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Feats: Armour proficiency-cloth & leather, Weapon proficiency - Dagger, Hand crossbow, shuriken, sling, short sword; Part Fish, Born to Sail, Improved Initiative
Powers: At Will: Deft strike: Martial; Weapon: Standard: Melee or Ranged; Can move 2 squares before attack; Dex vs AC: 1W + Dex Mod damage
Sly flourish; Martial; Weapon: Standard: Melee or Ranged; Dex vs AC: 1W + Dex mod + Cha mod damage
Encounter: Dazing strike: Martial; Weapon: Standard: Melee Dex vs Ac: 1W + Dex mod damage: Target dazed until end of my next turn
Second Chance: Immediate Interrupt: When an attack hits me Force enemy to roll again; must use 2nd roll
Daily: Blinding Barrage: Martial; Weapon: Standard; Close blast 3 Each visible enemy in blast; 2W + Dex mod and target blinded till end of my next turn; Miss: half damage & target not blinded.
Class Features: (Trickster Rogue) First strike; Bonus to AC = Cha mod vs OA Weapon talents ; Shuriken = 1d6 basic; +1 to attack with dagger Sneak attack: with combat advantage
Gear Leather Armour (25gp, 15lbs) Standard Kit (15gp 33lb) 3 x Daggers (3gp 3lbs) 20 Shuriken (4gp 2lb)
53gp left
Weight carried (53lbs)
Normal Load: 120lbs Heavy Load: 240lbs Push/Drag: 600lbs
Languages: Common, Goblin
Zarathas Moonscale
Dragonborn Paladin Played by Blackrat
Character Sheet
Zarathas Moonscale
Male Dragonborn Paladin
Level 1, Lawful Good
Racial Traits and Powers
Elven Weapon Proficiency--proficient in longbow and shortbow
Fey Origin--You are considered a fey creature
Group Awareness--non-elf allies within 5 squares get +1 perception bonus
Wild Step--Ignore difficult terrain when you shift
Elven Accuracy--Use Elven Accuracy as an enconter power
Class Features
First Strike--You have combat encounter against creatures that haven't yet acted in an encounter
Brutal Scoundrel -- add str mod (+2) to sneak attack damage
Rogue Weapon Talent--Shuriken damage die increases by one, +1 to attack rolls with a dagger
Sneak Attack--deal an additional +2d8+2 damage when you have combat advantage. You can use this once per round.
At Will Powers Piercing Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. Reflex
Hit: 1[W] +4
Riposte Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt, a Str vs. AC attack that deals 1[W] +2 damage.
Encounter Powers Torturous Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 2[W] +6 damage.
Elven Accuracy: Racial
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Daily Powers Trick Strike: Martial, Weapon
Standard Action: Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade or a sling
Target: One Creature Dex vs. AC
Hit: 3[W] +4 damage and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.
Utility Powers
Rituals
Equipment
Short Sword
Dagger (2)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts
Vision: Normal Bonus Skill: Choose 1 extra trained Class Skill (History) Bonus Feat: Choose 1 extra Feat (Linguist) Bonus At-Will Powerl: Choose 1 extra At-Will class power (Righteous Brand) Human Defense Bonus: +1 racial bonus to Fort, Reflex, Will
At Will Powers
Lance of Faith Righteous Brand Sacred Flame
Encounter Powers
Cause Fear Channel Divinity: Divine Fortune or Turn Undead Healing Word Healing Word
Daily Powers
Guardian of Faith
Other Class Features
Bonus to Defense: +2 Will
Channel Divinity
Healer's Lore (+4 to powers with the Healing keyword)
Healing Word
Ritual Caster
Feats
Linguist
Linguist (Bonus Human Feat)
Character Information
Background
I've lived in Helen's Reach all my life. Swam in her stinking lagoon, climbed the facade of the Vault of Years to eat clams in the shadow of the golden dome when it was the only one we had. Nobody really much notices a guy like me until I do something that gets me noticed. That’s why, when I ran afoul of the Guard Watch (I mean, really... I have relatives to honor in the catacombs like anyone else, why do I have to visit them during daylight hours? The shades don’t know any different, it’s dark down there.
My punishment was assignment to the Archive under a seemingly daft old crone, Sister Anhela. She's far from daft. A crone, yes. The work was dusty and more than a little unsettling... a joint effort between the Priests and Priestesses of Ioun and the Raven Queen to maintain records relating to the history of the Reaches and, my job specifically, escorting Sister Anhela as she went to query The Interred in the catacombs to learn more of our great and glorious history.
Sister Anhela first turned me on to Gulafar's Spirits and the old bag even joins me for a pint from time to time.
Tide of Iron (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and push the target 1 square if it is large or smaller than large. I may shift into the square the target occupied.
Covering Attack (standard; encounter, martial, weapon)
+8 vs AC; 2d8+4 damage, and an adjacent ally may shift 2 squares.
Villian's Menace (standard; daily, martial, weapon)
+8 vs AC; Hit: 2d8+4 damage, and I gain +2 attack and +4 damage against target until end of encounter. Miss: I gain +1 attack and +2 damage against this target until end of encounter.
__________________ Wandering Star - A dank and musty smell . . .
First off, to get this started I need for the six of you to talk amongst yourselves and select one person to be the "Caller." I've never had a Caller in games I've run before but it seems like something that's pretty necessary in pbp games to avoid confusion. Basically, when the party needs to make decisions as a whole, it's the caller that "officially" tells me what that decision is. That way, I don't have to guess.
Also, if you all could come up with a reason for why your characters all know each other and are on good terms, that'd be keen. In my RL group, they basically all grew up in Helen's Reach and played stickball together in front of the orphanage that two of the party members grew up in.
Once we've got those two items and everyone's provided a character sheet (and character background if they want ) I'll open up the IC thread and we can really get going.
__________________ Wandering Star - A dank and musty smell . . .
So, here's the original idea that I had for Varilar, but I think it might be better to differentiate him a bit more from our Good Charlotte. I might even switch him over to Brutal Scoundrel. Any thoughts or suggestions out there?
stats
Name: Varilar
Male Elf Rogue 1
Alignment: Unaligned
Medium Humanoid, 5’7” tall, 147 lbs, 22 yrs old
Brown hair, Green eyes, Golden skin
Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable
Thrown: Same as melee
Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile
Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand
Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile
Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace)
Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
Turn Undead +3i [wisdom] vs will
Priest's Shield +2w [strength] vs AC
Sacred Flame +3i [wisdom] vs reflex
Healing Strike +2w [strength] vs AC
Guardian of Faith +3i [wisdom] vs fortitude
Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: -1 [acrobatics] vs reflex / +1 [athletics] vs fortitude
Priest's Shield [Level 1]
Sacred Flame [Level 1]
Encounter Powers:
Code:
Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Fortune [free action]
Turn Undead
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]
A sailing cleric that has spent his whole adult live at sea, as a teenager he was part of a priest society of Melora the goddess of the sea that believed in exalting themselves and praising their good trough battle and prayer. Tends to be a easy humor type laughing at the most common thing as farts and bad jokes about his beard he almost fall of his chair if someone trips in a tavern over a drunk sailor. The balance comes when someone talks about sea creatures and what Dorlar believes to be myths of the sea, he then get dead serious taking the stand of theres no such things as ghost ships, mermaids and giant squids that can swallow a entire ship.
Dorl Dungar had from a early age been taken up into the monk society as all child of his family, boys and girls where taken into the monk society as soon they where teenagers to form them into 'proper adults' as his father, grandfather and great grandfather always said.
Odd at it might seem this family of dwarfs had been one of the dwarf families to settle on the surface after the 'borehole incident' and had since 75 years ago lived by a river poring into the sea near the town of Helen's Reach.
As a child he used most part of his time to play at the beaches grabbing crabs with the other child's with an adult watching them play. He was often allowed to accompany the adults onto the boats to learn how to sail and fish whit harpoons and trick the shoals of fish into their netts. The sea was a natural habitat for Dorl.
After long years of training with the priests Dorl had taken the job as a sailor/healer/defender of local pirates of the middel reaches. The ship he was working at 'singing fat lady' was a transport vessel carrying mostly wood, silks and canvas with olive oil between the different ports.
He ocationally stayed at port to visit his family, pray at temples or just having fun at the taverns gambling.
At some ocations Dorl feels a longing after love and would walk the streets thinking if he any day would be blessed to meet a maid that would fall in love in him accepting his adventurous lifestyle, someone that would drag him back to port more often then the lust of adventure at sea.
This background is wrong. For some reason the text i changed has not updated. (?) I will fix it as soon as possible, as now i have to attend RL. For now disregard the background.
-DH
__________________ ~With Us Three Under Water You Will See the Beauty of the World~
Games i GM:
Call of Cthulhu - CoC D20 - Fog over Buenos Aires
>RGICOOC
Games im in:
Call of Cthulhu - CoC D20 - Beyond the Mountains of Madness
>RGICOOCØ's adventure
Call of Cthulhu (Chaosium) – Secrets of the Middle East
>RGICOOC
Eberron - Wildwood RiTaC III Gannu Mines
>RGICOOC
Powers: At Will:
Ghost Sound
Light
Mage Hand
Prestidigitation
Magic Missile (+4 vs Reflex / 2d4+4, reach 20)
Cloud of Daggers (+4 vs Reflex / 1d6+4, 2 damage area)
Illusory Ambush (+4 vs Will / 1d6+5, -2 attacks eynt)
Encounter:
Grasping Shadows (+4 vs Will / 1d8+5, slowed eynt, burst 1, special)
Daily:
Flaming Sphere
Phantom Chasm
Rituals:
Banish Vermin
Make Whole
Tenser’s Floating Disk
Equipment (100 gp):
Leather armor (25), 3 daggers (3), orb (15), standard adventurer's pack(15) [backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin], residium worth 35gp, 7gp
Background
-What does the character look like?
Pic
-What's his story?
Born in a small village, he remembers most of his life as citizen in the arcane district of Old Nerrath, selling his particulary talent to the highest bidder, before he started to work as an adventurer out of the city (nothing much to explore in there.)
-Where does he come from?
Jorje was born and raised in the small village Applewood.
But after manifesting his talet for arcane magic, his parents sent him to Old Nerrath to study at the Shadowdream Academy, that specializes in illusion and ... darker magic, in the arcane district. He later left the city for more lucerative jobs out there.
-What's his personality?
A bit dark and calculating, he isn't evil per se, but hasn't yet expirienced the true values of sacrifice and friendship, but is up to learn tem...
-Why is he an adventurer?
Profit and exitement. The magic items and rituals adventurers typically find on their explorations would cost him a fortune on the free market.
His past time mentor, that says he is always acting on self interest and won't never change the world has nothing to do with this...
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Found my way over here. Read the last posts of the recruiting thread - will make a defender. Not sure which - Paladin or Fighter just yet. Nor which concept... so far it seems like folks are more interested in Ranver than in Pip? Yes? No?
I've no affinity for one over the other.
First up, Pip.
Pip, Halfling Fighter
Pipperthrush "Pip" Tidechaser
Male, Halfling, Fighter
Good
Small, 4' 21/4" tall, 88lbs, 19 yrs old
Black hair, blue eyes, medium brown skin
Vision: Normal Skill Bonuses: +2 Acrobatics, +2 Thievery Bold: +5 to saves vs. Fear Nimble Reaction: +2 racial bonus to AC vs. OAs Second Chance: Encounter, Immediate interrupt, Force enemy to reroll a successful attack roll, they must keep the second roll
The son of a fisherman and pearl-diver, Pip grew up half on the deck of a ship and half in the water. His family was large and periodically sent its youth to Helen's Reach "fer schoolin' proper like" and to get in touch with those "high falutin'" Helen's Reach Tidechasers. Pip's knowlege of sea trade and travel was recognized by his well-to-do uncle, and he soon found himself aboard a Heirata ship that criss-crossed the Reaches.
Until that ship stopped to pick up a marooned young woman... One Charlotte Threeflagons.
So, here's the original idea that I had for Varilar, but I think it might be better to differentiate him a bit more from our Good Charlotte. I might even switch him over to Brutal Scoundrel. Any thoughts or suggestions out there?
It looks good to me. No real suggestions on my part, though I do think it's a good idea to focus on a build that's "different" from the other rogue in the group.
__________________ Wandering Star - A dank and musty smell . . .
Don't know about the caller but the 'all knowing each other' should be easy. It's already been suggested that we all frequent the same inn. i.e. we are all regulars who meet up.
Perhaps the local 'Daggers' team, perhaps we could all love singing and attend the weekly 'K'raoke' session
Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable
Thrown: Same as melee
Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile
Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand
Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile
Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace)
Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
Turn Undead +3i [wisdom] vs will
Priest's Shield +2w [strength] vs AC
Sacred Flame +3i [wisdom] vs reflex
Healing Strike +2w [strength] vs AC
Guardian of Faith +3i [wisdom] vs fortitude