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Thanee

First Post
Keyleth, Elven Cleric of Melora

Initiative +3

Hit Points 29/29
Temporary HP 0
Healing Surges 3/8

Action Points 1
Milestones 2

Armor Class 16
Fortitude 13
Reflex 14
Will 18

OA :bmelee: Unarmed +0, 1d4-1

Vision Low-Light
Passive Perception 22
Passive Insight 20

[SBLOCK=Power Tracker]Action Point
Second Wind
Elven Accuracy
Hunter's Quarry
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Healing Word
Life Transference
Divine Glow

Beacon of Hope[/SBLOCK]

[SBLOCK=Character Sheet]Keyleth

Female Elf
2nd-Level Cleric of Melora (1,000 XP; Barghest and friends)
Unaligned

Str 8 -1 (0 PB)
Con 12 +1 (2 PB)
Dex 15 +2 (3 PB; +2)
Int 10 +0 (0 PB)
Wis 19 +4 (12 PB; +2)
Cha 14 +2 (5 PB)

Speed 7

Initiative +3

Hit Points
Maximum 29
Bloodied 14
Surge Value 7
Healing Surges 8

Defenses
Armor Class 16
Fortitude 13
Reflex 14
Will 18

Racial Traits
Low-Light Vision
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step

Class Features
Channel Divinity
Healer's Lore

Languages
Common
Elven

Skills
Arcana +6
Heal +10
Insight +10
Nature +7
Perception +12
Religion +6

Feats
Ritual Caster
Warrior of the Wild
Implement Expertise (Holy Symbol)

Powers
Melee Basic Attack (Unarmed +0, 1d4-1)
Ranged Basic Attack (Longbow +5, 1d10+2, 20/40)
Astral Seal (+8 vs. Ref, regain 9)
Sacred Flame (+6 vs. Ref, 1d6+4)
Elven Accuracy
Hunter's Quarry (+1d6)
Channel Divinity: Divine Fortune (+1)
Channel Divinity: Turn Undead (+6 vs. Will, 1d10+4)
Healing Word (Healing Surge Value +1d6+5)
Life Transference (take 7 damage, regain 19)
Divine Glow (+6 vs. Ref, 1d8+4)
Beacon of Hope (+6 vs. Will, regain 10)

[SBLOCK=Power Details]Melee Basic Attack
At-WillWeapon
Standard ActionMelee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W]+STR damage.
Special: You can use an unarmed attack as a weapon to make a basic melee attack.

Ranged Basic Attack
At-WillWeapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W]+DEX damage.

Astral Seal
At-WillDivine, Healing, Implement
Standard ActionRanged 5
Target: One creature
Attack: Wisdom + 2 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 2+CHA hit points.

Sacred Flame
At-WillDivine, Implement, Radiant
Standard ActionRanged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6+WIS radiant damage, and one ally you can see gains ½LVL+CHA temporary hit points or makes a saving throw.

Elven Accuracy
Encounter
Free ActionPersonal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Hunter's Quarry
Encounter
Minor Action
Effect: Designate nearest enemy as your quarry until the end of your next turn.
_ _ _ _ Once per round you can deal 1d6 extra damage to your quarry.

Channel Divinity: Divine Fortune
EncounterDivine
Free ActionPersonal
Effect: Gain +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead
EncounterDivine, Implement, Radiant
Standard ActionClose burst 2
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10+WIS radiant damage, push target 3+CHA squares, target is immobilized until the end of your next turn.
Miss: Half damage, target is not pushed or immobilized.

Healing Word
EncounterDivine, Healing
Special: This power can be used twice per encounter, but only once per round.
Minor ActionClose burst 5
Target: You or one ally
Effect: Target can spend a healing surge and regain 1d6 additional hit points.

Life Transference
EncounterDivine, Healing
Standard ActionMelee touch
Target: One creature (ally)
Effect: You take damage equal to your healing surge value, which can't be reduced in any way. The target regains hit points equal to twice that value.

Divine Glow
EncounterDivine, Implement, Radiant
Standard ActionClose blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8+WIS radiant damage.
Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.

Beacon of Hope
DailyDivine, Healing, Implement
Standard ActionClose burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: Target is weakened until the end of your next turn.
Effect: You and each ally in burst regain 5 hit points.
_ _ _ _ Your healing powers restore +5 hit points until the end of the encounter.[/SBLOCK]

Rituals
Gentle Repose (Heal (no check); 10 gp; 1 hour; special)
Brew Potion (Arcana or Religion (no check); [Potion's Price] gp; 1 hour; permanent until consumed)

Equipment
Healer's Brooch +1 (Slot: Neck; Property: When you use a power that enables you or an ally to regain hit points, add +1 to the hit points gained.)
Hide Armor
Longbow
Arrows (29)
Backpack
Bedroll
Flint and Steel
Belt Pouch
Waterskin
Holy Symbol of Melora
Ritual Book
Ritual Components (Alchemical Reagents 12 gp)
11 gp, 9 sp

Appearance
Keyleth is an elf of average height (5 ft. 6 in.) with a slender and willowy built (120 lbs.). She is 22 years old. Her auburn hair is waist-long and worn open, and her eyes are emerald green. She typically dresses in comfortable clothes of green and brown color, protected by a hide armor, and carries a longbow. Her whole appearance makes it easy to mistake her for a hunter or ranger. On a leather cord around her neck, Keyleth wears the holy symbol of Melora, a shell with a blue wave symbol painted on it.[/SBLOCK]
 
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Redclaw

First Post
Mognyr, Gnoll Barbarian
[sblock=CS]
Name: Mognyr
Gnoll Barbarian
Alignment: Unaligned

Humanoid, 7'4"tall, 276 lbs, 8 yrs old
Brown Mottled hair, Yellow eyes, dark skin

Languages: Common, Abyssal
Vision: Low-Light

Ability Scores

Str: 16
Con: 16
Dex: 16
Int: 9
Wis: 12
Cha: 10

Basic Combat Stats

Hit Points: 31
Bloodied: 15
Healing Surges: 11
Healing Value: 7

Initiative: +3
Speed: 7 squares (7 Base)
Action Points: 1

Defenses

AC: 16 (+3 Armor +3 Dex)
Fort: 15 (+3 Con, +2 Class)
Ref: 13 (+3 Dex)
Will: 11 (+1 Wis)

Basic Attacks

Melee: Falchion Hit: +6 damage: 2d4+3
Melee: Handaxe Hit: +5 Damage: 1d6+3
Ranged: Handaxe Hit: +5 Damage: 1d6+3 Range: 5/10

Passive Skills

Perception 18
Insight 11

Skills

Acrobatics (+3 Dex)
Arcana (-1 Int)
Athletics (+3 Str +5 Trained)
Bluff (+0 Cha)
Diplomacy (+0 Cha)
Dungeoneering (+1 Wis)
Endurance (+3 Con)
Heal (+1 Wis)
History (-1 Int)
Insight (+1 Wis)
Intimidate (+0 Cha +2 Racial)
Nature (+1 Wis +5 Trained)
Perception (+1 Wis +2 Racial +5 Trained)
Religion (-1 Int)
Stealth (+3 Dex)
Streetwise (+0 Cha)
Thievery (+3 Dex)

Feats
Powerful Charge: +2 to damage or bull rush attempt when charging


Racial Traits and Powers
Blood Fury: +2 to damage rolls when bloodied
Pack Attack: +2 to attack rolls vs. any enemy adjacent to two or more of your allies
Ferocious Charge (Encounter Ability)

Class Features
Rageblood Vigor: When you reduce an enemy to 0 hit points, you gain 3 temporary hit points.
Rage: Daily abilities are rages.
Rampage: Once per round when you score a critical hit with a barbarian power, make a melee basic attack vs. any legal target.

At Will Powers

Rage Strike (Standard, Primal, Weapon): +6 vs. AC, damage based on expended rage ability

Howling Strike (Standard, Primal, Weapon): +6 vs. AC, 2d4+1d6+3 damage. You can use this power as your charge attack, and if you are raging, you do not provoke opportunity attacks with the charge.

Recuperating Strike (Standard, Primal, Weapon): +6 vs. AC, 2d4+3 damage, gain 3 temp. hit points. If you are raging, gain 8 temp. hit points instead.


Encounter Powers

Swift Charge (Free): Trigger--your attack reduces an enemy to 0 hit points.
Effect: You charge an enemy

Ferocious Charge (Standard): You charge and deal an additional 2 damage on a successful attack.

Great Cleave (Standard, Primal, Weapon): Burst 1, target each enemy in burst, +6 vs. AC, 2d4+3 damage, +1 for each enemy adjacent to you.

Daily Powers

Bloodhunt Rage (Standard, Primal, Rage, Weapon): +6 vs. AC, 6d4+3 damage. Miss: half damage. Effect: Until rage ends, gain a +3 bonus to damage if either you or your target is bloodied.

Utility Powers

Rituals

Equipment
Hide Armor
Falchion
2 Handaxes
Standard Adventurer's Kit
Climber's Kit
Holy Symbol of Melora



Coins- 13gp, 0sp, 0cp
[/sblock]

[sblock=background]coming soon...[/sblock]
 

stonegod

Spawn of Khyber/LEB Judge
Vessel

The Codex Civis outlays the five precepts of stable society. How does this act reinforce that?

Male-Personality Warforged Invoker 2 (?? XP)
Initiative +1; Senses Passive Insight 20, Passive Perception 15
HP 30; Bloodied 15; Healing Surge 7 ; Surges Per Day 9
AC 18; Fort 15, Ref 13, Will 17; See invoker defense
Saves +2 vs. ongoing damage; can take 10 or roll on death saves.
Speed 5
Action Points 1
-----------------------------------------------------------------
:bmelee:Mace (standard; at-will) ✦ Weapon
+4 vs AC; 1d8+1 damage.
:ranged:Avenging Light (standard; at-will) ✦ Divine, Implement, Radiant
Range 10. +5 vs Fort, 1d10+4 radiant damage; if a bloodied ally is adjacent to the target, the attack deals +3 additional radiant damage. This attack is a ranged basic attack.
:close:Visions of Blood (standard; at-will) ✦ Divine, Fear, Implement, Psychic
Close blast 3; each creature in blast; +5 vs. Will; 1d6+4 psychic damage and the target takes -1 to all defenses until the start of Vessel's next turn.
:ranged:Thunder of Judgement (standard; encounter) ✦ Divine, Implement, Thunder
Ranged 10; 1–3 targets within range. +5 vs Fort; 1d6+4 thunder damage or 2d6+4 if only one targeted. In addition, target is dazed until end of Vessel's next turn and pushed 3 squares.
:close:Armor of Wrath (immediate reaction when enemy in burst hits Vessel; encounter) ✦ Divine, Radiant
Close burst 5. Target takes 3 radiant damage and is pushed 2 squares.
:close:Rebuke Undead (standard; encounter) ✦ Divine, Radiant
Close burst 5; each undead in burst. +5 vs Will. Hit: 1d10+4 radiant damage and target is pushed 2 squares and dazed until the end of Vessels next turn. Miss: Half damage.
:ranged:Purging Flame (standard; daily) ✦ Divine, Fire, Implement
Ranged 10. +5 vs. Ref. Hit: 1d10+4 fire damage and ongoing 10 fire damage (save ends). Miss: Half damage and ongoing 5 fire damage (save ends)
Miraculous Fortune (immediate interrupt when damaged by an enemy attack; encounter) ✦ Divine
Vessel reduces the damage by 5 and one ally within 5 squares gains a +1 power bonus to attack rolls until the start of Vessel's next turn.
Warforged Resolve (minor; encounter) ✦ Healing
Vessel gains 4 temporary hit points and can make an immediate save against an effect a save can end. If bloodied, he regains 4 hit points as well.
Covenant of Wrath
When using a encounter of divine attack power, Vessel adds +1 to damage for each enemy attacked.
Living Construct
Living constructs do not need to eat, drink, or breathe (though this does not make them immune to any effects) and only need 4 hours of rest for an extended rest. Living constructs are aware of their surroundings during this time.
Invoker Defense
When Vessel hits a target within 3 squares with an invoker power, he gains a +2 feat bonus to AC until the start of his next turn.
-----------------------------------------------------------------
Alignment Unaligned; Languages Common
Str 13 (+1) Dex 10 (+0) Wis 18 (+4)
Con 16 (+3) Int 10 (+0) Cha 8 (-1)
Endurance +10*, Intimidate +2, Insight +10*, History +6*, Religion +6*
* Trained Skill
Feats: Light Shield Proficiency
Gear Chainmail Armor, Light Shield, Mace, Backpack, Bedroll, Belt Pouch, Flint and Steel, Ritual Book, Rod, Rope (50 ft.), Sanctified Incense (10), Sunrod; 15gp (77lbs)
Rituals Make Whole, Hand of Fate

Background
Before the fall of Nerarth, the faithful of Erathis provided important services in terms of judges, lawyers, and other stabilizing forces. Their cloisters fostered debate and invention, furthering society. In one such cloister on the outskirts of the Empire, a group of Erathites worked on a novel invention—a God-Man, or ensouled golem to embody Her teachings. They were successful, and Vessel was created.

The Erathis monks taught Vessel the ways of their goddess, and imbued him with the connection only invokers are given to their deities. But, tragedy struck the cloister when the valley was hit with a strong earthquake, burying it under tons of rock and killing all that were there. All but one.

Vessel remained in stasis for hundreds of years. As Nerath collapsed and civilization struggled to reassert itself, he remained still and lifeless. It was only when some scholars from Brindle discovered the cloister's remains did they find Vessel's battered by intact form. Amazed when they restored him in town, Vessel knew innately that this was what he was created for—to bring back the light of Erathis to the benighted people via striking against the darkness. When hobgoblins attacked his adopted home, he know what he had to do.

Personality and Appearance
Vessel is forthright and honest, if a bit alien and naive. He seeks to bring the works of his goddess through action and deed, though he is instilled with all of the written texts of her teachings. He sometimes takes this a bit too literally, especially in social situations. His objective nature, however, makes him a surprising good judge of character, even if he does not understand motives or the purpose of subterfuge.

Vessel was crafted from fine ironwood with durable chain over his innate plating. The symbol of Erathis is engraved upon both shoulders with impressive filigree. His construction does show the wear and tear of his entombment, however.

[sblock=MiniMe]Vessel—Male-Personality Warforged Invoker 1
Initiative: +0,; Passive Perception: 19, Passive Insight: 14
AC: 17, Fort: 14, Reflex: 12, Will: 16 — Speed: 5
HP: 26/26, Bloodied: 13, Surge: 6, Surges left: 9/9
Action Points: 1, Second Wind: Not Used
Powers -
Avenging Light
Visions of Blood

Thunder of Judgement
Armor of Wrath
Rebuke Undead

Purging Flame
Miraculous Fortune
Warforged Resolve


Full character sheet[/sblock]
 
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renau1g

First Post
Name: Argosin Skytalon
Race: Dragonborn
Class: Warlord
Commanding Presence: Bravura Presence

Ability Scores, with racial adjustments:
Str 18 (+4)
Con 13 (+1)
Dex 11 (+0)
Int 10 (+0)
Wis 8 (-1)
Cha 18 (+4)

HP: 30; Bloodied: 15; Surges: 8 (8 HP)
AC/Fort/Ref/Will: 17/16/11/16
Initiative: +3; Speed: 5
Perception/Insight: 10

Basic Attack: Melee +8 vs AC, 1d12+4, Ranged +7 vs AC, 1d6+4, Range 10/20

Brash Assault: +8 vs. AC
Hit: 1d12+4 damage
Crit: 1d12+16 damage

At-will Powers: brash assault, wolf pack tactics
Encounter Powers: dragon breath, hammer and anvil
Daily Powers: bastion of defense
Utility: rub some dirt on it

Skills: Athletics (+9), Diplomacy (+10), Endurance (+6), Intimidate (+12)
Feats: Weapon Proficiency (fullblade), Harlequin Style (DR 373)

[sblock=Harlequin Style]
Harlequin Style
Prerequisite: Cha 13, any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Brash Assault (warlord): Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+4) until the start of your next turn.
[/sblock]

Gear: Fullblade, 2 javelins, chainmail armor, standard adventurer's kit, 5 gp

Personality & Background
Argosin is strong and brave, reckless and a bit foolhardy. He is young and anxious to prove himself in battle, as his father had. Argosin's tribe has come under assault from the goblins that have also plagued the human town of Drellin's Ferry. Having heard of the troubles there, the dragonborn grabbed his gear and headed to the town to try and make a name for himself. Argosin met up with a group of adventurer's and hooked up with them to track down the goblins.

[sblock]
Dragonborn - Photo - Dragonborn - Album - 4E Adventure [/sblock]
 
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EvolutionKB

First Post
Whorven Earthhammer

Get yer hands offa me, unless you want to get them dirty.

Male Dwarf Warden
Initiative +1; Senses Low-light Vision; Passive Insight 12, Passive Perception 17
HP 45; Bloodied 22; Healing Surge 11; Surges Per Day 12
AC 19; Fort 16, Ref 13, Will 13
Speed 5
Action Points 1
Exp: 480
-----------------------------------------------------------------
:bmelee:Craghammer(standard; at-will) ✦ Weapon
+7 vs AC; 1d10+6 damage.
:ranged: Throwing hammer(standard; at-will) ✦ Weapon
+7 vs AC; 1d6+6 damage.
:melee:Warden's Fury (immediate interrupt; at-will) ✦ Primal, Weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target.
+7 vs. AC; 1d10+6 damage, and the target grants combat advantage to you and your allies until the end of your next turn.
:close:Warden's Grasp (immediate reaction; at-will) ✦ Primal Burst 5
Trigger: An enemy marked by you and within 5 squares of you makes an attack that does not include you as a target.
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
:melee:Thorn Strike (standard; at-will) ✦ Primal, Weapon Melee 2
+7 vs. AC; 1d10+6 damage, and you pull the target 1 square.
:melee:Strength of Stone(standard; at-will) ✦ Primal, Weapon
+7 vs. AC; 1d10+6 damage, and you gain 3 temporary hp.
:melee:Thunder Ram Assault(standard; encounter) ✦ Primal, Weapon
+7 vs. AC; 1d10+6 damage and push the target 3 squares. Make a secondary attack that is close blast 3.
Secondary Attack: +7 vs Fort.
Hit: 1d6 damage and push the target 1 square.
Nature's Abundance (standard; daily) Primal, Zone
Burst 3. While within the zone, my allies and I have cover.
:melee:Form of Winter's Herald(minor; daily) ✦ Cold, Polymorph, Primal Personal
Effect: You assume the guardian form of the winter's herald until the end of the encounter. In this form you gain a +1 bonus to AC, and resist 5 cold. In addition, whereever I move, each square within 2 squares of me is difficult terrain for my enemies.
Once during this encounter you can make the following weapon attack while you are in this form:
:melee:(standard) ✦ Weapon
Close Burst 1
+7 vs. AC; 1d10+6 cold damage, and the target is immobilized(save ends).
Miss: Half damage and the target is immobilized until the end of my next turn.

Font of Life
At the start of your turn you can make a saving throw against one effect that a saving throw can end. On a successful save, the effect immediately ends, preventing it from affecting you this turn.
If you fail the saving throw, you still make a saving throw as normal at the end of your turn.
Earthstrength
While you are not wearing heavy armor, you can use your constitution modifier instead of your dexterity or intelligence modifier to determine you AC.
In addition, when you take the second wind action, you gain a bonus equal to your constitution modifier to AC until the end of your next turn.
Nature's Wrath
Once during each of your turns you can mark each adjacent enemy as a free action.
In addition you gain the Warden's Fury and Warden's Grasp powers.
Cast Iron Stomach
You gain a +5 on saving throws against poison.
Dwarven Resilience
You can use your Second Wind as a minor action.
Stand Your Ground
Forced movement is reduced by one. In addition, you can make an immediate saving throw to avoid falling prone.

-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Dwarven
Str 18 (+4) Dex 11 (+0) Wis 12 (+1)
Con 16 (+3) Int 10 (+0) Cha 8 (-1)
Athletics +6*, Endurance +7*, Nature +6*, Perception +6*
* Trained Skill
Feats: Dwarven Weapon Training, Toughness
Gear
Craghammer
Heavy Shield
Hide Armor
Standard Adventurer's Kit
2 Throwing Hammers
15 gp

Background

Whorven was normal for a dwarf. He spent some his time below the surface, in the cool mountain caves. There he trained in combat with his clanmates, wielding axe and hammer. But unlike others, Whorven also enjoyed spending time outside his mountain home.
He liked climbing the icy peaks, swimming in the mountains rivers, and walking beneath the branches of the pines. He became in touch with the primal sprits of nature. The earth called to him, and he would always feel most comfortable with his feet on the ground, but not necessarily over his head as well. On one of his most recent forays, Whorven came upon a great bear. It lay dying, with a javelin sticking from it’s neck. Somebody had the hunted the great beast, and had not the guts to come a finish off the wounded creature, when their quarry had grown angered. Instead they ran.
Whorven sat by the beast’s great head, whispering comforting thought to the creature. Then the dwarf stood and raised his hammer, and ended the bear’s suffering. Whorven skinned the bear, making himself armor and cloak from the creature, to let him remember the trial he went through that day.
Whorven spent more and more time outside the caves of his clansmen. He even ventured down to the valley on occasion. While exploring the lowlands at the base of his mountain home, an earthquake struck. Rocks and dust were thrown all around. Whorven attempted to return home, but the way was impassable. Knowing not what happened to his people, and no way to return to them if he did, Whorven set out. He made a home as a guide in the town of Drellin’s Ferry.
When hobgoblin’s attacked the town, stole some items and several people, Whorven had to act. The goblins were a threat to the community and the nature around them. The dwarf thought about how the relatives of the people must feel about their missing family, surely the same as he felt when the earthquake collapsed him home, robbing him of his family as well. Standing at the entrance of the goblinoid lair with his companions, he was ready to go into their depths.

Personality and Appearance
Whorven wears the thick skin of a bear in the form of armor and a heavy cloak. A large hammer is on one hip and a heavy wooden shield, covered in bear hide is strapped to one arm. Whorven's connection with the earth is easily apparent. He smells musky, like dirt. He does not sweat normally, instead his pores leak mud. The same is in his blood; it is not red, but thick and a deep brown. Pebbles and grains of dirt and sand fall from his hair and dark beard.

The dwarf takes his job a defender seriously. He is tough as nails, and would rather come to the aid of a friend, than engage an enemy.

[sblock=Combat Statblock]
Whorven, Dwarven Earthstrength Warden
Initiative: +1; Passive Perception: 17 Passive Insight: 12
AC: 19--Fort: 16--Ref: 13--Will: 13--Speed: 5
HP: 45--Bloodied: 16--Surge: 8--Surges remaining: 12/12
Action Points: 1--Second wind: Not used
Powers:
Thorn Strike
Strength of Stone
Warden's Fury(Interrupt)
Warden's Grasp(Reaction)
Thunder Ram Assault
Triumphant Vigor
Form of the Fearsome Ram
[/sblock]
 
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