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[D&D 4e] IG's "Those Left Behind, Chapter 4" Character Records
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<blockquote data-quote="Leif" data-source="post: 5175037" data-attributes="member: 48762"><p><strong>Uulark Simental</strong></p><p></p><p>[sblock=Uulark's sheet]</p><p>Uulark Simental, Longtooth Shifter, Cleric L11</p><p>Paragon Path=Divine Oracle</p><p>Alignment: Unaligned</p><p>Deity: Sehanine</p><p></p><p>S 17 +3 (+2 Longtooth Shifter +1L4+1L11)</p><p>D 11 +0 (+1 L11)</p><p>C 13 +1 (+1 L11)</p><p>I 12 +1 (+1 L11)</p><p>W 21 +5 (+2 Longtooth Shifter +1L4+1L8+1L11)</p><p>C 18 +4 (+1L8+1L11)</p><p></p><p>Defenses:</p><p>AC: 28 =10 +5(1/2 lvl) +1(Int.) +8(Armor) +3(Shield) +1(Feat Bonus)</p><p>FORT: 22 =10 +5(1/2 lvl) +3(Str.) +3(Shield – Feat Power)+1(item bonus)</p><p>REF: 17 =10 +5(1/2 lvl) +1(Int.)+1(item bonus) </p><p>WILL: 25 =10+5(1/2 lvl)+2(Cleric bonus)+5(Wis)+2(Feat)+1(item bonus)</p><p></p><p>HP: 85 -10(b. pudding)</p><p>12+13(Con)+5(L2)+5(L2 Feat Hero Tier)+5(L3)+5(L4)+5(L5)+5(L6)+5(L7)+5(L8) +5(L9)+5(L10)+5 (L11)+5(L2 Feat Paragon Tier)</p><p>Bloodied: 42</p><p>Healing Surges per Day: 7+1 = 8</p><p>Surge Value: 21</p><p></p><p>Skills</p><p>-Religion [+11=+5(one-half level) +1(Int.) +5(Trained)]</p><p>-Heal [+15=+5(one-half level) +5(Wis.) +5(Trained)]</p><p>-Insight [+15=+5(one-half level) +5(Wis.) +5(Trained)]</p><p>-Dungeoneering [+15=+5(one-half level) +5(Wis.) +5(Trained)]</p><p></p><p>Feats</p><p>-L1- Sehanine’s Reversal – Encounter, Divine, No Action, Ranged 5, Trigger: Uulark rolls a Nat. 20 on a saving throw. Choose and enemy within range; that creature gains the condition you just saved against.</p><p>-L2-Toughness – Gain 5 extra hit points per tier</p><p>-L4-Skill Training (Dungeoneering)</p><p>-L6-Shield Proficiency (Light)</p><p>-L8-Shield Mastery - + shield bonus to Fort when wielding a shield if proficient w/ shld</p><p>-L10-Iron Will - +2 Will Defense</p><p>-L11-Armor Specialization (Chainmail)</p><p></p><p>Powers, Shifter Racial Feature</p><p>-Longtooth Shifting – Minor Action, Encounter, Healing, Personal (I must be bloodied), Until the end of the encounter, I gain +2 bonus to damage rolls and while I am bloodied I gain Regeneraton = 4(L11 Paragon).</p><p></p><p>Powers, Class Features</p><p>-Divine Fortune – Free Action, Encounter, Personal, I gain +1 to next attack or saving throw before ENT.</p><p>-Turn Undead – Implement, Encounter, Std. Action, Wis vs. Will, Close Burst2, Hit: 1d10+5(Wis mod.) damage And push target 3+4(Charisma mod.) squares + target immobilized until the end of my next turn. Miss: half-damage and target not pushed or immobilized.</p><p>-Ritual Caster – Can learn and master rituals of my level or lower.</p><p>-Healing Word – Minor Action, Encounter (twice), Close Burst5, Target: me or one ally, Target can spend a healing surge and regain an extra 1d6 hp.</p><p></p><p>Divine Oracle, Paragon Path Features</p><p>-Foresight, L11 PP feat. (I and each of my allies w/in 5 squares can't be surprised, and I roll twice when checking initiative and use whichever roll I want.)</p><p>-Prophetic Action, L11 PP feat. (When I spend an Action Point to take an extra action, I also gain an extra move action to be used in a later round in the encounter.)</p><p>-Prophecy of Doom (Divinie Oracle Att 11, Encounter) Standard Action, Ranged5, Target 1 creature: Uulark or an ally who hits the target with an attack can choose to make the hit a critical hit. Power lasts until the end of my next turn or until somone uses it to make a critcal hit.)</p><p></p><p>Powers, At-Will</p><p>-1Lance of Faith – Divine, Implement, Radiant, Std. Action, Wis. vs. Reflex, Ranged5, Target: one creature – Hit: 1d8+5(Wis. mod.) and one ally I can see gains +2 power bonus to his next attack against target. </p><p>-1Sacred Flame – Divine, Implement, Radiant, Std. Action, Wis. vs. Reflex, Ranged5, Target: one creature - Hit: 1d6+5(Wis. mod.) damage, and one ally I can see chooses either to gain temporary hp = 3+1/2 my level or to make a saving throw.</p><p></p><p>Powers, Encounter</p><p>-1Cause Fear – Divine, Feat, Implement, Std. Action, Wis. vs. Will, Ranged10, Target: one creature – Hit: target moves its speed + 4(Cha. Mod.) squares away from me, avoiding unsafe squares and difficult terrain if it can. This provokes attacks of opportunity.</p><p>USED (B'FLY SWARM)-3Command – Charm, Divine, Implement, Std. Action, Wis. vs. Will Ranged10, Target: One creature – Hit: target dazed until the end of my next turn, and I choose whether to a) knock target prone, or b) slide target 3+4(Cha. Mod.) squares.</p><p>-7Break the Spirit – Charm, Divine, Implement, Radiant, Std. Action, Wis. vs. Will, Ranged10, Target one creature – Hit: 2d8+5(Wis. mod.) damage, and target takes a penalty to attack rolls equal to my Cha. mod. (+4) until the end of my next turn.</p><p></p><p>Powers, Daily</p><p>-1Cascade of Light – Divine, Implement, Radiant, Std. Action, Wis. vs. Will, Ranged10, Target: One creature – Hit: 3d8+5(Wis. mod.) radiant damage and target gains vulnerability5 to all my attacks. Miss: Half damage and target gains no vulnerability.</p><p>USED-5Spiritual Weapon [spear] – Conjuration, Divine, Implement, Std. Action, Wis. vs. AC, Ranged10, Target: one creature – Hit: 1d10+5(Wis. mod.), Sustain: minor [I can move the weapon up to 10 squares as a move action, the weapon lasts until the end of my next turn, when sustained, my allies gain combat advantage against the target and continue to do so as long as it is sustained by me.]</p><p>-9Flame Strike – Divine, Fire, Implement, Std. Action, Wis. vs. Reflex, Area Burst within 10 squares, Hit: 2d10+5(Wis. mod.) damage and ongoing 5+5(Wis. mod.) damage (save ends)</p><p></p><p>Powers, Utility</p><p>-2Shield of Faith – Daily, Divine, Std. Action, Close Burst5, Target: Me and each ally in burst – Targets gain +2 power bonus to AC until the end of the encounter.</p><p>-6Cure Serious Wounds – Daily, Divine, Healing, Std. Action, Target: one creature – Target regains hit points as if it had spent 2 healing surges.</p><p>-10Shielding Word – Encounter, Divine, Immediate Interrupt, Ranged5 (Trigger: An ally in range is hit by an attack) Effect: The ally gains a +4 Power bonus to AC until the end of my next turn.</p><p></p><p>Equipment, Magic</p><p>-Chainmail, +2 Delver’s Armor [Daily pwr, free action –gain +2 to ST I just rolled, use</p><p> new result] [armor is L8 item]</p><p>-Light Shield +2 [+3 total to AC]</p><p>-Spear, +2 Vicious [att.= +6 (prof., str, magic), dam=1d8+5 (str, magic)] [+2d12 damage on a crit]</p><p> [spear is L7 item]</p><p>-Holy Symbol of Hope, +2 [Daily power, immediate Reaction, when I or an ally w/in5 is hit by</p><p> an effect that a save can end, gain a +5 power bonus to saving throws against the effect]</p><p> [holy symbol is L8 item]</p><p>-Amulet of Health, +1 [enhances Fort, Ref, and Will, and gives Uulark Resist 5 poison]</p><p> [amulet is L3 item]</p><p></p><p>Equipment, Mundane</p><p>-Standard Adventurer’s Kit</p><p>-Backpack</p><p>-Belt Pouch</p><p>-Holy Symbol (ordinary as well as the magic one)</p><p>-Everburning Torches (3)</p><p>-Journey Bread</p><p>-Ritual Book (Gentle Repose, Brew Potion, Consult Mystic Sages)</p><p>[/sblock]</p><p>[sblock=Description/Background]</p><p>Uulark is 5 feet 11 inches tall and weighs 195 pounds of mostly muscle, but he is a bit soft in the middle. And he's somewhat sensitive about this, too. He is a Shifter, and he looks, most of the time, like he missed his most recent rabies shot, with ruffled hair/fur and naturally dark nails/claws that look perpetually dirty, no matter how clean they really are. He is very feral and animalistic, even for a Shifter. Nevertheless, his easy, ever-present smile, and his ubiquitous sense of humor improve the way he is perceived by others. He is not universally liked, but he is always trying (at least) to make people smile.</p><p></p><p>When Uulark was growing up, things never seemed to go his way. He always bet on the wrong horse, or his home just happened to be in the path of the big storm, or whatever. So one night, as he walked along in the moonlight, a moonbeam struck him and knocked him to his knees. Uulark heard an angelic voice telling him that it was time for his luck to change, so he answered this Call, and from thence forward, he devoted himself to the service to and worship of Sehanine the Always-Changing, but Ever-Constant Moon Maiden. Soon, Uulark found that her teachings about following your own goals, and her mutable, ever-changing nature appealed to him as none other did. Plus shifters just like the moon. Once he dedicated his life to Sehanine, Uulark began to see better luck almost immediately. Although his outlook on life is better now, and he has a new series of successes to celebrate, Uulark remains humble. He says, "I hope that I may find favor in the eyes of the Moon Maiden, and I am forever grateful to my Gracious Patron, Sehanine, for the many blessings she has heaped upon me."</p><p></p><p>Uulark is also very devoted to his friends Caerwyn, Talashia, Rogash, Friadoc, and Shaimon, even though it would seem to outsiders like more of a love-hate thing with Uulark and Caerwyn, and Uulark and Talashia, at times.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 5175037, member: 48762"] [b]Uulark Simental[/b] [sblock=Uulark's sheet] Uulark Simental, Longtooth Shifter, Cleric L11 Paragon Path=Divine Oracle Alignment: Unaligned Deity: Sehanine S 17 +3 (+2 Longtooth Shifter +1L4+1L11) D 11 +0 (+1 L11) C 13 +1 (+1 L11) I 12 +1 (+1 L11) W 21 +5 (+2 Longtooth Shifter +1L4+1L8+1L11) C 18 +4 (+1L8+1L11) Defenses: AC: 28 =10 +5(1/2 lvl) +1(Int.) +8(Armor) +3(Shield) +1(Feat Bonus) FORT: 22 =10 +5(1/2 lvl) +3(Str.) +3(Shield – Feat Power)+1(item bonus) REF: 17 =10 +5(1/2 lvl) +1(Int.)+1(item bonus) WILL: 25 =10+5(1/2 lvl)+2(Cleric bonus)+5(Wis)+2(Feat)+1(item bonus) HP: 85 -10(b. pudding) 12+13(Con)+5(L2)+5(L2 Feat Hero Tier)+5(L3)+5(L4)+5(L5)+5(L6)+5(L7)+5(L8) +5(L9)+5(L10)+5 (L11)+5(L2 Feat Paragon Tier) Bloodied: 42 Healing Surges per Day: 7+1 = 8 Surge Value: 21 Skills -Religion [+11=+5(one-half level) +1(Int.) +5(Trained)] -Heal [+15=+5(one-half level) +5(Wis.) +5(Trained)] -Insight [+15=+5(one-half level) +5(Wis.) +5(Trained)] -Dungeoneering [+15=+5(one-half level) +5(Wis.) +5(Trained)] Feats -L1- Sehanine’s Reversal – Encounter, Divine, No Action, Ranged 5, Trigger: Uulark rolls a Nat. 20 on a saving throw. Choose and enemy within range; that creature gains the condition you just saved against. -L2-Toughness – Gain 5 extra hit points per tier -L4-Skill Training (Dungeoneering) -L6-Shield Proficiency (Light) -L8-Shield Mastery - + shield bonus to Fort when wielding a shield if proficient w/ shld -L10-Iron Will - +2 Will Defense -L11-Armor Specialization (Chainmail) Powers, Shifter Racial Feature -Longtooth Shifting – Minor Action, Encounter, Healing, Personal (I must be bloodied), Until the end of the encounter, I gain +2 bonus to damage rolls and while I am bloodied I gain Regeneraton = 4(L11 Paragon). Powers, Class Features -Divine Fortune – Free Action, Encounter, Personal, I gain +1 to next attack or saving throw before ENT. -Turn Undead – Implement, Encounter, Std. Action, Wis vs. Will, Close Burst2, Hit: 1d10+5(Wis mod.) damage And push target 3+4(Charisma mod.) squares + target immobilized until the end of my next turn. Miss: half-damage and target not pushed or immobilized. -Ritual Caster – Can learn and master rituals of my level or lower. -Healing Word – Minor Action, Encounter (twice), Close Burst5, Target: me or one ally, Target can spend a healing surge and regain an extra 1d6 hp. Divine Oracle, Paragon Path Features -Foresight, L11 PP feat. (I and each of my allies w/in 5 squares can't be surprised, and I roll twice when checking initiative and use whichever roll I want.) -Prophetic Action, L11 PP feat. (When I spend an Action Point to take an extra action, I also gain an extra move action to be used in a later round in the encounter.) -Prophecy of Doom (Divinie Oracle Att 11, Encounter) Standard Action, Ranged5, Target 1 creature: Uulark or an ally who hits the target with an attack can choose to make the hit a critical hit. Power lasts until the end of my next turn or until somone uses it to make a critcal hit.) Powers, At-Will -1Lance of Faith – Divine, Implement, Radiant, Std. Action, Wis. vs. Reflex, Ranged5, Target: one creature – Hit: 1d8+5(Wis. mod.) and one ally I can see gains +2 power bonus to his next attack against target. -1Sacred Flame – Divine, Implement, Radiant, Std. Action, Wis. vs. Reflex, Ranged5, Target: one creature - Hit: 1d6+5(Wis. mod.) damage, and one ally I can see chooses either to gain temporary hp = 3+1/2 my level or to make a saving throw. Powers, Encounter -1Cause Fear – Divine, Feat, Implement, Std. Action, Wis. vs. Will, Ranged10, Target: one creature – Hit: target moves its speed + 4(Cha. Mod.) squares away from me, avoiding unsafe squares and difficult terrain if it can. This provokes attacks of opportunity. USED (B'FLY SWARM)-3Command – Charm, Divine, Implement, Std. Action, Wis. vs. Will Ranged10, Target: One creature – Hit: target dazed until the end of my next turn, and I choose whether to a) knock target prone, or b) slide target 3+4(Cha. Mod.) squares. -7Break the Spirit – Charm, Divine, Implement, Radiant, Std. Action, Wis. vs. Will, Ranged10, Target one creature – Hit: 2d8+5(Wis. mod.) damage, and target takes a penalty to attack rolls equal to my Cha. mod. (+4) until the end of my next turn. Powers, Daily -1Cascade of Light – Divine, Implement, Radiant, Std. Action, Wis. vs. Will, Ranged10, Target: One creature – Hit: 3d8+5(Wis. mod.) radiant damage and target gains vulnerability5 to all my attacks. Miss: Half damage and target gains no vulnerability. USED-5Spiritual Weapon [spear] – Conjuration, Divine, Implement, Std. Action, Wis. vs. AC, Ranged10, Target: one creature – Hit: 1d10+5(Wis. mod.), Sustain: minor [I can move the weapon up to 10 squares as a move action, the weapon lasts until the end of my next turn, when sustained, my allies gain combat advantage against the target and continue to do so as long as it is sustained by me.] -9Flame Strike – Divine, Fire, Implement, Std. Action, Wis. vs. Reflex, Area Burst within 10 squares, Hit: 2d10+5(Wis. mod.) damage and ongoing 5+5(Wis. mod.) damage (save ends) Powers, Utility -2Shield of Faith – Daily, Divine, Std. Action, Close Burst5, Target: Me and each ally in burst – Targets gain +2 power bonus to AC until the end of the encounter. -6Cure Serious Wounds – Daily, Divine, Healing, Std. Action, Target: one creature – Target regains hit points as if it had spent 2 healing surges. -10Shielding Word – Encounter, Divine, Immediate Interrupt, Ranged5 (Trigger: An ally in range is hit by an attack) Effect: The ally gains a +4 Power bonus to AC until the end of my next turn. Equipment, Magic -Chainmail, +2 Delver’s Armor [Daily pwr, free action –gain +2 to ST I just rolled, use new result] [armor is L8 item] -Light Shield +2 [+3 total to AC] -Spear, +2 Vicious [att.= +6 (prof., str, magic), dam=1d8+5 (str, magic)] [+2d12 damage on a crit] [spear is L7 item] -Holy Symbol of Hope, +2 [Daily power, immediate Reaction, when I or an ally w/in5 is hit by an effect that a save can end, gain a +5 power bonus to saving throws against the effect] [holy symbol is L8 item] -Amulet of Health, +1 [enhances Fort, Ref, and Will, and gives Uulark Resist 5 poison] [amulet is L3 item] Equipment, Mundane -Standard Adventurer’s Kit -Backpack -Belt Pouch -Holy Symbol (ordinary as well as the magic one) -Everburning Torches (3) -Journey Bread -Ritual Book (Gentle Repose, Brew Potion, Consult Mystic Sages) [/sblock] [sblock=Description/Background] Uulark is 5 feet 11 inches tall and weighs 195 pounds of mostly muscle, but he is a bit soft in the middle. And he's somewhat sensitive about this, too. He is a Shifter, and he looks, most of the time, like he missed his most recent rabies shot, with ruffled hair/fur and naturally dark nails/claws that look perpetually dirty, no matter how clean they really are. He is very feral and animalistic, even for a Shifter. Nevertheless, his easy, ever-present smile, and his ubiquitous sense of humor improve the way he is perceived by others. He is not universally liked, but he is always trying (at least) to make people smile. When Uulark was growing up, things never seemed to go his way. He always bet on the wrong horse, or his home just happened to be in the path of the big storm, or whatever. So one night, as he walked along in the moonlight, a moonbeam struck him and knocked him to his knees. Uulark heard an angelic voice telling him that it was time for his luck to change, so he answered this Call, and from thence forward, he devoted himself to the service to and worship of Sehanine the Always-Changing, but Ever-Constant Moon Maiden. Soon, Uulark found that her teachings about following your own goals, and her mutable, ever-changing nature appealed to him as none other did. Plus shifters just like the moon. Once he dedicated his life to Sehanine, Uulark began to see better luck almost immediately. Although his outlook on life is better now, and he has a new series of successes to celebrate, Uulark remains humble. He says, "I hope that I may find favor in the eyes of the Moon Maiden, and I am forever grateful to my Gracious Patron, Sehanine, for the many blessings she has heaped upon me." Uulark is also very devoted to his friends Caerwyn, Talashia, Rogash, Friadoc, and Shaimon, even though it would seem to outsiders like more of a love-hate thing with Uulark and Caerwyn, and Uulark and Talashia, at times. [/sblock] [/QUOTE]
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[D&D 4e] IG's "Those Left Behind, Chapter 4" Character Records
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