Keep on the Shadowfell PCs

Rumspringa

First Post
This thread is the repository for our KotS playtest/campaign. Please post your final PC here for "storage". 1 post per PC. Please put all OOC in the OOC thread.
 

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drothgery

First Post
Sariel, LG Eladrin Female Warlord 1

IC thread

[sblock=deprecated]
Code:
[b]Lady Sariel[/b]
[b]Eladrin Female Warlord 1[/b]

[i]XP:[/i] 0

[i]Height:[/i] 5' 10"
[i]Weight:[/i] 155 lb
[i]Age:[/i] 33 [i]Eyes:[/i] Green [i]Hair:[/i] Blonde [i]Skin:[/i] Fair
[i]Appearance:[/i] Elegant and deadly, tall and fair, Sariel looks 
every inch the Eladrin Knight.
[i]Alignment:[/i] Lawful Good
[i]Patron Deity:[/i] Corellon
 
[i]STR[/i] 15 +2
[i]CON[/i] 13 +1
[i]DEX[/i] 14 +2 (12 +2 Eladrin)
[i]INT [/i]17 +3 (15 +2 Eladrin)
[i]WIS [/i]10 +0 
[i]CHA [/i]13 +1
 
------------------------------------------------------- 

[b]HP:[/b] 25
[b]Healing Surges/day:[/b] 8
[B]Bloodied:[/B] 12
[b]Healing Surge Value:[/b] 6
[b]Action Points:[/b] 1

------------------------------------------------------- 
[B]Initiative:[/B] +4 (+2 DEX, +2 combat leader; 
    all allies within 10 sq also get +2 initiative)
[b]AC:[/b]			+18 
   [+4 armor +1 shield +3 INT] 
[b]Fort Defense:[/b]		+13 [+1 Warolord +2 STR] 
[b]Reflex Defense:[/b]		+14 [+3 INT +1 sheild] 
[b]Will Defense:[/b]		+13 [+1 Eladrin +1 Warlord +1 CHA] 

[b]Special Save Notes:[/b] 
+5 to saves against charm effects
------------------------------------------------------- 

[b]Powers:[/b] 
basic melee attack/longsword
+2 str +3 prof = +5 to hit/1d8+4 dmg
  (+2 str, +2 Eladrin Soldier)
basic ranged attack/sling
+2 dex +2 prof = +4 to hit/1d6+2 dmg (+2 dex)

Eladrin	special/enc	fey step
Warlord	special/enc	inspiring word
L1	atk/at-will	commander's strike
L1	atk/at-will	viper's strike
L1	atk/enc		warlord's favor
L1	atk/daily	lead the attack

------------------------------------------------------- 

[b]class features[/b] 
[warlord abilities]
combat leader
commanding presence/tactical presence
inspiring word

[armor profs]
cloth, leather, hide, chainmail; light shield

[weapon profs]
simple melee, military melee, simple ranged

------------------------------------------------------- 

[b]Feats[/b] 

[level 1] Eladrin Soldier

------------------------------------------------------- 

[b]Skills:[/b] 

Name/Total Mod (Ability)
(untrained) Arcana/+5 (INT +2 Eladrin)
Diplomacy/+6 (CHA)
Heal/+5 (WIS)
History/+10 (INT +2 Eladrin)
Intimidate/+6 (CHA)
Stealth/+6 (DEX -1 ACP; trained via Eladrin Education)

------------------------------------------------------- 

[b]Equipment[/b]
30gp Hide Armor
 5gp Light Shield
15gp Longsword
 1gp Sling
 1gp Sling bullets (20)
15gp Standard Adventure's kit
30gp Fine clothing
 3gp cash


[b]Encumbrence[/b]
 
[i]Carrying Capacity:[/i] Normal Load: 150lb; 
  Heavy Load: 300 lb; Maximum drag load: 750 lb

[sblock=Background]
Daughter of minor nobility in one of the Eladrin kingdoms of the Feywild, Sariel was trained in the martial traditions of her people. She is skilled with her blade, and already a tactician that her family's retainers will follow without question. She came to human lands serving as her father's envoy to a local lord, and is on her way home.
[/sblock]

[sblock=Eladrin race features]
ability scores: +2 dex, +2 int
size: Medium
speed: 6 sq
vision: low-light
languages: common, elven
skill bonuses: +2 arcana, +2 history
Eladrin education
Eladrin weapon prof
Eladrin will
Fey Origin
Trance
Fey Step
[/sblock]

[sblock=power stats]
Eladrin special/enc fey step
move/teleport up to 5 sq
Warlord special/enc inspiring word
:close: burst 5/ minor/ ally can spend a healing surge and regain an additional 1d6 HP
L1 atk/at-will commander's strike
:melee:/ std/ ally makes basic attack; add your int mod to dmg (+3)
L1 atk/at-will viper's strike
:melee:/ std/ +5 (+2 STR +3 Prof) vs AC
hit: 1d8 + 4 dmg
effect: if target shifts, provokes OA from ally of your choice
L1 atk/enc warlord's favor
:melee:/ std/ +5 (+2 STR +3 Prof) vs AC
hit: 2d8 + 4 dmg; one ally within 5 sq gains a +4 (1 + INT) power bonus to atk rolls against target until the end of your next turn
L1 atk/daily lead the attack
:melee:/ std/ +5 (+2 STR +3 Prof) vs AC
hit: 3d8 + 4 dmg; you and each ally within 5 sq gains a +4 (1 + INT) power bonus to atk rolls against target until the end of the encounter
miss: you and each ally within 5 sq gains a +1 power bonus to atk rolls against target until the end of the encounter
[/sblock]
[/sblock]
 
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Bialaska

First Post
[sblock=Delia Tennim, Travelling Acrobat]Delia Tennim
Human Rogue level 1
Unaligned

Strength 14 (+2)
Constitution 13 (+1)
Dexterity 18 (+4)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 14 (+2)

Armor Class 16, Fortitude Defense 13, Reflex Defense 17, Will Defense 13
Initiative +4, Speed 6
HP 30 (Bloodied 15, Healing Surge 7, Surges per day 7)

BASIC ATTACKS
Dagger (+8 vs. AC, 1d4+4 damage)
Shuriken (+7 vs. AC, 1d6+4 damage, range 6/12)

FEATS: Backstabber, Toughness

RACE FEATURES: Human: +1 Fort, Reflex, Will; +1 at-will power, feat, trained skill

LANGUAGES: Common, Elven

SKILLS: Stealth +9, Thievery +9, Acrobatics +9, Bluff +7, Insight +5, Perception +5, Streetwise +7

EQUIPMENT: Leather Armor, 2 Daggers, 10 shuriken, Standard Adventurers Kit, Thieves' Tools, Fine Clothing, 6 gp

CLASS FEATURES: Proficiencies: Cloth armor, Leather Armor, Dagger, Hand crossbow, Shuriken, Sling, Short sword; First Strike (have combat advantage against anyone who has not acted), Rogue Tactics - Artful Dodger (gain bonus to AC equal to Charisma against attacks of opportunity), Rogue Weapon talent (higher damage on Shuriken, +1 to attack roll with dagger), Sneak Attack +2d8 (1/round, when having combat advantage, deal additional damage)

EXPLOITS:
At-Will Exploits:
Deft Strike (Melee or Ranged) (dagger: +8 vs. AC, 1d4+4 damage OR shuriken: +7 vs. AC, 1d6+4 damage, shift up to 2 squares before attack)
Piercing Strike (Melee) (dagger: +8 vs. Reflex, 1d4+4 damage)
Sly Flourish (Melee or Ranged (dagger: +8 vs. AC, 1d4+7 damage OR shuriken: +7 vs. AC, 1d6+7 damage)

Encounter Exploits:
Positioning Strike (Melee) (dagger: +8 vs. Will, 1d4+4 damage, slide target 3 squares)

Daily Exploits:
Easy Target (Melee or Ranged) (dagger: +8 vs. AC, 2d4+4 damage OR shuriken: +7 vs. AC, 2d6+4, target slowed and grants combat advantage)[/sblock]
 
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Charwoman Gene

Adventurer
Dalarian

Dalaran
Human Wizard 1

Str 8 -1
Con 12 +1
Dex 10 0
Int* 18 +4
Wis 16 +3
Cha 12 +1
* Human Racial +2

Hit Points: 22
Bloodied: 11
Healing Surge: 5
Surges per Day: 7

Initiative: 4 (0+0+4)

Defenses:
AC: 14 (10+0+4)
Fort: 12 10+0+1+1)
Ref: 15 (10+0+4+1)
Will: 16 (10+0+3+1+2)

Skills:
Arcana* 9 = 4+5
Diplomacy* 6 = 1+5
History* 9 = 4+5
Insight* 8 = 3+5
Nature* 9 = 4+5
Perception 3 = 3

Basic Attack
Melee: Dagger +2/1d4-1;
Ranged: Dagger +3/1d4;

Feats:
Improved Initiative (+4 Initiative).
Human Perseverance (+1 Saving Throws).

Orb of Imposition, 1/enc., free action, -3 saves one creature, one effect/extend one round.

Wizard 1 At-Will Powers
Illusionary Ambush
+4 vs. Will, 1d6+4, Range 10, -2 attacks until the end of your next turn
Scorching Burst
+4 vs. Reflex, 1d6+4, Area Burst 1, Range 10.
Cloud of Daggers
+4 vs. Reflex, 1d6+4, 1 square, Range 10, 3 damage to creature in area till end of my next turn.

Wizard 1 Encounter Powers
Force Orb Std Action, Ranged 20
+4 vs. Ref, 2d8+4,+4 vs. Reflex adjacent enemies, 1d10+4

Wizard 1 Daily Powers
Sleep Std Action, Area Burst 2 Range 20
+4 vs. Will, Hit Slowed, save ends, failed save unconscious save ends
miss slowed save ends
Acid Arrow std action Range 20
+4 vs. Reflex
Hit 2d8+4, 5 ongoing, sec attack,+4 vs ref, 1d8+4, 5 ongoing
Miss Half damage, 2 ongoiung, no sec attack


[sblock=Cantrips]
Ghost Sound - At-Will, Std Action, Range 10
Light - At-Will, Minor Action, Range 5
Burst 4, bright light
Mage Hand - At-Will, Minor Action, Range 5, Sustain Minor
Can lift 20 lbs, move 5 squares move action, drop as free action
Prestidigitation - At-Will, Std Action, Range 2
[/sblock]
Rituals:
Comprehend Languages
Silence
Tenser's Floating Disk

Equipment:
Cloth Armor 1 4
Quarterstaff 5 4
Dagger 1 1
Standard kit 15 33
Ritual Comp.
Comp. Lang. 10
Silence 30
TF Disk 10
Spellbook

Treasure: 28gp.

Senses:
Vision: Normal
P. Insight: 17 (10+7)
P. Perception: 12 (10+2)

Age: 22
Gender: Male
Height: 6'2"
Weight: 180 lbs.
Hair: Brown
Eyes: Blue
Size: Medium
Speed: 6 squares
Languages: Common, Elven
Alignment: Unaligned
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff

[sblock=Background]
Dalaran is a spoiled 4th son of a highly regarded Brelish noble family, noted for their legacy of powerful wizards. he tries desperately to project an aura of privilege and to gain advantage through family connections, but his actual wealth and power are not what he tries to pretend they are. He is a seeker of lost knowledge and power.
[/sblock]

[sblock=BookText]
Orb of Imposition: Once per encounter as a free
action, you can use your orb to gain one of the following
two effects.
You can designate one creature you have cast a
wizard spell upon that has an effect that lasts until
the subject succeeds on a saving throw. That creature
takes a penalty to its saving throws against that effect
equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration
of an effect created by a wizard at-will spell (such as
cloud of daggers or ray of frost) that would otherwise end
at the end of your current turn. The effect instead ends
at the end of your next turn.
You must wield an orb to use this ability. Control
wizards select this form of mastery because it helps
extend the duration of their control effects.

Cloud of Daggers Wizard Attack 1
You create a small cloud of whirling daggers of force that relentlessly
attack creatures in the area.
At-Will ✦ Arcane, Force, Implement
Standard Action Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Effect: The power’s area is filled with sharp daggers of force.
Any creature that enters the area or starts its turn there
takes force damage equal to your Wisdom modifier (minimum
1). The cloud remains in place until the end of your
next turn. You can dispel it earlier as a minor action.

Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will ✦ Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Force Orb Wizard Attack 1
You hurl an orb of magical force at an enemy. It bursts against
the target and throws off razor-sharp shards of force that cut
nearby enemies to ribbons.
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a secondary
attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.

Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).

Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target
and bursts in a spray of sizzling acid.
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing
5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing
5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary
target (save ends), and no secondary attack.
========================================
Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from
somewhere close by.
At-Will ✦ Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as
a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a
sword blow, jingling armor, or scraping stone. If you whisper,
you can whisper quietly enough that only creatures
adjacent to the target can hear your words.

Light Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on
the tip of your staff, upon some other object, or in a nearby space.
At-Will ✦ Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target’s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If
you create a new light, your previously cast light winks out.

Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand
lifts the object into the air and moves it where you wish.
At-Will ✦ Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves,
or manipulates an adjacent object weighing 20 pounds
or less and carries it up to 5 squares. If you are holding
the object when you use this power, the hand can move
the object into a pack, a pouch, a sheath, or a similar container
and simultaneously move any one object carried or
worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to drop
an object it is holding, and as a minor action, you can
cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation Wizard Cantrip
You perform an amusing magical trick, such as creating a dancing
wisp of light, freshening a wilting flower, making a coin invisible,
or warming a cold drink.
At-Will ✦ Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to
1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a
small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for
up to 1 hour.
✦ Produce out of nothingness a small item or image
that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of
your next turn.
Nothing you create with this cantrip can deal damage,
serve as a weapon or a tool, or hinder another creature’s
actions. This cantrip cannot duplicate the effect of any
other power.
Special: You can have as many as three prestidigitation
effects active at one time.

Comprehend Language
As you finish the ritual, the guttural language of the creatures
before you clarifies into something you understand.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have
heard or a piece of writing you have seen within the past
24 hours.
Using this ritual on a language you have heard allows
you to understand it when spoken for the next 24 hours
and, if your Arcana check result is 35 or higher, to speak
the language fluently for the duration.
Using this ritual on a language you have seen as a piece
of writing allows you to read the language for the next 24
hours and, if your Arcana check result is 35 or higher, to
write the language in its native script or in any other script
you know for the duration.
Using this ritual on a language you have both heard and
seen as a piece of writing within the past 24 hours allows
you to understand it in both forms for the next 24 hours,
and an Arcana check result of 35 or higher allows you to
speak and write the language.

Silence
Straining both your patience and your keen ears, you hear
nothing in the duke’s private chamber. That’s why you’re so
surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping.
Creatures attempting to listen to something in
the warded area from outside the area take a –10 penalty
to their Perception checks.

Tenser’s Floating Disk
“Oh, this? It follows me everywhere, like a porter that never
needs to rest.”
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
Arcana Check Result Maximum Load
9 or lower 250 pounds
10–24 500 pounds
25–39 1,000 pounds
40 or higher 2,000 pounds
You create a slightly concave, circular plane of force that
floats a foot off the ground and can carry what you lay
upon it. The disk is 3 feet in diameter and 1 inch deep
at its center. It remains stationary unless you move
more than 5 squares away from it, in which case it
moves with your base speed once per round until it is
within 5 squares of you. You can command
the disk to move up to your speed as a move
action. If you are more than 5 squares from
the disk for 2 consecutive rounds, the disk
disappears, dropping whatever it was
carrying. Your Arcana check result determines
the maximum load the disk can
carry.
[/sblock]
 
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Jemal

Adventurer
Darren
Male Dragonborn Fighter 1
AL: Good HT: 6'5" WT: 250 Scale colour: Rusty

STR: 19 (+4) [17 +2 racial)
DEX: 12 (+1)
CON: 14 (+2)
INT: 10 (+0)
WIS: 11 (+0)
CHA: 15 (+2) [13 +2 racial]

HP: 29 Bloodied: 15 Healing Surge: 9(11/day)
AC: 19 FORT: 16 REF: 13 WILL: 12
Init: +1 Speed: 5

Attacks:
Melee Basic:
Longsword: +8 vs AC, 1d8+5 damage [Standard, Melee]

Skills: [3 trained]
Athletics +3(+5 w/o shield) [+5 trained +1 ability - 3(1) armour]
Heal +5 [+5 trained]
Intimidate +9 [+5 trained + 2 ability +2 racial]

Feats: [1] Weapon Focus (Heavy Blades)

Class/Racial Features:
Combat Challenge (When you attack, target is marked: -2 attack rolls not including you, if target shifts or doesn't attack you you get melee basic attack for free)
Weapon Talent (One-handed +1)
Dragonborn Fury (+1 attack when Bloodied)
Draconic Heritage (+2 healing surge)
Dragon Breath

At Will:
Sure Strike: +10 vs AC, 1d8+5 damage [Standard, Melee]
Cleave: + 8 vs AC, 1d8+5 damage(Adjacent Enemy takes 4 damage) [Standard, Melee]

Encounter:
Passing Attack: +8 vs AC, 1d8+5 damage (If hit, can Shift and make Secondary attack vs another target at +10 vs AC, 1d8+5 damage) [Standard, Melee]
Dragon Breath: +6 vs Reflex, 1d6+2 Acid damage [Minor, Close Blast 3]

Daliy:
Comeback Strike: +8 Vs AC, 2d8+5 damage (and can spend a healing surge) [Standard, Mellee]

Languages: Common, Draconic

Equipment:
Scale Mail
Heavy Shield
Long Sword
30 GP (for mundane equipment)
 

Rayex

First Post
Siranina
Female elven Cleric
Alignment: Unaligned
Deity: Melora
Height: 5´ 7?
Weight: 120 lb.
Hair: Blonde
Eyes: Emerald green
Skin: Dark tanned
Age:
XP: 0

Str: 12 (+1) [12base]
Con: 13 (+1) [13base]
Dex: 16 (+3) [14base + 2racial]
Int: 10 (+0) [10base]
Wis: 16 (+3) [14base + 2racial]
Cha: 14 (+2) [14base]

Hit Points: 25 Bloodied: 12
Healing Surge: 6 Surges per day: 8
Initiative: +3
Speed: 7
Action Points: 1

AC 16
Fortitude 11
Reflex 13
Will 15

Longbow: +5 Damage: 1d10+3 Range: 20/40 Special: Load free
Mace: +3 Damage: 1d8+1
Special: +1d6 when using Warrior of the Wild.


Skills:

History: 5
Heal: 8
Religion: 5
Insight: 8

Feats:
Cleric Bonus: Ritual Casting
Level 1: Warrior of the Wild - 1/day use Rangers Hunter's Quarry ability.

Languages:
Common
Elven

Powers:

Healing Word (Cleric, Encounter (special), Minor Action, Close Burst 5, Self or 1 ally.)
Can use 2/encounter, but only once per round.
Effect: Target can spend healing surge and get additional 1d6+5 HP.

At-Will Prayers:
Lance of Faith (Standard action, Ranged 5, One creature)
Attack: +3 vs. Reflex
Hit: 1d8+3 radiant damage, one ally get +2 to hit on next attack against target.

Sacred Flame (Standard Action, Ranged 5, One creature)
Attack: +3 vs. Reflex
Hit: 1d6+3 radiant damage, one ally gains 3 temporary HP or make a saving throw.

Encounter Prayers:
Elven Accuracy (Racial, Free Action, Personal)
Reroll an attack roll. Use second roll.

Channel Divinity: Divine Fortune (Cleric, Free Action, Personal)
+1 bonus on next attack roll or saving throw before end of next turn.

Chanel Divinity: Turn Undead (Cleric, Standard Action, Close Burst 2)
Target: Eah Undead in Burst.
Attack: +3 vs. Will.
Hit: 1d10+3 radiant damage, push 3+2 squares. Immobilized untill end of next turn.
Miss: Half damage, no push back or immobilize.

Divine Glow (Standard Action, Close blast 3, each enemy)
Attack: +3 vs. Reflex
Hit: 1d8+3 radiant damage.
Effect: Allies in blast gain +2 power bonus on attack rolls untill next of your turn.

Daily Prayers:
Beacon of Hope (Standard action, Close Burst 3, Each enemy in burst)
Attack: +3 vs. Will
Hit: Target is weakened untill end of its next turn.
Effect: You and allies in the burst regain 5+5 hit points, and healing powers restore +5 hit points untill end of encounter.


Equipment:
Hide Armo [30gp]
Longbow [30gp]
Mace [5gp]
Arrows (30) x2 [2gp]

Holy Symbol [10gp]

Backpack [2gp]
Bedroll [1sp]
Belt Pouch [1gp]
Waterskin [1gp]
Trail Rations [5gp]

Money:
13gp 9sp

Proficiencies:
Elven Weapon: Longbow and shortbow.
Armor: Cloth, Leather, Hide, Chainmail.
Weapons: Simple Melee, Simple Ranged.


Class features:
Channel Divinity: Can use Divine Fortune or Turn undead 1/encounter.
Healers Lore: When granting healing with power, add wis modifier to HP gained.
Ritual Casting: Ritual Caster bonus feat. Possess ritual book, with 2 rituals; Gentle Repose + 1 more.

Racial abilities:

Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with
the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within
5 squares of you a +1 racial bonus to Perception
checks.
Wild Step: You ignore difficult terrain when you shift
(even if you have a power that allows you to shift
multiple squares).
Elven Accuracy: You can use elven accuracy as an
encounter power.


Appearance: Lithe and of average height, there's not much that separate Siranina from her fellow elves. Her hair is light blonde, somewhat of an oddity among the elves, and her eyes are deep, sparkling green. She wear dark green leather breeches and a green and brown leather linen shirt under her dark brown hide armor. On her left hip rests a quiver bristling with arrows, on the right one a seldom used mace. Her longbow she usually carries in her right hand.
Personality: More often than not, she's a smiling, laughing young woman. She enjoys being outside in the woods more than being inside, but can adapt if needed. She prefers to stay at range, assisting her companions with her bow, her blessings and healing abilities, and only use her mace if absolutely necesarry. Her trust in her companions and their abilities is absolute and she know they can hold their own in combat, but still feel somewhat protective when it comes to her friends.
Info: Siranina has just finished her initial training as a cleric in the Church of the Silver Flame. She has decided to see a bit of the world before continuing on her path in the Church.
 
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Atanatotatos

First Post
Titan, Warforged male personality Fighter 1

Str 18 (+2 race)
Dex 13
Con 16 (+2 race)
Int 10
Wis 14
Cha 8

AC 19
For 15
Ref 13
Will 13

HP: 31
Healing surges/day: 12

Init: +1
Senses:normal vision perception:12 insight:12
Speed: 5

Languages:Common
Alignment: Good
Patron Deity: Dol Dorn

Racial features: Living construt features
Warforged mind
+2 to Intimidate, Endurance

Class features: Combat challenge
Combat superiority (+2)
Fighter weapon talent (one-handed)

Skills (*trained; °-2 with shield):
Acrobatics° +1
Arcana +0
Athletics*° +9
Bluff -1
Diplomacy -1
Dungeoneering +2
Endurance*° +10
Heal* +7
History +0
Insight +2
Intimidate +1
Nature +2
Perception +2
Religion +2
Stealth° +1
Streetwise -1
Thievery° +1

Feats: Weapon focus (hammers) +1

Basic Attack: Melee Maul +7 vs AC, 1d10+5 dmg
Ranged Throwing hammer +7 vs AC, 1d6+5 dmg, rng 5/10
Powers:
-at will:
Cleave
Tide of Iron

-encounter:
Warforged resolve
steel serpent strike

-daily: brute strike

-utility:


Item daily:

Equipment:
Standard adventuring kit 15gp
Attached Scale armor 45gp
Attachable Heavy shield 10gp
Warhammer 15gp
2 Throwing hammers 10gp
5 gp


Will:
Cleave +7 vs AC 1d10+5 dmg +3 dmg adjacent foe
Tide of Iron +7 vs AC 1d10+5 dmg; push one square and shift

Encounter:
Warforged resolve: (minor)temp hp 3+half lvl;immediate save vs ongoing dmg;if bloodied heal 3+half lvl.
steel serpent strike:2d10+str + slow and no shift till end next turn

Daily:
brute strike:3d10+str (reliable)

Titan is a young warforged who fought for less than a year during the Last War. He and a few companions from his warforged unity fighting for Cyre managaed to escape capture at the end of a lost battle by feigning death, but Titan was the only among those who had developed a self-consciousness strong enough to disregard obedience to his army, and fleed to Breland, only to continue to fight in another army, but hoping for King Boranel to keep his promise and free the warforged who fought for Breland's army. He soon started to learn more about, well, everything, and to appreciate the comfort in battle a prayer to Dol Dorn could give him and his companions. At the end of the war, Titan could at last live in peace, but he soon found himself unable to do much aside fighting, and actually missing a bit the thrill of battle, also realizing that the Treatis of Thronehold did little to improve the small to non-existant respect for his race. He soon decided to start working as a mercenary to pay for his maintenance, but only accepting jobs he feels are acceptably honorable; he's killed enough people without a good reason. Titan has had relatively very little experience in a civil society, so he's not very good wth people, though of good nature. He still feels somewhat guilty for abandoning his companions to flee to Breland, and has swore to never abandon his fellows again, and will fight fiercely to protect them.
 
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Zweischneid

First Post
The character
Name: Khoros, of House Tharashk
Race: Half-orc
Class: Ranger (Bounty Hunter)
Role: Striker
Level: 1

Khoros, of the Dragonmarked House Tharashk
Khoros is a darkly skinned Half-orc, whose tenaciousness, brawn and scars speak of a life of fighting, travelling and adventuring. He wears heavy cut hide armour embroidered with the Dragonne emblem of House Tharashk and carries a variety of weapons, notably a short-handled Battleaxe and a cruel looking war pick. His gear is well cared for and designed for the outdoors. His speech is colored in the accent of the Shadow Marches.


Background
Born and raised in the Shadow Marches, Khoros, Half-orc from the great Dragonmarked House Tharashk, has been joining daring raids and treasure hunts into the forbidding swamps and mysterious ruins of his homeland since he was able to lift a weapon. Much to the chargin of his renowned father Thoraos of Tharashk, a famous bearer of the greater Dragonmark of Finding, Khoros, his fathers' youngest son, never manifested the Mark of his house.

Though House Tharashk places less importance on Dragonmarks for social standing than many other Houses, Khoros, ambitious and driven nevertheless felt lessened and restrained in the shadow of his fathers glory. Leaving the Marches and keeping only sporadic contact with his House, Khoros now sells his skills as tracker and bounty hunter in various places as he searches for his destiny to unfold.



[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]16 (+3)[/B]     Hit points : [B]33[/B]
Constitution : [B]16 (+3)[/B]     Bloodied   : [B]16[/B] 
Dexterity    : [B]16 (+3) [/B]    Surges     : [B] 8[/B]
Intelligence : [B] 9 (-1)[/B]     Surges/day : [B] 9[/B]     
Wisdom       : [B]12 (+1) [/B]    Initiative : [B]+3[/B]
Charisma     : [B]10 [/B]     

[U]Defenses:[/U]
Armour class : [B]16 [/B]
Fortitude    : [B]14[/B] 
Reflex       : [B]14[/B] 
Will         : [B]11[/B]

[U]Skills[/U]
Acrobatics    (Dex): [B]+ 8 [/B] (trained)
Athletics     (Str): [B]+ 8 [/B] (trained)
Dungeoneering (Wis): [B]+ 6[/B]  (trained)
Perception    (Wis): [B]+ 6 [/B] (trained)
Stealth       (Dex): [B]+ 8 [/B] (trained)
Languages:
Common, Giant

Racial traits
Running charge (+2 speed on charge), Warrior's Surge

Class features
Two-blade fighting style, Hunter's quarry, Prime shot

Feats
Action surge, Toughness

Weapon Proficiency:
simple & military ranged & melee

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock][sblock=Powers]
Basic attack
Battleaxe
:bmelee: Attack: +5 vs. AC; Damage: 1d10 +3, versatile

War pick
:melee: Attack: +5 vs. AC; Damage: 1d8 + 3. off-hand, high crit, versatile
At-will:
Hit and Run (Class)
:melee: Standard Action; Attack: +5 vs. AC Damage: 1d10 +3
-- leave 1st square without provoking opportunity attack --

Twin Strike (Class)
:melee: Standard Action; 2 Attacks: +5 vs. AC Damage: 1d10 (Battleaxe) & 1d8 (War pick)
-- make two attacks --​
Encounter:

Warrior's surge (Race)
Spilling the blood of your enemy invigorates you.
:melee: Standard Action; Attack: +5 vs. AC Damage: 1d10+3
-- you can spend a healing surge --​

Evasive Strike (Class)
:melee: Standard Action; Attack: +5 vs. AC Damage: 2d10 +3 (Battleaxe)
--- shift 2 squares before or after the attack ---​
Daily:
Jaws of the Wolf (Class)
:melee: Standard Action; 2 Attacks: +5 vs. AC Damage: 2d10 +3 (Battleaxe) & 2d8 +3 (War pick)
--- half dmg on miss ---​
[/sblock][sblock=Equipment]
Code:
[U]Currency:[/U] 
10 gp. 

[U]Equipment           Price    Weight    Other[/U]
Hide armour         30 gp    25 lb.    Light armour
Battleaxe           15 gp     6 lb.    Versatile 
War pick            15 gp     6 lb.    Off-hand, high crit, versatile

Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (4)         8 gp     4 lb.   
  Waterskin          1 gp     4 lb.      

Climber's kit        2 gp    11 lb.    +2 for climbing    
  Grappling hook     1 gp     4 lb.
  Hammer             5 sp     2 lb.
  Pitons (10)        5 sp     5 lb. 

[B]Total               90 gp    78 lb.[/B]

Normal load:    160 lb.
Heavy load:     280 lb.
Max. drag load: 800 lb.
[/sblock][sblock=Game log]
80 XP[/sblock]
 
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