemies adjacent are marked)
Invigorating Smite (+12 vs. Will, 2d10+6 damage. If bloodied gain 8 hit points. Bloodied allies within 5 squares gain the same)
Daily Prayers:
On Pain of Death (+8 vs. Will, 3d10+5 damage, 1/round target takes 1d8 damage after making attacks, save ends. On miss half damage and 1d4 ongoing damage)
Hallowed Circle (burst 3, +8 vs. Reflex, 2d6+5 damage to enemies, Me and allies in zone gain +1 to all defenses until end of encounter)
Utility Prayers:
Martyr's Blessing (daily, when ally is hit by melee or ranged attack, take the attack instead)
Divine Bodyguard (daily, choose ally within 5 squares, you take half of damage done to ally)
Background
The third daughter of one of the realm's nobles, Keira grew up to a life in privilege. Originally she dedicated herself to Bahamut similarly to her parents, yet as she grew into puberty her loyalties shifted. As she found her calling in life it was in service of Sehanine, the goddess of love. She became a holy champion to Sehanine's cause and became a part of the Royal Guard.
Keira has a fondness of playing matchmaker, though she has still to find her one true love (though she has had several potential true loves). When Princess Saundra fell in love with the prince of a neighboring hostile realm, she was encouraged by Keira. When the two later married and brought peace to the realm, Keira proclaimed herself as Royal Matchmaker for her involvement.
Despite the peace brought to the realm, the King was angered by Keira aiding Saundra, thereby undermining his own authority. But Keira was quite popular amongst his nobles and even in his own family (in particular amongst the younger generation), which prevented him from dismissing her directly. Instead he sent her on a series of quests. It was during one of these she encountered a band of adventurers.
Eventually Keira resigned from the Royal Guard and became a full-time adventurer and heroine, working with these adventurers to save the world more than once. The last one didn't go as planned though...
You are correct sir. With that power you (or I as it were) don't add any damage bonus for ability modifiers. The damage I added is from feats and the weapon's enhancement bonus. The bonus from feats is static so long as I am meeting the prerequisites of the feats I believe and the enhancement bonus is part of the weapon's damage naturally (meaning you apply it whenever you apply weapon damage). I apologize that I didn't explain it thoroughly in my initial character sheet up above.
Equipment:
Rod of dark reward +2 (lvl 7)
Amulet of protection +2 (lvl 6)
Darkleaf armor +1 (lvl 4)
Bracers of the perfect shot (680 gp)
Gloves of piercing (680 gp)
Standard adventuring kit (15 gp)
125 gp?
Illian was raised in an elf village situated near to an entrance to the Feywild. He's had close contact with powerful fey entities since very young, and this is clear from both his appearance and his powers. He's a well-built, 5'9" tall half-elf, exceptionally beautiful with his long light-brown hair and striking green eyes. Illian is of gentle nature, but will not suffer any restraint to his personal freedom, and will often feel deep melancholy, and definitely wanderlust. Indeed, his character was always regarded as closer to the Eladrin fey lords than to his elven peers, as capricious as a fey. But Illian is half-human, too, and when his desire for solitude ends he needs the warmth and comfort of friends. He's approximately 120 years old, but he's been lost in the Feywild and its Underdark for almost three decades, so he's lost the exact count. He's built his fame fighting countless battles with Fomorian rulers and bound pacts with powerful Ghaele lords. He then managed to escape the curse that had imprisoned him out of the Material Plane thanks to the help of his current group of fellows. Illian is normally never without his magical lute, but when he wakes up he's apparently lost it and is now whining like a little kid among the laughters of his companions.What not everyone knows is that the instrument is a powerful artifact too...
DM
There's no perform skill in the phb yet, but i would like him to be able to play and sing -indeed, if there was a bard class out already that would be the perfect multiclass. About the lute, my idea is that Illian was made a guardian of a powerful artifact in the form of a musical instrument by som powerful eladrin feywild lord, and is in despair to recover it. Thought it may well be a future hook....too lame?
Powers description:
Will:
Eldritch blast
Eyebite: rng 10 vs will, 1d6+cha psychic, invisible to target till start next turn (charm)
Encounter
Witchfire:rng 10 vs ref, 2d6+cha fire, -2+int penalty to attack rolls
Scorching burst: burst 1 within 20; int vs ref; 1d6+int fire
Eldritch rain: rng 10 vs ref, two creature no more 5 squares apart,1d10+cha+int
Beguiling tongue: (minor)+5 to next intimidate,diplomacy or bluff
Fey switch:rng 10; trade place with willing ally (teleportation)
Daily
Curse of the dark dream:rng 10 vs will,3d8+cha psychic,slide target 3 squares,sustain minor slide 1 square on miss too (charm)
Crown of madness: rng 10 vs will, 2d6+cha psychic; on sustain minor target basic attacks adjacent ally chosen (save ends; charm)
Come join us in the Shifting Seas and Transitive Isles of Living 4th Edition, amazing adventures and great fun guaranteed!
Then to play community 4e in Eberron join us in LEB too! Give life to your characters and contribute to the living settings!
Please excuse my poor English. It is not my first language.
Destinied to be sacriviced on his 14th birthday, he flew his tribe. After some unsavory contacts with humans ("A monster! Kill it")
he finally found some companions that appretiate his special talents.
Still wild and dangerous, he still values the friendship of the other characters and accepts the rules of human/dwarven/elven kind out of respect for them.
Str: 19
Con: 13
Dex: 19
Int: 13
Wis: 15
Cha: 13
Feats:
1 Two Weapon Fighting
2 Two Weapon Defense
4 Weapon Focus (Dagger)
6 Surprise Knockdown
Sledge, a big waforged, clad in heavy component armor, using a warhammer and a shield.
Build to help an evil tyrant to oppress a small village, the near death of a little human girl reached his conscience and forced him to rebel. Freeing the adventurer group from prison, he first helped them to overthrow his former master and later joined them, fighting for freedom and good.
Jemal would you consider allowing a wizard focused on the illusionist spells/powers recently released by WotC?
It'd fit well with the sort of untrustworthly stuff people think of when they think of Verity.
maybe I should just submit and see, hm?
__________________
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I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
Kawabata Yasunari - The Master of Go
Was rethinking the whole illusion magic thing, since it's a bit away from the original concept, in favor of the corrupted warrior.(i.e. a warrior tainted by fiendish power) so was going to go warlord/warlock or warlock/world, but I think we have one warlock already and another warlord/warlock.
And I see no controllers... :/ So I'll shift gears a bit and follow the illusionist path. I can rp my magic as being a gift from the Unseen Lord, right?
Build coming soon.
__________________
Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creationwikiforum]
I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
Kawabata Yasunari - The Master of Go
Is it OK to say that the group (accidentally) freed Verity from the prison of his mind during an adventure where they thwarted the Unseen Lord's minions?
And, after hiding in a monastery, getting kicked out he was tormented again by dark dreams and came to get them to help (b/c nobody else believed him).
Doesn't have to be an important adventure for the group particularly.
About 90% done. Still need magic items.
Background: Verity Thronble; The famous traitor v2 (now with even more angst)
Until 20 years ago the name Thronble was synonymous with honor, tradition and dignity. A small clan of nobles the Thronble's controlled a small keep that stood on top of a gateway to some dark realm; in the name of their grim duty the keep was called the Strongfast. They were not all religious (though the patriarch and 1st born of each generation were invariably paladins) but each and every one was (at least perceived to be) a hero of the people. Even those that weren't powerful personally usually made their mark on society in some sort of beneficial way (as a poet, or a priest at a troubled church, or fair judge, or as a wise adviser to a lord of greater standing).
All except Verity, who excelled in nothing and seemed to have been born rotten and demanding. He didn't seem to be a Thronble at all, and his incompetence when compared to his dashing sisters and devout brothers ate into his already worm-ridden heart.
And he would ultimately prove everyone right and betray the trust of all who believed him. For in return for the promise of power, and the chance to eclipse all of his siblings Verity betrayed his family's trust to the dark creature bound beneath their keep, the Unseen Lord.
Now the name Thronble is synonymous with traitor of the worst sort (think "Benedict Arnold"). Verity Thronble's grasping betrayal led to the family's utter destruction and the destruction of Strongfast Keep at the hands of the Unseen Lord's reality warping magics and horrific servants; the Unseen Lord, himself betrayed Verity, but left him alive trapped in a an illusionary prision of the mind.
For years he lived like an animal in his family's ruined keep, assaulted on all sides by illusions left behind to torment him.
After the group freed him (only because the needed answers about the details of the assault) he was left humiliated and profoundly regretful. Only fear of where he would go when he died kept him from suicide.
He became a monk for a time, hiding his identity, but once he used his powers to drive off an attack on the monastery he found that he understood illusionary magic and magic in general, to a degree undreamed of by any but an experienced wizard.
It seemed that the Unseen Lord had fulfilled his part of the bargain, granting Verity the power that he once craved.
Denied a place even among the monks he found himself wracked by visions of the Unseen Lord's attacks and went to the only people who would speak to him, the other members of the party. Convincing him of his sincerity he was ultimately instrumental in turning back some of the attacks and one a place in the party.
Strongfast Keep
Stood on top of the door to a plane of madness where illusion and reality mixed together (a demi-plane of chaos? the far realm?).
For bonus points the evil lich could be the Unseen Lord, or else connected to him in some fashion (ally, servant, patron?) and the lich's destruction was supposed to be his shot at (some sort of) redemption that's now gone terribly wrong.
20 years of selfless adventuring have done improved his reputation only sightly (he is no longer pelted with rotting food when entering a community).
Even after his exile from the Monastery Verity continued to devote himself to the gods he once scorned; but ironically his minor divine abilities have only further underlined how far his family as fallen. By comparision the illusionary abilities granted by the Unseen Lord in payment for his treachery have grown in leaps and bounds.
He has often been tempted to his illusionary powers to build an identity anew, but after his rejection by the monastry he's truely feels there is no place he can go. So he wears his coat of arms with the dignity that he can muster, and strives to turn the other cheek in his (probably hopeless) quest for absolution.
He fears that this new tragedy will be laid at his feet, or equally, that it is his fault, and his sins have come home to roost yet again (what's even worse that they've affected his companions, and possibly more as well).
Initiative +3; Senses Perception +12 Insight +12
HP 43; Bloodied 21; Healing Surge 10 hit points (7/day)
AC x+3; Fort x+1+3, Ref x+1+3, Will x+1 +2 +3
Speed 6
Action Points 1
----------------------------------------------------------------- Some sort of weapon (standard; at-will) ✦ non-Weapon
+3 vs AC; it's not pathetic damage, just small Illusory Ambush (standard; at-will) ✦ Arcane, Illusion, Implement
Range 10 | +8 vs Will; 1d6+5 psychic damage and the target takes a –2 penalty to attack rolls until the end of Verity's next turn. Scotching Burst (standard; at-will) ✦ Arcane, Fire, Implement
Burst 1 (w/in 10 squares) | +9 vs Ref; 1d6+4 damage Thunderwave (standard; at-will) ✦ Arcane, Thunder, Implement
Close blast 3 | +9 vs Fort; Hit: all creatures in blast take 1d6+4 damage and are pushed 2 squares Divine Glow (standard; encounter) ✦ Divine, Cold, Implement (HS), Radiant
Close blast 3 | +7 vs Ref; Hit: Each enemy in blast takes 1d8+4 damage Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of Verity's next turn Maze of Mirrors (standard; at-will) ✦ Arcane, Illusion, Implement
Burst 1 (w/in 10 squares) | +8 vs Will; Hit: The each target in burst is immobilized and takes a -5 to attack rolls until the end of Verity's next turn.
✦ Expeditious Retreat (move ; daily) ✦ Arcane
Personal Effect: Shift up to 12 squares (twice speed)
✦ Invisibility (standard; daily) ✦ Arcane, Illlusion
Ranged 5 Effect: Verity or one other creature is invisible until the end of Verity's next turn. If the subject attacks, it becomes visible. Sustain Standard: If the target is within range, you can
sustain the effect.
Freezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
Burst 2 (w/in 10 squares) | +4 vs Ref; Hit: 1d8+4 damage and knocked prone. Miss: Half Damage. Effect: Could remains until the end of Mirna's next turn any creature that enters the cloud or start's its turn there is subject to another attack; dismiss as minor
OR
Phantom Chasm (standard; daily) ✦ Arcane, Illusion, Implement
Burst 1 (w/in 20 squares) | +8 vs Will; Hit: each creature in burst takes 2d6 + 5 psychic damage and is prone and immobilized until the end of its next turn. Miss: The target is immobilized until the end of your next turn.
Stinking Cloud (standard; daily) ✦ Arcane, Implement, Poison, Zone
Burst 2 (w/in 20 squares) | +8 vs Fort; Hit: 1d10+5 damage and knocked prone. Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of Verity's next turn. Creatures that enter the zone or start their turns there take 1d10 + 5 poison damage. As a move action, Verity can move the zone up to 6 squares. Sustain Minor: The zone persists.
OR
Phantasmal Assailant (standard; daily) ✦ Arcane, Illusion, Implement
ranged 20 | +8 vs Will; Hit: 2d10 + 5 psychic damage. Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all Verity's allies (save ends both).
✦Rituals✦ 10 minutes
Animal Messenger (Nature)
Commune with Nature (Nature)
Comprehend Languages (Arcana)
Endure Elements (Nature)
Leomund’s Secret Chest (Arcana)
Tenser’s Floating Disk (Arcana)
✦Orb of Imposition (free; encounter) ✦ Arcane, Implement
Orb
Once per encounter as a free action, you can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to -4 (wis).
You can choose to extend the duration of an effect created by a wizard at-will spell (such as Illusory Ambush) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
Light (minor; At-will) ✦ Arcane
Range 5 | The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Only one light at a time. Mage Hand (minor; At-will) ✦ Arcane, Conjuration
Range 5 |
Mage Hand
You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can
cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Ghost Sound(minor; At-will) ✦ Arcane, Illusion
Range 10 | Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
-----------------------------------------------------------------
Alignment Good(?); Languages Common, Draconic
Str 10 (+0) Dex 10 (+1) Con 13 (+1)
Int 21 (+6) Wis 18 (+4) Cha 11 (+0)
Magic Items:coming soon Gear: Orb, Leomund's Chest Focus [200gp], spellbook (spellbook - made up rather poorly to look like a cookbook about fungi); Holy Symbol; Adventurer's Kit
Adventurer's Kit
Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.
Ritual Materials: 820 gp for 3 rituals: [Commune with Nature, Endure Elements, Leomund’s Secret Chest]; 100 gp of rare herbs, 500 of arcane materials, 200 gp of religious materials
xgp
Appearance
A lean hard bitten man. Deep crows feet surround his eyes. He tries to smile at but his face is tight and his eyes seem dead.
Family coat of arms displayed prominently.
Build Reference
10,10,18,13,11,17
Str 13
Dex 10
Con 10
Int 18 +2 [human] +1 [4th] = 21
Wis 17 +1 [4th] = 18
Cha 11
Human
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.
Rituals:
1st level: Animal Messenger (Nature), Comprehend Language (Arcana), Tenser’s Floating Disk (Arcana)
5th level: Enchant Magic Item (Arcana), Brew Potion (Arcana)
Purchased: 6th Commune with Nature (Nature) [360gp], Endure Elements (Nature) [100 gp], Leomund’s Secret Chest (Arcana) [360gp]
Wizard 6th
At wills x3 [includes extra for human] Scotching Burst (standard; at-will), Thunderwave, Illusory Ambush(WotC Class acts article see sblock below),
Encounter 1st Divine Glow -- swapped from cleric with feat
3rd - Maze of Mirrors (WotC Class acts article see sblock below)
Daily 1st Freezing Cloud OR Phantom Chasm (WotC Class acts article see sblock below)
5th Stinking Cloud OR Phantasmal Assailant (WotC Class acts article see sblock below)
Utility 2 - Exp Retreat
6th - Invis
Swaped Encounter for Divine Glow
Divine Glow Cleric Attack 1
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls
until the end of your next turn.
Level 1 Wizard At-Will Spells Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will ✦ Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Level 1 & 3 Wizard Encounter Spells Grasping Shadows Wizard Attack 1
At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness.
Encounter ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.
Maze of Mirrors Wizard Attack 3
You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
Encounter ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized and takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn.
Level 1 & 5Wizard Daily Spells Phantom Chasm Wizard Attack 1
You create the image of a bottomless chasm that opens beneath your foes, convincing them that they are plummeting to their deaths.
Daily ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.
Phantasmal Assailant Wizard Attack 5
You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes.
Daily ✦ Arcane, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
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Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creationwikiforum]
I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
...disquieting...
There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
Kawabata Yasunari - The Master of Go
The character
Name: Ruthaer ar'Thar
Race: Tiefling
Class: (Tactical) Warlord
Role: Leader
Level: 6
Appearance:
Ruthaer ar'Thar is a brilliant and arrogant Tiefling warlord. His fearsome reputation has likened him to the 'War-Lords' of old Bael Turath.
Background:
Originially a young and exceptionally gifted captain of an embattled free town during the Twilight War. He quickly made his name running daring strike-missions and rose through the military ranks, respected for his tactical genius and sharp mind, but equally feared for his ruthlessness and lack of empathy. During a heated battle, he once send five score of the towns best men to a certain bloody death for a seemingly minor objective (To this day, he claims this move was decisive for the battle). His star thus shone, only in the days of war. As peace began to settle across the free towns, Ruthaer was quickly relieved from his position for more 'humane' officers.
His renown however only grew as he took up a live of adventuring, putting his genius to winning fortunes and fame with a small group of equally gifted companions. But he always retained his cold-hearted efficience and, if anything, his presumptious pride only grew with the groups ever more daring exploits. Certain of his supreme intellect and his superiority, he dabbled with his infernal lineage to unlock hidden powers (infernal pact initiate). He wears black armour stitched from unspeakable beasts of the Shadowfell (+1 Deathcut Hide), carries an implement inscribed with infernal runes (+2 Magic Rod) and wields a crimson-tinged, tieflingforged blade that seems to delight in cruelty and pain (+2 vicious Bastardsword). For all the dire warnings of his companions that dark forces may not always bow to his rational, Ruthaer has thus far been vindicated by the success of his exploits.
Yet, there may come change. Being struck down from his rise to glory by the encounter with the Lich, there may be chance for Ruthaer to learn that somethings are better left untouched. That some forces may not be out-witted by tactical genius. There is yet a chance, that Ruthaer may learn something akin to humility...
Weapon Proficiency:
Simple melee, military melee, simple ranged, Bastard Sword
Size: Medium
Speed: 6 squares
Vision: Low-light
Powers
Racial traits & class features
Bloodhunt (Racial trait)
+1 to attack roll against bloodied foes.
Combat leader (Class feature)
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Tactical Presence (Class feature)
When an ally who can see you spends an action point to take an extra action, that ally also gains +2 to the attack roll.
Inspiring Word (Class feature; 2/encounter) Minor Action, Close burt 5
You or an ally in the burst can spend a healing surge and regain an additional 1d6 hit points.
Basic attack
Bastard sword (two handed) Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
At-will:
Wolf pack tactics (Class) Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
--- assist to set up lots of flanking ---
Viper's Strike (Class) Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
--- Opportunity attack from ally, if target shifts ---
Encounter:
Infernal Wrath (Racial trait)
Minor action:
--- +1 to attack roll and +2 to damage against an enemy that hit since last turn ---
Hellish Rebuke (Infernal pact initiate) 10; Standard action, Attack: +9 vs. Reflex; Damage: 1d6 +6 (Magic Rod gives +2d6 on a critical)
--- damage again if Ruthear takes damage ---
Leaf in the Wind (Class) Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
--- You (or ally) switch places with target ---
Fiery bolt (Class, power swap) 10; Standard action, Attack: +9 vs. Reflex; Damage: 3d6 +6 (Magic Rod gives +2d6 on a critical)
--- creatures adjacent to target take 1d6 +10 damage ---
Daily:
Lead the Attack (Class) Standard action, Attack: +12 vs. AC; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
--- Ruthear and all allies within 5 sq. gain +6 to attack rolls for the encounter (+1 on a miss) ---
Villain's Nightmare (Class) Standard action, Attack: +12 vs. Reflex; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
--- Cancel movements of the target as immediate interrupt ---
Deathcut Hide armour (Item)
Immediate reaction
--- Damage: 1d10 +2 necrotic against a foe after being hit ---
Utility:
Shake it off (1/encounter) 10; Minor action
--- Ruthear or an ally makes a saving throw +2 ---
Stand tough (1/day) Burst 5; Minor action
--- Ruthear and each ally in burst regains 12 hit points ---
Should be all there is... making higher lvl characters does take some serious work still
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"My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death"
Allright, I've got some time to post so I decided to update the stuff I'm DMing first.
SO, I've decied I'm going to go with 6 party members. I'ved picked 4, I'm just trying to decide which of the others would 'mesh' best with the current four. There's a lot of interesting characters out, but I don't want to DM this with nearly a dozen PC's. Thus, I've included a list of who's in, and who's left. Those in the list, I'd appreciate it if you'd vote for who you think would be the best two additions to the team.
Definitely In Party:
Zweischneid: Ruthaer ar'Thar, Tiefling Warlord
Graf: Verity Thronble, Human Wizard(Illusionist)
Walking Dad: Ripper, Bugbear rogue
Bialaska: Lady Keira, Human Paladin
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"My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death"
Allright, I've got some time to post so I decided to update the stuff I'm DMing first.
SO, I've decied I'm going to go with 6 party members. I'ved picked 4, I'm just trying to decide which of the others would 'mesh' best with the current four. There's a lot of interesting characters out, but I don't want to DM this with nearly a dozen PC's. Thus, I've included a list of who's in, and who's left. Those in the list, I'd appreciate it if you'd vote for who you think would be the best two additions to the team.
Definitely In Party:
Zweischneid: Ruthaer ar'Thar, Tiefling Warlord
Graf: Verity Thronble, Human Wizard(Illusionist)
Walking Dad: Ripper, Bugbear rogue
Bialaska: Lady Keira, Human Paladin
It's a difficult choice to put down any votes, because I feel that all of those should be allowed to play and they all got great characters.
I feel the role we need filled the most is ranged striker (only ranged based character we have is the Wizard, who is controller) and since the Ranger in this one is more of a two-weapon fighter, that's the 'easiest' to remove from the choices. In the end both Ilian and Sylas got great characters and it's hard to choose between them. But I guess Keira would fit in best with the Warlock with a connection to the fey, rather than the one with a connection to the infernal forces, even if she can probably cooperate with both of them. Therefore one of my votes must be on Ilian Soulstorm.
With the ranged attacker role filled, I guess another defender would be good. Two Fighters are available for that spot. Of those two I guess I'll let my soft spot for elves make my decision and I'll put in my vote for Ash, the Eladrin Fighter, though that too is also a very difficult decision.
1. I feel the party would profit hugely from another fighter, or else another tank. Both Ash (Eladrin fighter by SaraRequiem) and 'boy' (human figher by Lobo Lurker) fill the role nicely. 'boy' appeals to me with the unusual concept. Thats however a very, very tough call. Ash is a great character too.
2. Unlike Bialaska, I have no partiality for adding a ranged or another melee striker. Illian Soulstrom appears to have the most developed background concept of the three.
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"My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death"
I would like to have a minotaur in the group, just because it would be fun having a group, with two 'monsters' scouting
On the other side do we really lack in the ranged department...
As most warlock powers I know have only a reach of ten squares, I don't really see a good solution for this.
Perhaps we should take another defender and rush enemy attilery.
If I have to give names:
OutlawJT: Amintor Timon, Minotaur Ranger
SarahRequiem: Ash, Eladrin Fighter (just choose the female character, Lobo's character is also fine)
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Hi I'm a comic and rpg nerd. Don't hurt me, please.