4e - Summer's End 18th Level Delve - 2 parties FULL

Still a number of things to add, but
[sblock=here he is]
Name: Thom
Half-Elf Cleric 18 (Warpriest)
Alignment: Unaligned
Background:

Humanoid, tall, lbs, yrs old
Blond hair, Green eyes, Pale skin

Languages: Human, Elven, Primordial
Vision: Low-Light

Ability Scores
Str: 21 (4th,8th,11th,14th,18th)
Con:13 (11th)
Dex:12 (11th)
Int: 9 (11th)
Wis: 21 (4th,8th,11th,14th,18th)
Cha: 16 (11th)

Basic Combat Stats
Hit Points: 110
Bloodied: 55
Healing Surges: 8/day
Healing Value: 27

Initiative: +10
Speed: 5 squares (6 Base -1 armor )
Action Points: 1
Saving Throws:

Defenses

AC: 32 (+13 Armor, +9 level)
Fort: 31 (+9 level, +2 armor, +1 belt, +5 str, +4 amulet)
Ref: 27 (+9 level, +1 shield, +4 amulet, +1 Dex, +2 feat)
Will: 30 (+9 level, +5 Wis, +2 class, +4 amulet)

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:

Passive Skills

Perception
Insight

Skills

Acrobatics +
Arcana +
Athletics + (+5 trained)
Bluff +
Diplomacy + (+5 trained)
Dungeoneering +
Endurance +
Heal + (+5 trained)
History +
Insight + (+5 trained)
Intimidate +
Nature +
Perception +
Religion + (+5 trained)
Stealth +
Streetwise +
Thievery +

Feats
Student of the Sword (1st)
Shield Proficiency, light (2nd)
Kord’s Favor (4th)
Weapon Proficiency (Craghammer) (6th)
Weapon Focus (hammers) (8th)
Acolyte Power (10th)
Lightning Reflexes (11th)
Armor Proficiency (Scale) (12th)
Bloody Tenacity (14th, MP)
Uncanny Dodge (16th)
Phalanx Warrior (18th, MP)

Racial Traits and Powers

Class Features

At Will Powers
Sacred Flame
Righteous Brand

Encounter Powers
Cleave
Strengthen the Faithful
Battle Cry
Mantle of Glory
Thunderous Word

Daily Powers
Beacon of Hope
Divine Power
Seal of Warding

Utility Powers
Shield of Faith
Divine Vigor
Shooter’s Nemesis (MP)
Battle Favor
Hallowed Ground

Rituals

Equipment
Crusader’s Craghammer +4 (19th)
Whiteflame Stormscale +4 (18th)
Shield of Blocking (17th)
Amulet of Protection +4 (45,000 gp)
Boots of Eagerness (4,200 gp)
Holy Gauntlets (3,400 gp)
Laurel Circlet (5,000 gp)
Belt of Vim (3,400 gp)

Coins- 4,000gp, 0sp, 0cp
[/sblock]
 
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I don't care...walking dad and I have a history together. It should be fun either way. Any idea if we are going to do a MP group and a non-MP group? I really don't care, but it is taking a while for me to digest everything it has to offer.
 




Character sheet in progress.

[sblock=Eladrin Wizard]
Name, Good Male Eladrin Blood Mage 18

Languages: Human, Elven
Vision: Low-Light


Ability Scores
Str: 9 (-1)
Con:14 (+2)
Dex:21 (+5)
Int:24 (+7)
Wis:11 (+0)
Cha: 13 (+1)


Hit Points: 102
Bloodied: 51
Healing Surges: 10/day
Healing Value: 25

Initiative: +18 (+5 dex, +9 lvl, +4 feat)
Speed: 7 squares (includes feat)

Defenses (higher number is against close, area, ranged attacks (from feat))

AC: 31/32 (+9 level, +7 int, +5 feyweave)
Fort: 28/28 (+9 level, +2 con, +4 amulet, +1 belt, +2 feat)
Ref: 30/31 (+9 level, +7 int, +4 amulet)
Will: 29/29 (+9 level, +1 cha, +1 race, +2 class, +4 amulet, +2 feat)

Basic Attacks

Melee: +11 (+9 level, -1 str, +3 prof) vs AC; 1d8-1 damage
Int (spells): +20 (+9 level, +7 int, +4 wand); +int = +11 damage (+7 int, +4 wand)

Skills (trained are starred)

Acrobatics +14
*Arcana +23
Athletics +8
Bluff +10
Diplomacy +10
*Dungeoneering +14
Endurance +11
Heal +9
*History +23
*Insight +14
Intimidate +10
Nature +9
Perception +9
Religion +16
*Stealth +19
Streetwise +10
Thievery +14

Feats:
Durable (+2 surges - factored in)
Improved Initiative (+4 init - factored in)
Toughness (+5 hp/tier - factored in)
Arcane Reach (close arcane power may start within 2 squares of me)
Combat Anticipation (+1 feat bonus to defenses against ranged, area, close attacks)
Danger Sense (roll initiative twice and take higher roll)
Fleet Footed (+1 feat bonus to speed)
Seize the Moment (during surprise and first round, gain CA against foe with lower initiative result)
Spell Focus (-2 penalty for saving throws caused by my spells)
Great Fortitude (+2 feat to fort)
Iron Will (+2 feat to will)

Racial Traits and Powers not covered elsewhere:
Fey Step (teleport)
+5 vs. charms
Trance
Fey Origin

Class Features not covered elsewhere
Use wand

Blood Mage Features

  • If action point spent on attack that hits, add 10 ongoing damage (save ends)
  • Free action, inflict wound on self prior to attack, add that as psychic damage when I damage a target. minor wound = 1d10, severe = 2d10.
  • When use 2nd wind, enemies within 10 take 2 (con mod) psychic damage. If they are suffering from an effect I caused, add 7 (int mod). They also take ongoing 5 fire damage (save ends).

At Will Powers

  • Magic Missile - ranged 20, one creature, int vs ref - 2d4+int force, target pushed one square (push from wand)
  • Scorching Burst - area burst 1 within 10, each creature, int vs ref - 1d6+int fire

Encounter Powers

  • Lightning Bolt (7) - ranged 10, one creature, int vs ref - 2d6+int lightning. Two other creatures within 10 of primary , int vs ref - 1d6 + int lightning.
  • Blood Pulse (11) - area burst 3 within 20, each enemy in burst, int vs will - 2d6+int, until end of next turn target takes 1d6+int for each square it leaves.
  • Thunderlance (13) - close blast 5, each creature, int vs ref - 4d6+int thunder, push target 4
  • Ice Tomb (17) - one creature, ranged 20, int vs ref - 3d10+int, target entombed until end of next turn. Target stunned, attacks cannot gain line of sight against it.

Daily Powers (spellbook power in parens and not spelled out here)

  • Bigby's Icy Grasp (fireball) (5) - complicated - see phb
  • Wall of Fire (Ice Storm) (9) - complicated - see phb
  • Prismatic Beams (Wall of Ice) (15) - complicated - see phb
Utility Powers (spellbook power in parens and not spelled out here)

  • Shield - encounter (Expeditious retreat) (2) - immediate interrupt when hit, add +4 power bonus to ac and reflex until end next turn
  • Wall of Fog - daily (Invisibility) (6) area 10wall 8 within 10, 4 tall. Grants concealment to those inside and blocks los.
  • Blur - daily (Arcane Gate) (10) - minor action - +2 power to all defenses till end of encounter, enemies 5 or more away cannot see me.
  • Soul Burn - daily (12) - minor action. Spend surge, don't gain hp, instead regain encounter power.
  • Displacement - encounter (Stoneskin) (16) - immediate interrupt - a ranged or melee attack hits me or ally within 5. Attacker must reroll.

Rituals
Animal Messenger [Level 1]
Magic Mouth [Level 1]
Tenser's Floating Disk [Level 1]
Detect Secret Doors [Level 3]
Knock [Level 4]
Wizard's Sight [Level 8]
Detect Object [Level 10]
Shadow Walk [Level 12]
View Location [Level 14]

Equipment

  • (lvl 19) Displacer Feyweave +4 (+1 addl from feyweave) - Daily minor action - enemy melee and ranged attacks against me must roll twice and use lower until end of encounter.
  • (lvl 17) Amulet of Resolution +4 - Daily free - when I fail a saving throw, reroll and use 2nd result
  • (lvl 18) Master's Wand of Magic Missile +4 - magic missile as encounter power, +4d8 on critical, my magic missile pushes one
  • (lvl 12) Dragonborn Greaves - when bloodied, +2 item bonus to speed, +1 item bonus to AC and Reflex
  • (lvl 12) Exodus Knife - see phb (hide the party in extradimensional space!)
  • (lvl 10) Antipathy Gloves - an enemy must spend 1 extra square of movement to enter a square adjacent to me. An enemy pushed/pulled/slid moves as normal, however. Daily - standard action - attack ranged 10 +13 vs Reflex; on hit, target restrained (Save ends).
  • Belt of Vim (lvl 8) - +1 bonus to Fortitude
  • Longsword
  • 2k worth of each of the 5 different types of reagents for rituals
  • 20.6k gp


[/sblock]
 
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I'll work on making a character today, hopefully I'll get him posted. I may change my mind on the whip depending on whether we get another submission. Whip damage is very piddly, but the -2 for the opponent to attack an ally is great.
 



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