helium3
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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]
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:
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:
Powers
-----------------------------------------------------------------
basic melee attack (standard; at will, martial, weapon)
+8(+4 str, +3 prof, +1 fighting style) vs AC; 1d8+4 damage.
basic ranged attack (standard; at will, martial, weapon)
+5(+2 dex, +2 prof, +1 fighting style) vs AC; 1d6+2 damage.
Cleave (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and an adjacent enemy other than the target takes 4 damage.
Reaping Strike (standard; at-will, martial, weapon)
+8 vs AC; 1d8+4 damage.
Miss: 2 damage.
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.
[/sblock]
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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
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
-----------------------------------------------------------------

+8(+4 str, +3 prof, +1 fighting style) vs AC; 1d8+4 damage.

+5(+2 dex, +2 prof, +1 fighting style) vs AC; 1d6+2 damage.

+8 vs AC; 1d8+4 damage, and an adjacent enemy other than the target takes 4 damage.

+8 vs AC; 1d8+4 damage.
Miss: 2 damage.

+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.

+8 vs AC; 2d8+4 damage, and an adjacent ally may shift 2 squares.

+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]
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