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Border Epic PCs [4e]


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[sblock=Character Sheet]
Dunn Halfaxe

Male Human
Battlerager Fighter
Good
AP: 1

Str 24 +7 (Base 17, +2 racial, +1 paragon, +4 leveling)
Con 20 +5 (Base 15, +1 paragon, +4 leveling)
Dex 11 +0 (Base 10, +1 paragon)
Int 9 -1 (Base 8, +1 paragon)
Wis 14 -2 (Base 13, +1 paragon)
Cha 11 +0 (Base 10, +1 paragon)

Speed: 6

Initiative: +14
Hit Points: 159
Bloodied: 79
Surge Value: 39
Healing Surges: 16

Defenses:
Armor Class: 34
Fortitude: 32
Reflex: 27
Will: 27

Racial Features
Bonus At-Will Power
Bonus Feat
Bonus Skill
Human Defense Bonus

Class Features
Battlerager Vigor, Combat Challenge, Combat Superiority, Dreadnought Action, Unfailing Resources, Critical Hardening

Languages
Common

Skills
Athletics: +22
Endurance: +20
Heal: +17
Intimidate: +15

Passive Perception: 22
Passive Insight: 22

Feats
1: Thunder Hammer
1: Improved Vigor
2: Durable
4: Action Surge
6: Power Attack
8: Toughness
10: Improved Initiative

11: Hammer Rhythm
12: Mettle
14: Lightning Reflexes
16: Mighty Battlerage
18: Chainmail Specialization
20: Avenging Spirit

At-will Exploits
:bmelee:Melee Basic Attack (Maul +24 vs AC, 2d6+16)
:melee:Brash Strike (Maul +26 vs AC, 2d6+21, grant CA to target until the end of the round)
:melee: Crushing Surge (Maul +24 vs AC, 2d6+16, Invigorating)
:melee: Cleave (Maul +24 vs AC, 2d6+16 and 7 to an adjacent target)

Encounter Exploits
:close:Come and Get It (Close Burst 3, target shifts 2 to end adjacent to me, Close Burst 1, Maul +24 vs AC, 2d6+16)
:melee:Anvil of Doom (Maul +24 vs AC, 4d6+16 and target is stunned, save ends)
:melee:Boggling Bash (Maul +24 vs AC, 6d6+16, target is dazed and takes -2 to attack rolls until the end of next round)
:melee:Inexorable Advance (Maul +24/+24 vs AC, 2d6+21, may shift one square before each attack, Invigorating)

Daily Exploits9, 15, 19, P
:melee:Victorious Surge (Maul +24 vs AC, 6d6+16, regain HP as if spending a healing surge)
Unyielding Avalanche (Gain regeneration 5, +1 to AC and saving throws, enemies that begin adjacent to me take 2d6 damage and are slowed until the end of their turn)
:melee:Relentless Assailant (Maul +24 vs AC, 8d6+16, spend a healing surge, Invigorating, Reliable)
:melee:Line-Breaker Assault (Maul +24 vs Fortitude, 6d6+16, target slides to an adjacent space and is dave, save ends, gain Resist All 5 until the start of next turn)

Utility Exploits
Boundless Endurance (Minor, Stance, gain regeneration 7 when bloodied, Daily)
Unbreakable (Immediate Reaction, reduce incoming damage by 10, Encounter)
Shooter's Nemesis (Immediate Reaction when hit by a ranged attack, spend a healing surge and gain +4hp, Daily)
Iron Warrior (Minor, spend a healing surge and gain +2d6+5hp, make one save, daily)
Blood Iron (Immediate reaction upon becoming bloodied, gain Resist All 5, daily)

Notes
All attacks with hammer or mace deal 5 damage on miss.
Gain 7 temporary HP whenever struck with a melee or close attack.
+3 damage with hammers while I have temporary HP.
Gain 7 temporary HP when using an Invigorating power - stacks with note #2.
Enemies take -2 to save vs. daze, stun.
Take no miss damage from attacks that target Fort, Will.
If using a second wind while bloodied, spend two surges.
+3 to OAs


Equipment
Battering Hammer +5 (level 21)
Forgemail Armor of Sacrifice +4 (level 20)
Cloak of the Walking Wounded +4 (level 19)
Iron Armbands of Power (45,000gp)
Survivor's Belt (9,000)
Strikebacks (5,000)
Assault Boots (13,000)
Goggles of Night (21,000)
12,000gp
[/sblock]
 


Kanriel Starlight
Eladrin Wizard 20 (Spellstorm mage)
Unaligned

[sblock=Quick stats][/sblock]

[sblock=Full stats]Str 11 (0)
Con 14 (+2)
Dex 13 (+1)
Int 24 (+7)
Wis 20 (+5)
Cha 9 (-1)

Speed: 6

Initiative: +15
HP: 100
Bloodied: 50
Healing Surges: 8
Surge Value: 25

Defenses:
AC: 36 (10+10 lvl+ 3 Feyleather +7 Int + 4Enh+item 1)
Fort: 30 (10+10+2Con+2 GF+4Enh+item 1)
Ref: 35 (10+10+7Int+2LR+4item+item 1)
Will: 36 (10+10+5Wis+2feat IW+2 Class+1race+4enh+item 1)

Racial Features
Fey Step - Teleport 5 squares as a move action, +2 bonus to all defenses until the end of your next turn.
+5 racial bonus saves against charms

Class Features
Staff of Defense
Encounter,Immediate Interrupt
You gain a bonus to defense against one attack equal to your Constitution modifier (+2).
Orb of Imposition

Encounter, Free Action
Creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. (-5)
Ritual Casting
Ready Orb takes a minor action. Orb gets +1 attack, damage, -1 all AC.
Cantrips
Ghost Sound
Light
Mage Hand
Prestidigitation

Paragon Path Features
Extra Damage Action - When you spend an action point to take an extra action, you also add one-half your level (10) to the damage dealt by any of your standard action attacks this turn.
Storm Spell - Once per day, you can reach into the spellstorm and extract a spell you have already used so that you can use it again. Make a Wisdom check. The result indicates the kind of spell you can extract. You can instead extract a spell using a lower result than the result you rolled, if you so choose.[sblock=table]1–10: Encounter utility spell.
11–15: Encounter attack spell.
16–20: Daily utility spell.
21 or higher: Daily attack spell.[/sblock]
Storm Fury When you first become bloodied in an encounter, you unleash a burst of arcane energy that deals 10 lightning damage to all your enemies within 10 squares of you.

Languages
Common, Elven

Skills:
Arcana 25 (+10+7 Int+5 Trained+3Skill Focus)
History 22 (+10+7 Int+5 Trained)
Insight 20 (+10+5 Wis+5 Trained)
Religion 22 (+10+7 Int+5 Trained)
Perception 20 (+10+5 Wis+5 Trained)

Passive Perception: 30
Passive Insight: 30

Feats:
Armor Proficency: Leather
Expanded Spellbook
Second Implement
Feywild protection
Improved initiative
Raging Storm
Iron Will
Lightning Reflexes
Great Fortitude
SKill Focus: Arcana
Resounding Thunder
Lightning Arc - When you score a critical hit with a power that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 10 squares of the original target that was not already targeted or affected by the power. That target takes damage equal to the damage dealt to the original target.

OA: +16 vs. AC, 1d8

[sblock=Powers]
[sblock=At Will]
Scorching Burst
Area Burst 1, 10 squares
+21 vs Reflex, 1d6+11 fire damage
Thunderwave
Close Blast 3 or 4
+21 vs Fort, 1d6+13 Thunder damage, push 5 (Wis) squares
[/sblock]
[sblock=Encounter]

Storm Cage

Area Burst 2 or 3, 20 Squares

+21 vs. Reflex, 4d6+13 lightning and thunder damage

You conjure a wall in the 16 (20) outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn.

Combust

Area Burst 2, 20 Squares

+21 vs. Reflex, 5d6+11 fire damage

Mesmeric Hold

3 Targets, Range 10Sq

+21 vs. Will, 2d6+11 psychic damage, the target is immobilized until the end of your next turn.

If you target only one creature with this power, you gain a +4 power bonus to the attack rol

Lightning Bolt
Ranged 10
+21 vs. Reflex, 2d6+13 lightning damage
2 sec targets, +21 vs. Reflex, 1d6+13 lightning damage
[/sblock]
[sblock=Daily]

Maelstrom of Chaos

Close Burst 10

+21 vs. Fortitude, 3d8+11 force Damage and you can teleport the target to a location of your choice within the burst.

Miss: Half damage, and no teleportation.

Disintegrate

Ranged 10

+21 vs. Reflex, 5d10 + 11 damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends).

Miss: 3d10 + 12 damage, and ongoing 5 damage (save ends).

Prismatic Beams
Close Burst 5
+21 vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Lightning Serpent
Ranged 10
+21 vs. Reflex, 2d12+13 lightning damage, ongoing 5 poison damage and is slowed (save ends both)
Miss: Half damage, and the target is slowed (save ends).
[/sblock]
[sblock=Utility]

Sudden Storm

Area burst 2, 20 squares

Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares.
Sustain Minor: The zone persists.

Fly

Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.

Resistance
Minor Action Ranged 10
resist 27 (cid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder)
Disguise Self
Minor Action Personal
You make yourself, your clothing, and your equipment look different. 1 hour.
Shield
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
[/sblock][/sblock]
[sblock=Items]
Spell Book/Ritual Book (21[23] Spell Pages used)
Capacity: A typical spellbook has 128 pages. Each
spell takes up 1 page. A ritual takes up a number of
pages equal to its level.

Ritual Book 157
Level 21 Magic Orb +5
Level 20 Cloak of Feywild Escape +4
(Daily): Move Action. Choose an ally you can see. You disappear from the world until the start of your next turn, at which point you appear in any unoccupied space within 5 squares of the chosen ally.
Level 19 Survivor's Armor +4 (Leather)
(Daily): Immediate Interrupt. Use this power when hit by an attack. Choose a willing ally within 5 squares of you. That ally takes the damage instead.
Defensive Staff +4 65,000gp cost
Bag of Holding
14,010 gp in residuum
1000 Scrying orb focus
[/sblock]
[sblock=Spellbook]

Disintegrate/Evard’s Black Tentacles/Acid Wave

Prismatic Beams/Wall of Ice/Bibgy's Grasping Hands
Wall of Fire/Lightning Serpent/Ice Storm

Fly/Stoneskin/Displacement

Arcane Gate/Resistance/Blur
Disguise Self/Dispel Magic/Wall of Fog
Shield/Expeditious Retreat/Feather Fall
[/sblock]
[sblock=rituals]
1 Comprehend Language Arcana 50/10
1 Magic Mouth Arcana 50/10
1 Make Whole Arcana 50/--
1 Secret Page Arcana 50/10
1 Silence Arcana 75/30
1 Tenser’s Floating Disk Arcana 50/10
325 /5p
2 Endure Elements Arcana or Nature 100/20
2 Eye of Alarm Arcana 100/25
3 Detect Secret Doors Arcana 125/25
325/7p
--650/12p
4 Arcane Lock Arcana 150/25
4 Enchant Magic Item Arcana 175/--
4 Hand of Fate Religion 175/70
4 Knock Arcana 175/35
675/16p
--1325/28p
5 Brew Potion Arcana or Religion 75/--
5 Hallucinatory Item Arcana 250/25
5 Magic Circle Arcana 250/100
575gp/15p
--1900/43p
6 Discern Lies Religion 360/140
6 Disenchant Magic Item Arcana 360/25
6 Phantom Steed Arcana 360/70
6 Sending Arcana 360/50
6 Speak With Deaad Rel 360/140
2160/36p(200)
--4060/79p(200)
8 Linked Portal Arcana 680/135
8 Water Breathing Arcana or Nature 680/135
8 Wizard’s Sight Arcana 680/270/200***
10 Consult Mystic Sages Religion 1000/400
10 Detect Object Arcana 1000/400
4040/34p
--8100/113p
---------------
12 Drawmij’s Instant Summons Arcana 2600/500
14 View Location Arcana 4200/1600[1000]*****
18 Planar Portal Arcana ?9000/5000 (two locations)
15800/44p
------------
[/sblock]
[/sblock]


Kanriel Starlight
Abandoned at birth was raised on the frionges of soiety, surrounded by people he felt were unworthy of him. A old wizard took in the young eladrin upon sensing his potential. He also was unworthy of Starlight. For well over a century, Kanriel has not found anyone he considers worthy of his presence. He has thrown himself into the study and application of magic and has little patience for the doings of others. He has developed a fascination with lightning that he stops at no length to indulge. He has a tendency to be disturbingly pragmatic.
 
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Morgrim, Dwarf Fighter(Ranger)/Avalanche Hurler

[sblock=Basics]
Name: Morgrim
Class: Fighter/Avalanche hurler
Alignment: Good
Race: Dwarf
Deity: Moradin
Size: Medium
Age: 42
Gender: Male
Height: 4' 6"
Weight: 190 lbs
Eyes: Green
Hair: black

Abilities
Str: 21 [+5], Dex: 15 [+2], Wis: 18 [+4]
Con: 20 [+5], Int: 11 [+0], Cha: 9 [-1]

Hit Points: 139 Bloodied: 69
Healing Surges: 16/day Healing Surge hp gained:39 HP
Action Points: 1
Speed: 5 squares

Armor Class: 34(36 until hit)
Fortitude Defence: 33
Reflex Defence: 31(33 until hit)
Will Defence: 30
Initiative: +12

Skills:
Athletics +20
Endurance +22
Heal +19
Perception +19

Languages: Common, Dwarven
[/sblock]

[sblock=Feats]
1 Two Weapon Fighting (+1 damage w/main hand when using two weapons)
1 Two weapon defense (+1 shield bonus to AC and Reflex when using 2 weapons, bonus)
2 Two-bladed warrior (skill training w/ ranger skill, can use 1 handed weapon in off-hand, multi-class ranger feat)
4 Dwarven weapon training(prof and +2 dam w/ axe and hammers)
6 Dwarven durability (+2 healing surge, +5 to surge value, retrained)
8 Adept power(Ranger)
10 Grit (When spending a healing surge gain 5 temp hp)
11 Enduring Wallop (Ongoing 5 damage with fighter daily attack)
12 Lightning reflexes(+2 to ref def)
14 Hammer Rhythm(con damage on a miss)
16 Armor Spec(chainmail, +1 AC and ACP with chainmail)
18 Agile Tempest(+1 damage with tempest damage bonus)
20 Marked Scourge (+4 damage vs marked enemies)[/sblock]

[sblock=Race Traits]
Vision: Low-light
Skill Bonuses: +2 Endurance(included), +2 Dungeoneering
Cast iron stomach: +5 on saves vs poison
Dwarven resilience: Second wind as minor action
Encumbered speed: speed not reduced by heavy armor
Stand your ground: Forced movement moves 1 less square. Make saving throw to avoid going prone from attack[/sblock]

[sblock=Fighter Abilities]

Combat Challenge: On an attack can mark foe. When marked foe that is adjacient shifts or makes an attack that doesn't include me, I can take a melee basic attack as an immediate interrupt.
Combat Superiority: +4 bonus on opportunity attacks, an enemy struck by my opp attack stops moving.
Tempest Technique: Two weapon def as bonus feat. +1 to attack with weapons that have off-hand quality. +2 to damage while wielding two weapons and wearing chainmail or lighter armor. +3 to damage if using weapons with the off-hand quality.
Throwing Action: When spend an AP to take an extra action, I can make a ranged basic attack as a free action, not provoking OA.
Throwing Master: Increase the size by one die of a thrown weapon.
Uncanny Thrower: Take no penalty for throwing a weapon at long range.
[/sblock]

[sblock=Opportunity attacks]
Opportunity Attack: +27 vs AC 1d10+17
Ranged Opportunity Attack(spitting cobra stance): +25 vs AC 1d8+14
[/sblock]

[sblock=At-Wills]
Dual Strike, +22/21 vs AC(two attack, main off), 1d10+12/1d10+10.
Crushing Surge, +22 vs AC, 1d10+17 and gain 5 temp hp.
Basic Attack: +22 vs AC, 1d10+17 or +21 vs AC 1d10+15
Ranged Basic Attack: +21 vs AC, 1d8+14
Quick Draw Trick: Free action, I can draw or stow one or two weapons
Pass Forward: Move action, Pick an adjacient enemy and move up to your speed. As long as I stay adjacient, I don't provoke OA from that opponent.
[/sblock]

[sblock=Encounter Powers]
Two-fold Torment, +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit.
Appalling Crunch, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp
Landslide Strike, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16.
Boggling Smash, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn.
Unbreakable, Immed Reaction, when hit by an attack, reduce the damage by 10
Bolstering Stride, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp.
Strikebacks(Immed React): Make a melee basic att against an adjacient foe that hits me.[/sblock]

[sblock=Daily attacks]
Defensive Resurgance: Minor Action. I can spend a healing surge and gain a +2 to AC until the start of my next turn.
Spitting Cobra Stance: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you.
Quicksilver Stance: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage
Smash and Grab: Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage.
Eruption of Steel: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage)
If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half)[/sblock]

[sblock=Magic Item Daily Powers 2/day +1 per milestone]
Voidcrystal Armor: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends)
Battering Craghammer: Make a melee basic attack vs all enemies in a blast 3.
Dwarven Boots(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower.
Cloak of displacement: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square.[/sblock]


[sblock=Gear]
Money: 200gp

Battering Craghammer+5(21)
Crysteel Voidcrystal Armor +4(19)
Cloak of Displacement +4(20)(each encounter gain a +2 bonus to AC and Ref until an attack hits)
Bloodclaw Craghammer +4(take up to 4 damage and deal double that amount to target of attack, +4d6 on crit)(65000gp)
Throwing hammer +3(9000gp)
Iron armbands of power(+2 damage to melee attacks)(1800gp)
Strikebacks(5000gp)(+1 to hit on opp att)
Dwarven Boots
Backbone Belt(after second wind gain +4 to defenses)
2 potions of vitality(minor, spend surge, but regain 25hp and make a save)
[/sblock]
 
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[sblock=Aridha]Name: Aridha
Class: Ranger 20
Alignment: Unaligned
Race: Elf
Deity: Melora
Size: Medium
Age: 135
Gender: Female
Height: 5' 9"
Weight: 135 lbs
Eyes: Green
Hair: Sandy Blonde

Abilities
Str: 22 [+6], Dex: 20 [+5], Wis: 16 [+3]
Con: 13 [+1], Int: 11 [10], Cha: 10 [+0]

Hit Points: 120 Bloodied: 60
Healing Surges: 7/day Healing Surge Value:30 HP per level: 5
Action Points: 1
Speed: 7 squares

Armour Class: 33
Fortitude Defence: 31
Reflex Defence: 31
Will Defence: 27
Initiative: +15

Skills:
Nature +20
Acrobatics +20
Athletics +21
Perception +20
Stealth +20

Languages: Common, Elven

Feats:
1 Two Weapon Fighting (+1 damage when using 2 melee weapons)
2 Elven Beast Mastery (Beast benefits from Wild Step and Elven Accuracy)
4 Elven Precision (+2 to reroll from Elven Accuracy power)
6 Two Weapon Defense (+1 AC and Reflex when using 2 melee weapons)
8 Beast Protector (Opportunity attack when enemy attacks beast)
10 Coordinated Opportunity (+2 damage on opportunity attacks when beast is adjacent to target)

11 Hunter's Advantage (+2 dmg against Combat Advantage)
12 Defensive Advantage (+2 AC when you have combat advantage)
14 Bleeding Precision (Daily attack powers do 5 ongoing damage, save ends)
16 Evasion (No damage from missed area or close attacks)
18 Secret Stride (No penalty to stealth checks due to movement)
20 Combat Anticipation (+1 defenses vs ranged, area or close attacks)

Race Traits:
Vision: Low-light
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. Reroll an attack. Use result even if worse than original.

Class Abilities:
Ranger
Beast Mastery (Cat)
Hunter's Quarry +2d6
Feral Spirit
Fearsome Partnership, beast is +2 damage when within 10sq
Feral Action, beast gets +4 atk when AP spent for 1 turn
Spirit Link, use your healing surges to give beast 2nd wind

At-Will
Melee Basic, +23 vs AC, 1d6+13
Circling Strike, +23 vs AC, 1d6+13, Beast shifts 1 before or after
Twin Strike, +23 vs AC, 1d6+7, 2 attacks
Pack Alertness - Minor (Both beast & master roll perception +2 and use better result, if one notices something, both do)
Quick Recovery - Reaction (Trigg - Beast recieves effect save can end, beast gets saving throw at +3)

Encounter
Feral Diversion, +24 vs AC, 2d8+9, Bease can shift 3sq before attack, you can shift 3sq after attack as free action)
Cheetah's Rake, +23 vs AC, 1d6+13, Close burst 1, targets are immobilized and prone until end of next turn, dual weapon
Knockdown Pounce, +23 vs AC, 2d6+13 (Push 2sq and prone), Beast shifts speed before attack
Beast Rush, +24 vs AC, 1d8+7, 2nd Atk +23 vs AC, 1d6+13, Beast can shift 3sq before attack
Weave Through The Fray - Interrupt (Trigg - Enemy moves adjacent to you, Effect: Shift 3 sq)
Swiftness of Spirit - Minor (Beast takes move, or has +2 to hit on next attack)
Elven Accuracy - Minor (Reroll attack)

Daily
Twin Soul Strike, +23 vs AC, 3d6+13, 2nd Atk, +24 vs AC, 2d8+9,Beast gets CA against your target, you get CA against beast's
Ferocious Roar, +24 vs Will, 2d8+5 psychic, Close Burst 2 (beast), push 1 sq + daze (save ends).
Scent of Fear, +24 vs AC, 3d8+4, Target gives CA to beast and beast basic attacks on minor, until end of encounter
Passing Ambush, +23 vs AC, 3d6+16, Shift 2sq, if you were hidden you remain hidden
Evade the Blow - Interrupt (Trigg - Enemy hits you with melee attack, shift 1sq away from enemy)

Ratheros
Beast - Medium Cat
Str 19, Con 13, Dex 21, Int 7, Wis 15, Cha 7
Speed: 7 sq
AC: 34, Fort 31, Ref 33, Will 32
Hit Points: 174
Attack Bonus: +24
Basic Attack Damage: 1d8+5
Athletics +19, Stealth +20

Gear
Money: 200gp

Equinox - Paired Short Sword +4, 85000
Coif of Focus (+5 to saves vs Daze or Stun)
Feyleather Assassinbane +4 (Immune to surprise)
Cloak of Survival +4 (Resist Cold/Fire 10, +4 Endurance)
Iron Armbands of Power +2, 1800
Strikebacks (Gloves), 5000
Boots of Free Movement +2, 1800
Totemic Belt, 9000 [/sblock]
 
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Rhogar Thunderscale

[sblock=Quick Sheet]Initiative +13

Hit Points 128/144
Temporary HP 0
Healing Surges 12/12

Action Points 1
Item Daily Powers Used 0/2
Milestones 0

Resist All 2
Armor Class 35
Fortitude 31
Reflex 29
Will 30

OA :melee: valiant strike +23+1 per enemy adjacent to me, 2d4+2d6+9 (4d12+29 crit.): Use this when not using holy strike.
or
:melee: holy strike +23, 2d4+2d6+9 radiant (4d12+29 crit.); +4 damage if target is marked. Use this when enemy is marked or vulnerable vs. radiant

Passive Perception 24
Passive Insight 29

[SBLOCK=Power Tracker]Second Wind
Channel Divinity
Dragon Breath
xLeveraging Strike
Piericng Smite
Ruby Scabbard
Student of the Sword
Warrior's Challenge
Whirlwind Smite

Bloodied Retribution
xControlling Thrust
Marking Stance
Martyr's Retribution
Polearm Sweep
Reaching Stance
Sacred Circle
Turn the Tide

Lightning Javelin +3
Opportunistic Glaive +4
Warsheath Specter Plate +4[/SBLOCK][/sblock]

[SBLOCK=Character Sheet]Rhogar Thunderscale

Male Dragonborn
20th-Level Polearm Master (Paladin)
Lawful Good

Str 21 +13
Con 15 +10
Dex 16 +11
Int 9 +9
Wis 18 +14
Cha 15 +12

Speed 5

Initiative +13

Hit Points
Maximum 144
Bloodied 72
Surge Value 38
Healing Surges 12

Defenses
Resist All 2
Armor Class 35
Fortitude 31
Reflex 29
Will 30

Class features
Channel Divinity
Divine Challenge
Forceful Reach
Lay on Hands
Longarm Grasp
Lunging Action

Racial Traits
Dragonborn Fury
Draconic Heratige
Dragonbreath

Languages
Common
Draconic

Skills *=trained
*Athletics +18
*History +16
*Insight +19
*Intimidate +19
*Religion +14
*Thievery +9

Feats
Acolyte Power
Adept Power
Armor Specialization (Plate)
Draconic Arrogance
Dragonbreath Warrior
Heavy Blade Opportunity
Novice Power
Polearm Gamble
Polearm Momentum
Reaping Blade
Spear Push
Student of the Sword

Powers
Holy Strike
Valiant Strike


Channel Divinity
Dragon Breath
Leveraging Strike
Piericng Smite
Warrior's Challenge
Whirlwind Smite

Bloodied Retribution
Controlling Thrust
Divine Bodyguard
Marking Stance
Martyr's Retribution
Polearm Sweep
Reaching Stance
Sacred Circle
Turn the Tide

Equipment
Warsheath Specter Plate +4
Silvered Opportunistic Glaive +4
Cloak of Protection +5
Lightning Javelin +3
Bracers of Tactical Blows (Paragon)
Helm of opportunity (Paragon)
Rushing Cleats
Gauntlets of the Ram
Survivor's Belt
Ruby Scabbard
Everlasting Provisions
Handy Haversack

Bedroll
Flint and Steel
Hemp rope (50 ft.)
2 sunrods
holy symbol of Bahamut
Tent
Residuum (5,000 gp value)
1 astral diamond
14 Platinum Pieces
33 Gold pieces
9 silver pieces
[/SBLOCK]
 
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Draxius Dregortha

Dragonborn Cleric of Bahamut/ Angelic (Draconic) Avenger

[sblock=sheet]
Name: Draxius Player: WD
Dragonborn Cleric (Bahamut) XP ? Level 20
Initiative +13 Senses Low-light Vision
Passive Insight 28; Passive Perception 24
HP 130; Bloodied 65; Surge Value 33; Surges Per-Day 8
AC 37; Fortitude 30; Reflex 29; Will 29
Speed 7
Alignment Lawful Good
Languages Common, Draconic

Str 23 Dex 16 Wis 17
Con 13 Int 10 Cha 15

Racial Abilities
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath (cold/fire) as an encounter power.

Class Features
Channel Divinity, Healer’s Lore, healing word, Ritual Casting

Feature Powers

Channel Divinity (Divine Fortune / Turn Undead)
Healing Word (x2)

At-Will Powers
Righterous Brand (melee; +23 vs AC; 1d12+10 damage and one ally within
5 squares of you gains a power bonus to melee attack rolls
against the target equal to your Strength modifier until the
end of your next turn.)

Sacred Flame (r5; +17 vs Reflex; 1d6+9 radiant damage, and one ally you can see chooses either to gain 12 temporary hit points or to make a saving throw.)



Encounter Powers
R - Dragon Breath (cl blast 5; +20 vs Reflex; 2d10+3 cold and fire damage)

P - Astral Wave (cl burst 8 (enemies); +17 vs Will; 2d8+5 radiant)

17 - Blinding Light
13 - Mantle of Glory
7 - Awe Strike

Daily Powers
P - Angel Ascendant (melee; +23 vs AC; 5d12+10 damage; Effect: You gain a speed of fly 6 (hover) until the end of the encounter.)

19 - Holy Wrath
15 - Holy Spark
9 - Divine Power


Utility Powers (all teleport)

P - Angelic Presence (Enemies gain a –2 penalty to attack rolls against you
until the end of the encounter or until you are bloodied.)

16 - Astral Shield
10 - Mass cure light wounds

6 - Holy Lantern
2 - Divine Aid


Feats (12)
Heroic:
Adaptable Breath, Armor Proficiency (Scalemail), Dragonborn Senses, Enlarged Breath, Toughness

Paragon:
Admixture breath, Heavy Blade Opportunity, Uncanny Dodge, Armor Specialization (Scale), Lightning Reflexes, Empowered Dragon Breath


(Epic: (not yet )
Heavy Blade Mastery, Epic Resurgence)

Skills
Arcana
Heal
Insight
Religion

Equipment
21 - Wyvernscale +5
20 - Stormwalker's Cloak +4
19 - Blade of Bahamut (Fullblade) +4

105K
Belt of Sacrifice (2,6K) (minor: use to HS to give ally one; aura 5 +1 to healing surge value)
Battlestride Greaves (13k) (+1 move)
Bag of Holding (1k)
Residium (76K)
220 gold

Rituals:
Gentle Repose (free)
Raise Dead (680)
Consult Oracle (9K)
Consult Mystic Sages (1K)
Endure Elements (100)
Cure Disease (360)
Disenchant (360)
Remove Affliction (680)

standard adventurer's pack, 2 daggers, everburning torch, silk rope[/sblock]
 
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