[OOC] Heroes of the Middle Reaches : Wandering Star

helium3

First Post
Useful Links

Initiative Board
Conditions Board
Current Encounter Maps
In Character Thread
Out of Character Thread
Recruitment Thread

The Roster


Charlotte Threeflagons
Halfling Rogue
Played by The Digger

[sblock=Character Sheet]
Charlotte Threeflagons; Unaligned Halfling Rogue
Age: 19; Height: 3' 11"; Weight: 80 lbs
Eyes: Blue;
Long blonde hair usually in a pony tail

Abilities
Str: 12 [+1], Con: 12 [+1], Dex:16 (18) [+4], Wis: 12 [+1] Int: 8 [-1], Cha: 15 (17) [+3]

Combat
Healing Surges: 7

Healing Surge hp gained : 6
Action Points: 1
Speed: 6 squares

Hit Points: 24
Bloodied: 12

HP per level 5

Initiative: +8

Defences
AC: 16 (10 +2 leather +4 Dex) (21 vs OA [+2 racial +3 class])
Fortitude Defence: 11 (10+1 Con)
Reflex Defence: 16 (10+4 Dex +2 Class)

Will Defence: 13 (10+3 Cha)
Save vs Fear +5 Racial bonus

Attacks
Hand Crossbow +6 (+2 Prof +4 Dex) 1d6
Dagger (Melee) +5 (+3 Prof +1 Str +1 class) 1d4
Dagger (thrown) +8 (+3 Prof +4 Dex +1 class) 1d4
Shuriken +7 (+3 Prof +4 Dex) 1d6 (class)

Skills ([T] Denotes Trained Skills)(+2 Stealth & Thievery -racial)
Acrobatics +11 (T) Arcana -1 Athletics +1
Bluff +8 (T) Diplomacy +3 Dungeoneering +1 Endurance +1 Heal +1 History -1
Insight +1 Intimidate +8 (T) Nature +1
Perception +6 (T) Religion -1 Stealth +9 (T)
Streetwise +3 Thievery +11 (T)

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

[/sblock]

Zarathas Moonscale
Dragonborn Paladin
Played by Blackrat

[sblock=Character Sheet]Zarathas Moonscale
Male Dragonborn Paladin
Level 1, Lawful Good

Str: 16 +3
Con: 14 +2
Dex: 8 -1
Int: 12 +1
Wis: 14 +2
Cha: 16 +3

AC: 19
Fort: 15
Ref: 12
Will: 14
Init: -1
Spd: 5

Hit Points: 29 Bloodied: 14
Healing Surge: 9 Per Day: 12

Basic Attacks:
Longsword: +6, 1d8+4

Attacks:
Breath (minor; encounter):
- Close Blast 3; str+2 vs ref; +5; 1d6+2 (cold)
Holy Strike (standard; at-will):
- +6 vs AC, 1d8+4 (+2 if marked) (radiant)
Bolstering Strike (standard; at-will):
- +6 vs AC, 1d8+4 & gain 2 temp.HP
Radiant Smite (standard; encounter):
- +6 vs AC, 2d8+6 (radiant)
Paladin's Judgement (standard; daily):
- +6 vs AC, 3d8+4 & one ally within 5 can spend healing surge
- miss: one ally within 5 can spend healing surge

Feats: Weapon Focus (Heavy Blade)

Skills:
Passive Insight 12
Passive Perception 12
Endurance 5
Heal 7
History 8
Religion 6

Race and Class Features:
Draconic Heritage
Dragonborn Fury
Dragon Breath
Channel Divinity
Divine Challenge
Lay on Hands

Prayers:
At Will: Holy Strike, Bolstering Strike
Encounter: Radiant Smite
Daily: Paladin's Judgement

Equipment: Plate Armor (50gp), Light Shield (5gp), Longsword (15gp),
Standard Adventurer's Kit (15gp), Holy Symbol (10gp), 50sp.
[/sblock]

Varilar
Elven Rogue
Played by Red Claw

[sblock=Character Sheet]
Name: Varilar
Male Elf Rogue 1
Alignment: Unaligned

Medium Humanoid, 5’7” tall, 152 lbs, 22 yrs old
Brown hair, Green eyes, Golden skin

Languages: Common, Elven
Vision: Low-Light

Ability Scores
Str: 15
Con: 12
Dex: 18 (16+2 racial)
Int: 10
Wis: 12 (10+2 racial)
Cha: 12

Basic Combat Stats
Hit Points: 24
Bloodied: 12
Healing Surge: 7/day
Healing Value: 6
Initiative: +4
Speed: 7 squares (Base 7)
Action Points: 1

Defenses
AC: 16 (+2 armor, +4 dex)
Fort: 12 (+2 str)
Ref: 16 (+2 Class, +4 dex)
Will: 11 (+1 cha)

Basic Attacks
Melee: Short Sword Hit: +5 damage: 1d6+2
Melee: Dagger Hit: +6 Damage: 1d4+2
Ranged: Dagger Hit: +8 Damage: 1d4+4 Range 5/10
Ranged: Hand Crossbow Hit: +6 Damage: 1d6+4

Weapon & Implement Attack Bonuses for use with Powers
Melee: Short Sword Hit: +3 (+3 prof)
Melee: Dagger Hit: +4 (+3 prof, +1 rogue weapon talent)
Ranged: Dagger Hit: +4 (+3 prof, +1 rogue weapon talent)
Ranged: Hand Crossbow Hit: +2 (+2 prof)

Passive Skills
Perception 11
Insight 13

Skills
Acrobatics (+4 dex, +5 trained)
Arcana (+0 int)
Athletics (+2 strr, +5 trained)
Bluff (+1 cha)
Diplomacy (+1 cha)
Dungeoneering (+0 int, +5 trained)
Endurance (+1 con)
Heal (+1 wis)
History (+0 int)
Insight (+1 wis)
Intimidate (+1 cha)
Nature (+1 wis, +2 racial)
Perception (+1 wis, +2 racial)
Religion (+0 int)
Stealth (+4 dex, +5 trained)
Streetwise (+1 cha, +5 trained)
Thievery (+4 dex, +5 trained)

Feats
Backstabber

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

12 gp
[/sblock]

Jorje
Human Wizard
Played by Walking Dad

[sblock=Character Sheet]
Code:
Race: Human         Class: Wizard
Str: 10 +0         Level: 1        XP: -
Con: 14 +2         BAB: +0         HP: 24
Dex: 11 +0         Grapple: +0     Dmg Red: -
Int: 18 +4         Speed: 6       Spell Res: N/A
Wis: 14 +2         Init: +0        Spell Save: N/A
Cha: 10 +0         ACP: -          Alignment: Unaligned
AC: 16
FORT: 13
REF: 15
WILL: 15

Hit Points: 24
Bloodied: 12

Healing Surges/HP healed: 6
Healing Surges/day: 8

Second Wind: 1

Attacks:
Dagger +3 vs AC 1d4 Range 5/10
M.Missile +4 vs Reflex 2d4+4 20

[sblock=Race and Class Features]
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.

Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook[/sblock]

Feats:
Campaign Bonus: Part Fish
Bonus: Ritualist
Human: Dark Fury
1 - Armor Prof (leather)

Skills:
Passive Insight 17
Passive Perception 12

Arcana +11
Diplomacy +5
Dungeoneering +11
History +4 (untrained)
Insight +7
Nature +7

Languages: Common, Supernal

Powers:
At Will:
Ghost Sound
Light
Mage Hand
Prestidigitation

Magic Missile
Cloud of Daggers
Illusory Ambush

Encounter:
Grasping Shadows

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[/sblock]

Ranver Swilch
Human Cleric
Played by Sparky
[sblock=Character Sheet]
Ranver Swilch
Male, Human, Cleric
Unaligned

Medium, 5'10" tall, 167lbs, 22 yrs old
Brown hair, brown eyes, tanned skin

Speaks Common, Deep Speech, Draconic, Dwarven, Elven, Giant, Goblin, Primordial


Ability Scores

Str: 10 (+0) 2 pts
Con: 13 (+1) 3 pts
Dex: 14 (+2) 5 pts
Int: 13 (+1) 3 pts
Wis: 18 (+4) 9 pts (Race +2)
Cha: 10 (+0) 0 pts


Basic Combat Stats

Hit Points: 25
Bloodied: 12
Healing Surge: 8/day, (6 healed)

Initiative: +2
Speed: 5 squares (25’ feet)
Action Points: 1

Passive Insight:
Passive Perception:


Defenses

AC: 16
Fort: 12
Ref: 13
Will: 17


Attacks

+2 Melee, Spear, 1d8, spear, versatile
+2 Melee/+2 Ranged, Dagger, 1d4, light thrown, off hand, 5/10
+2 Ranged, Hand Crossbow, 1d6, crossbow, load free, 10/20


Skills

Acrobatics (Dex) +2
Arcana (Int) +6
Athletics (Str) +0
Bluff (Cha) +0
Diplomacy (Cha) +0
Dungeoneering (Wis) +3
Endurance (Con) +1
Heal (Wis) +8
History (Int) +6 (Race bonus)
Insight (Wis) +8
Intimidate (Cha) +0
Nature (Wis) +3
Perception (Wis) +3
Religion (Int) +6
Stealth (Dex) +2
Streetwise (Cha) +0
Thievery (Dex) +2


Racial Traits and Power

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
[sblock=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.[/sblock]

[sblock=Demeanor]Temp[/sblock]
[sblock=Appearance]Temp[/sblock]
Equipment

Chain mail Armor (worn, 40lbs) 40gp
Clothes (worn, Breeches, Boots, Shirt, Vest)
- Holy Symbol (neck, 1lb) 10g
- Dagger (boot right, 1lb) 1gp
- Dagger (boot left, 1lb) 1gp

Spear (held right hand, 6lbs) 5gp
Dagger (hip left, 1lb) 1gp
Hand Crossbow (hip right, 2lbs) 25gp
- Quiver x20 bolts (hip left, 2lbs) 1gp

Beltpouch (belt front, 1/2lbs) 1gp
- Coins- 5gp, 8sp, 20cp (belt pouch, front)
- Flint & Steel (beltpouch, front) 1gp
- Ritual book (beltpouch, front, 3lbs) -gp

Beltpouch (belt back, 1/2lbs) 1gp
- Trail Rations x2 (beltpouch back, 2lbs) 1gp

Waterskin (hip right, 4lbs) 1gp

Light Shield (back, 6lbs) 5gp

(Total Weight: 70lbs)[/sblock]

Horto Dandorin
Human Fighter
Played by Nerdytenor

[sblock=Character Sheet]

Initiative: +2
Senses: Perception +2
Alignment: Unaligned
Languages: Common, Elven

Str 18 (+4)
Con 12 (+1)
Dex 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 9 (-1)

HP 32; Bloodied 16; Healing Surge 8 (10/day)
AC 18; Fort 17, Ref 14, Will 13
Speed 5 (includes penalty)
Action Points 1

Skills: Acrobatics +2, Arcana +0, Athletics* +9, Bluff -1, Diplomacy -1,
Dungeoneering +2, Endurance* +6, Heal +2, History +0, Insight +2, Intimidate* +4, Nature +2, Perception +2, Religion +0, Stealth +2, Streetwise* +4, Thievery +2
* Trained Skill

Feats:

  • Toughness: +5 hp/tier
  • Powerful Charge: +2 damage on charge attack, +2 bull rush attempt

Gear:
Adventurer's Kit
Longsword (+3 prof, 1d8, versatile)
Sling w/20 bullets (favorite item from childhood)
Scale Armor
Light Shield
18gp


Racial and class features:

  • Combat Challenge - mark any attacked, -2 to attack other, shift or attack other provokes opportunity attack
  • Combat Superiority - add wis(+2) to opp attacks, they stop if hit
  • One handed fighting style (+1 attack roll with one-handers)

Powers
-----------------------------------------------------------------
:bmelee: basic melee attack (standard; at will, martial, weapon)
+8(+4 str, +3 prof, +1 fighting style) vs AC; 1d8+4 damage.

:ranged: basic ranged attack (standard; at will, martial, weapon)
+5(+2 dex, +2 prof, +1 fighting style) vs AC; 1d6+2 damage.

:melee: Cleave (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and an adjacent enemy other than the target takes 4 damage.

:melee: Reaping Strike (standard; at-will, martial, weapon)
+8 vs AC; 1d8+4 damage.
Miss: 2 damage.

:melee: 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.

:melee: Covering Attack (standard; encounter, martial, weapon)
+8 vs AC; 2d8+4 damage, and an adjacent ally may shift 2 squares.

:melee: 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.
[/sblock]
 
Last edited:

log in or register to remove this ad

helium3

First Post
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.
 

Redclaw

First Post
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?

[sblock=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

Languages: Common, Elven
Vision: Low-Light

Ability Scores (standard array)

Str: 13
Con: 12
Dex: 18 (16+2 racial)
Int: 11
Wis: 12 (10+2 racial)
Cha: 14

Basic Combat Stats

Hit Points: 24
Bloodied: 12
Healing Surge: 7/day
Healing Value: 6

Initiative: +4
Speed: 7 squares (Base 7)
Action Points: 1

Defenses

AC: 16 (+2 armor, +4 dex) (+2 vs. Opportunity Attacks)
Fort: 11 (+1 str)
Ref: 16 (+2 Class, +4 dex)
Will: 12 (+2 cha)

Basic Attacks

Melee: Hit: damage:
Melee: Hit: Damage:
Ranged: Hit: Damage: Range

Weapon & Implement Attack Bonuses for use with Powers

Melee: Hit:
Melee: Hit:
Ranged: Hit:
Implement: Hit:

Passive Skills

Perception
Insight

Skills

Acrobatics (+4 dex, +5 trained)
Arcana
Athletics
Bluff (+2 cha, +5 trained)
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight (+1 wis, +5 trained)
Intimidate
Nature (+2 racial)
Perception (+1 wis, +2 racial)
Religion
Stealth (+4 dex, +5 trained)
Streetwise (+2 cha, +5 trained)
Thievery (+4 dex, +5 trained)

Feats
Nimble Blade


Racial Traits and Powers
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step
Elven Accuracy

Class Features
First Strike
Artful Dodger (+2 AC vs OAs)
Rogue Weapon Talent
Sneak Attack (+2d6)


At Will Powers
Piercing Strike
Sly Flourish

Encounter Powers
Positioning Strike
Elven Accuracy

Daily Powers
Trick Strike



Utility Powers

Rituals

Equipment
Dagger (4)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts
[/sblock]

Here's a quick retool, balancing out some of his skills with Charlotte's.
[sblock=stats2]Name: Varilar
Male Elf Rogue 1
Alignment: Unaligned

Medium Humanoid, 5’7” tall, 152 lbs, 22 yrs old
Brown hair, Green eyes, Golden skin

Languages: Common, Elven
Vision: Low-Light

Ability Scores (standard array)

Str: 15
Con: 12
Dex: 18 (16+2 racial)
Int: 10
Wis: 12 (10+2 racial)
Cha: 12

Basic Combat Stats

Hit Points: 24
Bloodied: 12
Healing Surge: 7/day
Healing Value: 6

Initiative: +4
Speed: 7 squares (Base 7)
Action Points: 1

Defenses

AC: 16 (+2 armor, +4 dex)
Fort: 12 (+2 str)
Ref: 16 (+2 Class, +4 dex)
Will: 11 (+1 cha)

Basic Attacks

Melee: Hit: damage:
Melee: Hit: Damage:
Ranged: Hit: Damage: Range

Weapon & Implement Attack Bonuses for use with Powers

Melee: Hit:
Melee: Hit:
Ranged: Hit:
Implement: Hit:

Passive Skills

Perception
Insight

Skills

Acrobatics (+4 dex, +5 trained)
Arcana
Athletics (+2 strr, +5 trained)
Bluff
Diplomacy
Dungeoneering (+0 int, +5 trained)
Endurance
Heal
History
Insight
Intimidate
Nature (+2 racial)
Perception (+1 wis, +2 racial)
Religion
Stealth (+4 dex, +5 trained)
Streetwise (+1 cha, +5 trained)
Thievery (+4 dex, +5 trained)

Feats
Backstabber


Racial Traits and Powers
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step
Elven Accuracy

Class Features
First Strike
Brutal Scoundrel (+2 to sneak attack damage)
Rogue Weapon Talent
Sneak Attack (+2d8+2)


At Will Powers
Piercing Strike
Riposte Strike

Encounter Powers
Torturous Strike
Elven Accuracy

Daily Powers
Trick Strike



Utility Powers

Rituals

Equipment
Short Sword
Dagger (2)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts

12 gp[/sblock]
 
Last edited:

Drowned Hero

First Post
Dorl Dungar Dwarf Cleric

Dorl Dungar

[sblock]
Dorl Dungar

Male Dwarf Cleric
Level 1
Unaligned
Representing Drowned Hero
Code:
Strength 	14	(+2)
Dexterity 	11	(+0)
Constitution 	14	(+2)
Intelligence 	10	(+0)
Wisdom      	17	(+3)
Charisma 	14	(+2)
Height: 4' 4"
Weight: 170 lb
Skin: Tan
Eyes: Light Brown
Hair: Red; Wavy; Thick Beard / Hirsute

Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 9 [includes constitution modifier]


Size: Medium
Speed: 5 squares
Vision: Low-light
Code:
Initiative:	1d20 +0	= + 0 [dexterity]
Base Strength Attack:	1d20 +2	= + 2 [strength]
Base Dexterity Attack:	1d20 +0	= + 0 [dexterity]
Base Constitution Attack:	1d20 +2	= + 2 [constitution]
Base Intelligence Attack:	1d20 +0	= + 0 [intelligence]
Base Wisdom Attack:	1d20 +3	= + 3 [wisdom]
Base Charisma Attack:	1d20 +2	= + 2 [charisma]
Code:
Armor Class:	16	= 10 + 6 [chainmail]
Fortitude Defense:	12	= 10 + 2 [constitution]
Reflex Defense:	10	= 10
Will Defense:	15	= 10 + 2 [cleric] + 3 [wisdom]
Armor: Chainmail

Attacks:
Code:
      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
Base Saving Throw: d20 vs 10

Languages: Common; Dwarven;

Rituals Known:
Code:
      Gentle Repose
      Silence
Skills:
Code:
      Acrobatics:	-1	= 0 [dexterity] -1 [armor]
      Arcana:	+0	= 0 [intelligence]
      Athletics:	+1	= 2 [strength] -1 [armor]
      Bluff:	+2	= 2 [charisma]
      Diplomacy:	+7	= 2 [charisma] + 5 [class training]
      Dungeoneering:	+5	= 3 [wisdom] + 2 [Dwarf]
      Endurance:	+3	= 2 [constitution] + 2 [Dwarf] -1 [armor]
      Heal:	+8	= 3 [wisdom] + 5 [class training]
      History:	+0	= 0 [intelligence]
      Insight:	+8	= 3 [wisdom] + 5 [class training]
      Intimidate:	+2	= 2 [charisma]
      Nature:	+3	= 3 [wisdom]
      Perception:	+3	= 3 [wisdom]
      Religion:	+5	= 0 [intelligence] + 5 [class training]
      Stealth:	-1	= 0 [dexterity] -1 [armor]
      Streetwise:	+2	= 2 [charisma]
      Thievery:	-1	= 0 [dexterity] -1 [armor]
Feats:

Dwarven Weapon Training

At-Will:
Code:
      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]
Daily Powers:
Code:
       Guardian of Faith [Level 1]
Dwarf

* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbred Speed
* Stand your Ground

Cleric

* Channel Divinity -- Divine Fortune
* Channel Divinity -- Turn Undead
* Healer's Lore
* Healing Word
* Ritual Casting [bonus feat, not listed above]



Dorl Dungar's Equipment:
Code:
Weapons / Armor / Shield (from above)
      Crossbow bolts (quiver of 20) x2
      Backpack
      Bedroll
      Blanket, winter x1
      Candle
      Case (for map or scroll)
      Everburning torch
      Firewood (1 day) x2
      Fishhook
      Fishing net
      Flint and steel
      Ink vial
      Ink pen
      Lantern (hooded)
      Manacles x1
      Oil flasks x2
      Paper sheets x10
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Signal whistle
      Signet ring
      Spyglass
      Sunrods x2
      Waterskins x1
      Healer kit
      Holy symbol (silver)
      Magnifying glass
      Musical instrument
      Ritual book x1
      Ritual components
Magic items: [sblock]
Code:
       Weapon:
       Weapon:
       Weapon:
       Weapon:
       Armor:
       Shield:
       Arms:
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:
[/sblock]

[/sblock]



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
 
Last edited:

Walking Dad

First Post
[sblock=Jorje's Statblock]

Code:
Race: Human         Class: Wizard
Str: 10 +0         Level: 1        XP: 445
Con: 14 +2         BAB: +0         HP: 125
Dex: 11 +0         Grapple: +0     Dmg Red: -
Int: 18 +4         Speed: 6       Spell Res: N/A
Wis: 14 +2         Init: +0        Spell Save: N/A
Cha: 10 +0         ACP: -          Alignment: Unaligned
AC: 16
FORT: 13
REF: 15
WILL: 15

Hit Points: 24
Bloodied: 12

Healing Surges/HP healed: 6
Healing Surges/day: 8

Second Wind: 1

Attacks:
Dagger +3 vs AC 1d4 Range 5/10
M.Missile +4 vs Reflex 2d4+4 20

[sblock=Race and Class Features]
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.

Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook[/sblock]

Feats:
Campaign Bonus: Part Fish
Bonus: Ritualist
Human: Dark Fury
1 - Armor Prof (leather)

Skills:
Passive Insight 17
Passive Perception 12

Arcana +11
Diplomacy +5
Dungeoneering +11
History +4 (untrained)
Insight +7
Nature +7

Languages: Common, Supernal

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
[/sblock]
[sblock=Background]
-What does the character look like?
[sblock=Pic]
100471.jpg
[/sblock]

-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...[/sblock]
 
Last edited:

Sparky

Registered User
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.

[sblock=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

Speaks Common, Dwarven


Ability Scores

Str: 17 (+3) 12 pt
Con: 10 (+0) 0 pts
Dex: 16 (+3) 5 pts (Race +2)
Int: 10 (+0) 0 pts
Wis: 14 (+2) 5 pts
Cha: 10 (+0) 0 pts (Race +2)


Basic Combat Stats

Hit Points: 25
Bloodied: 12
Healing Surge: 9/day, (6 healed)

Initiative: +3
Speed: 5 squares (25’ feet)
Action Points: 1


Defenses

AC: 18(20 vs OAs; additional +2 when adjacent to >= 2 Medium creatures)
Fort: 15
Ref: 14
Will: 12


Attacks

+7 Melee, Shortsword, 1d6, light blade, off hand
+6 Melee/+6 Ranged, Javelin, 1d6, spear, heavy thrown, 10/20
+7 Melee/+7 Ranged, Dagger, 1d4, light blade, off hand, 5/10


Skills

Acrobatics (Dex) +5 (Race +2)
Arcana (Int) +0
Athletics (Str) +8
Bluff (Cha) +0
Diplomacy (Cha) +0
Dungeoneering (Wis) +2
Endurance (Con) +5
Heal (Wis) +7
History (Int) +0
Insight (Wis) +2
Intimidate (Cha) +0
Nature (Wis) +2
Perception (Wis) +2
Religion (Int) +0
Stealth (Dex) +3
Streetwise (Cha) +0
Thievery (Dex) +5 (Race +2)


Racial Traits and Power

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


At Will Powers

Cleave
Sure Strike

Encounter Powers

Second Chance
Covering Attack

Daily Powers

Comeback Strike


Other Class Features

Bonus to Defense: +2 Fortitude
Combat Challenge
Combat Superiority
Fighter Weapon Talent (1h)

Feats

Lost in the Crowd
Half Fish (Flavor)
Born to Sail


Character Information

[sblock=Background]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. [/sblock]
[sblock=Demeanor][/sblock]
[sblock=Appearance][/sblock]
Equipment

Scalemail Armor (worn, 45lbs) 45gp
Clothes (worn)
- Shirt, Breeches, Sash, Belt, Boots, Hat

Shortsword (hip left, 2lbs) 10gp
Dagger (hip left, 1lb) 1gp
Dagger (boot right, 1lb) 1gp

Beltpouch (belt front, 1/2lbs) 1gp
- Coins- 16gp, 18sp, 20cp (belt pouch, front)
- Flint & Steel (beltpouch, front) 1gp

Beltpouch (belt back, 1/2lbs) 1gp
- Trail Rations x2 (beltpouch back, 2lbs) 1gp

Waterskin (hip right, 4lbs) 1gp

Light Shield (back – over pack, 6lbs) 5gp
Harpoons (Javelin) x3 (right shoulder, 6 lbs) 15gp

(Total Weight: 68lbs)[/sblock]
 
Last edited:

helium3

First Post
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.
 

The Digger

First Post
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:D
 

helium3

First Post
Dorl Dungar

[sblock]
Dorl Dungar

Male Dwarf Cleric
Level 1
Unaligned
Representing Drowned Hero
Code:
Strength 	14	(+2)
Dexterity 	11	(+0)
Constitution 	14	(+2)
Intelligence 	10	(+0)
Wisdom      	17	(+3)
Charisma 	14	(+2)
Height: 4' 4"
Weight: 170 lb
Skin: Tan
Eyes: Light Brown
Hair: Red; Wavy; Thick Beard / Hirsute

Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 9 [includes constitution modifier]


Size: Medium
Speed: 5 squares
Vision: Low-light
Code:
Initiative:	1d20 +0	= + 0 [dexterity]
Base Strength Attack:	1d20 +2	= + 2 [strength]
Base Dexterity Attack:	1d20 +0	= + 0 [dexterity]
Base Constitution Attack:	1d20 +2	= + 2 [constitution]
Base Intelligence Attack:	1d20 +0	= + 0 [intelligence]
Base Wisdom Attack:	1d20 +3	= + 3 [wisdom]
Base Charisma Attack:	1d20 +2	= + 2 [charisma]
Code:
Armor Class:	16	= 10 + 6 [chainmail]
Fortitude Defense:	12	= 10 + 2 [constitution]
Reflex Defense:	10	= 10
Will Defense:	15	= 10 + 2 [cleric] + 3 [wisdom]
Armor: Chainmail

Attacks:
Code:
      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
Base Saving Throw: d20 vs 10

Languages: Common; Dwarven;

Rituals Known:
Code:
      Gentle Repose
      Silence
Skills:
Code:
      Acrobatics:	-1	= 0 [dexterity] -1 [armor]
      Arcana:	+0	= 0 [intelligence]
      Athletics:	+1	= 2 [strength] -1 [armor]
      Bluff:	+2	= 2 [charisma]
      Diplomacy:	+7	= 2 [charisma] + 5 [class training]
      Dungeoneering:	+5	= 3 [wisdom] + 2 [Dwarf]
      Endurance:	+3	= 2 [constitution] + 2 [Dwarf] -1 [armor]
      Heal:	+8	= 3 [wisdom] + 5 [class training]
      History:	+0	= 0 [intelligence]
      Insight:	+8	= 3 [wisdom] + 5 [class training]
      Intimidate:	+2	= 2 [charisma]
      Nature:	+3	= 3 [wisdom]
      Perception:	+3	= 3 [wisdom]
      Religion:	+5	= 0 [intelligence] + 5 [class training]
      Stealth:	-1	= 0 [dexterity] -1 [armor]
      Streetwise:	+2	= 2 [charisma]
      Thievery:	-1	= 0 [dexterity] -1 [armor]
Feats:

Dwarven Weapon Training

At-Will:
Code:
      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]
Daily Powers:
Code:
       Guardian of Faith [Level 1]
Dwarf

* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbred Speed
* Stand your Ground

Cleric

* Channel Divinity -- Divine Fortune
* Channel Divinity -- Turn Undead
* Healer's Lore
* Healing Word
* Ritual Casting [bonus feat, not listed above]



Dorl Dungar's Equipment:
Code:
Weapons / Armor / Shield (from above)
      Crossbow bolts (quiver of 20) x2
      Backpack
      Bedroll
      Blanket, winter x1
      Candle
      Case (for map or scroll)
      Everburning torch
      Firewood (1 day) x2
      Fishhook
      Fishing net
      Flint and steel
      Ink vial
      Ink pen
      Lantern (hooded)
      Manacles x1
      Oil flasks x2
      Paper sheets x10
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Signal whistle
      Signet ring
      Spyglass
      Sunrods x2
      Waterskins x1
      Healer kit
      Holy symbol (silver)
      Magnifying glass
      Musical instrument
      Ritual book x1
      Ritual components
Magic items: [sblock]
Code:
       Weapon:
       Weapon:
       Weapon:
       Weapon:
       Armor:
       Shield:
       Arms:
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:
[/sblock]

[/sblock]

Looks good to me.
 

helium3

First Post
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.

[sblock=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

Speaks Common, Dwarven


Ability Scores

Str: 17 (+3) 12 pt
Con: 10 (+0) 0 pts
Dex: 16 (+3) 5 pts (Race +2)
Int: 10 (+0) 0 pts
Wis: 14 (+2) 5 pts
Cha: 10 (+0) 0 pts (Race +2)


Basic Combat Stats

Hit Points: 25
Bloodied: 12
Healing Surge: 9/day, (6 healed)

Initiative: +3
Speed: 5 squares (25’ feet)
Action Points: 1


Defenses

AC: 18(20 vs OAs; additional +2 when adjacent to >= 2 Medium creatures)
Fort: 15
Ref: 14
Will: 12


Attacks

+7 Melee, Shortsword, 1d6, light blade, off hand
+6 Melee/+6 Ranged, Javelin, 1d6, spear, heavy thrown, 10/20
+7 Melee/+7 Ranged, Dagger, 1d4, light blade, off hand, 5/10


Skills

Acrobatics (Dex) +5 (Race +2)
Arcana (Int) +0
Athletics (Str) +8
Bluff (Cha) +0
Diplomacy (Cha) +0
Dungeoneering (Wis) +2
Endurance (Con) +5
Heal (Wis) +7
History (Int) +0
Insight (Wis) +2
Intimidate (Cha) +0
Nature (Wis) +2
Perception (Wis) +2
Religion (Int) +0
Stealth (Dex) +3
Streetwise (Cha) +0
Thievery (Dex) +5 (Race +2)


Racial Traits and Power

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


At Will Powers

Cleave
Sure Strike

Encounter Powers

Second Chance
Covering Attack

Daily Powers

Comeback Strike


Other Class Features

Bonus to Defense: +2 Fortitude
Combat Challenge
Combat Superiority
Fighter Weapon Talent (1h)

Feats

Lost in the Crowd
Half Fish (Flavor)
Born to Sail


Character Information

[sblock=Background]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. [/sblock]
[sblock=Demeanor][/sblock]
[sblock=Appearance][/sblock]
Equipment

Scalemail Armor (worn, 45lbs) 45gp
Clothes (worn)
- Shirt, Breeches, Sash, Belt, Boots, Hat

Shortsword (hip left, 2lbs) 10gp
Dagger (hip left, 1lb) 1gp
Dagger (boot right, 1lb) 1gp

Beltpouch (belt front, 1/2lbs) 1gp
- Coins- 16gp, 18sp, 20cp (belt pouch, front)
- Flint & Steel (beltpouch, front) 1gp

Beltpouch (belt back, 1/2lbs) 1gp
- Trail Rations x2 (beltpouch back, 2lbs) 1gp

Waterskin (hip right, 4lbs) 1gp

Light Shield (back – over pack, 6lbs) 5gp
Harpoons (Javelin) x3 (right shoulder, 6 lbs) 15gp

(Total Weight: 68lbs)[/sblock]

Everything looks good, but it seems like your reflex defense should be 13, not 14. What am I missing?
 

Remove ads

Top