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[D&D4E] Path of Enlightenment [OOC]
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<blockquote data-quote="OnlytheStrong" data-source="post: 4405819" data-attributes="member: 54781"><p>This is my first 4e character...... so please check it over for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Thanks. </p><p></p><p>[sblock=Shen Rui, Human Warlord 2]</p><p></p><p>Initiative: +4</p><p>Senses: Perception +5</p><p>Alignment: Lawful good</p><p>Languages: Common</p><p></p><p>Str 18 (+4) </p><p>Dex 12 (+1) </p><p>Con 12 (+1)</p><p>Int 14 (+2) </p><p>Wis 10 (+0) </p><p>Cha 14 (+2)</p><p></p><p>HP 30; Bloodied 15; Healing Surge 7 (8/day)</p><p>AC 14; Fort 18, Ref 15, Will 16 </p><p>Speed 6</p><p>Action Points 1</p><p></p><p>Skills: </p><p>Acrobatics +1, Arcana +2, Athletics +10<em>t</em>, Bluff +2, Diplomacy +8, Dungeoneering +0, Endurance +2, Heal +5<em>t</em>, History +8 <em>t</em>, Insight +0, Intimidate +8<em> t</em>, Nature +0, Perception +5 <em>t</em>, Religion +2, Stealth +1, Streetwise +2, Thievery +1</p><p><em>t</em> = Trained Skill</p><p></p><p>Feats: <ul> <li data-xf-list-type="ul">Tactical Assault: Ally gains bonus to damage equal to your Int modifer</li> <li data-xf-list-type="ul">Power attack: can choose to trade -2 to attack for +2 (+3 for 2-handed) damage</li> <li data-xf-list-type="ul">Skill Training: add perception to train skill list</li> <li data-xf-list-type="ul">Innate martial arts: allows unarmed basic melee attack, see below. Also, +1 when attempting to grab.</li> <li data-xf-list-type="ul">Martial arts training: Treat your fists as weapons. Allows the use of weapon powers while unarmed. </li> </ul><p></p><p>Gear:</p><p>Gun (staff)</p><p>Leather Armor</p><p>Standard Adventurer's Kit</p><p></p><p>Racial and class features: <ul> <li data-xf-list-type="ul">Proficiencies: Cloth, leather, hide, chainmail, light shield, simple melee, military melee, simple ranged</li> <li data-xf-list-type="ul">Human Bonuses: One extra feat, one extra trained skill, one extra at-will power</li> <li data-xf-list-type="ul">Combat Leader: You and each all within 10 squares who can see and hear you <br /> gain a +2 power bonus to initiative. </li> <li data-xf-list-type="ul">Tactical Presence: When an ally you can see spends an action point to make an<br /> extra attack, the ally gains a bonus to the attack roll equal to one-half your Int modifer.</li> <li data-xf-list-type="ul">Inspiring Word: You can use this power 2x per encounter (1x per round). Close burst 5 <br /> Target: you or one ally in burst<br /> Effect: The target can spend a healing surge and regain an additional 1d6 hit points.</li> </ul><p></p><p></p><p>Powers:[sblock] <ul> <li data-xf-list-type="ul">Viper's Strike: <br /> At Will <br /> Martial, Weapon <br /> Standard Action<br /> Target: one creature <br /> Attack: Str vs. AC<br /> Hit: 1[W] + str mod damage<br /> Effect: If the target shifts before the start of your next turn, it provokes an opporunity<br /> attack from an ally of your choice.<br /> <br /> </li> <li data-xf-list-type="ul">Wolf Pack Tactics:<br /> At Will<br /> Martial, Weapon<br /> Standard Action<br /> Target: one creature<br /> Special: Before you attack, you let one ally adjacent to either you or the target shifts<br /> 1 square as a free action<br /> Attack: Strength vs. AC<br /> Hit: 1[W] + Strength modifier damage<br /> <br /> </li> <li data-xf-list-type="ul">Commander's Strike<br /> At Will<br /> Martial, Weapon<br /> Standard Action<br /> Target: One Creature<br /> Attack: An ally of your choice makes a melee basic attack against the target<br /> Hit: Ally's basic attack damage + your Int modifier<br /> <br /> </li> <li data-xf-list-type="ul">Warlord's Favor<br /> Encounter<br /> Martial, Weapon<br /> Standard Action<br /> Target: One creature<br /> Attack: Strength vs. AC<br /> Hit: 2[W] + Strength Modifier damage. One ally within 5 squares of you gains <br /> a +2 power bonus to attack rolls against the target until the end of your next turn.<br /> Tactical Presence: The bonus to attack rolls that you grant equals 1 + Int mod<br /> <br /> </li> <li data-xf-list-type="ul">Lead the Attack<br /> Daily<br /> Martial, Weapon<br /> Standard Action<br /> Target: One creature<br /> Attack: Strength vs. AC<br /> Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally<br /> within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 +<br /> Int modifier. <br /> Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a <br /> +1 power bonus to attack rolls against the target.<br /> <br /> </li> <li data-xf-list-type="ul">Knight's Move<br /> Encounter<br /> Martial<br /> Move Action, Ranged 10<br /> Target: One ally<br /> Effect: The target takes a move action as a free action.<br /> <br /> </li> <li data-xf-list-type="ul">Channeling Chi<br /> Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary. Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied. All martially trained PC get this free. Other characters added later could gain once trained in a martial style.</li> </ul><p>[/sblock]</p><p></p><p>Basic Attacks:</p><p>Gun: +7 1d8+4 damage</p><p>Unarmed: +5 1d4+5 damage</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="OnlytheStrong, post: 4405819, member: 54781"] This is my first 4e character...... so please check it over for me. :) Thanks. [sblock=Shen Rui, Human Warlord 2] Initiative: +4 Senses: Perception +5 Alignment: Lawful good Languages: Common Str 18 (+4) Dex 12 (+1) Con 12 (+1) Int 14 (+2) Wis 10 (+0) Cha 14 (+2) HP 30; Bloodied 15; Healing Surge 7 (8/day) AC 14; Fort 18, Ref 15, Will 16 Speed 6 Action Points 1 Skills: Acrobatics +1, Arcana +2, Athletics +10[i]t[/i], Bluff +2, Diplomacy +8, Dungeoneering +0, Endurance +2, Heal +5[i]t[/i], History +8 [i]t[/i], Insight +0, Intimidate +8[i] t[/i], Nature +0, Perception +5 [i]t[/i], Religion +2, Stealth +1, Streetwise +2, Thievery +1 [i]t[/i] = Trained Skill Feats: [list] [*]Tactical Assault: Ally gains bonus to damage equal to your Int modifer [*]Power attack: can choose to trade -2 to attack for +2 (+3 for 2-handed) damage [*]Skill Training: add perception to train skill list [*]Innate martial arts: allows unarmed basic melee attack, see below. Also, +1 when attempting to grab. [*]Martial arts training: Treat your fists as weapons. Allows the use of weapon powers while unarmed. [/list] Gear: Gun (staff) Leather Armor Standard Adventurer's Kit Racial and class features:[list] [*]Proficiencies: Cloth, leather, hide, chainmail, light shield, simple melee, military melee, simple ranged [*]Human Bonuses: One extra feat, one extra trained skill, one extra at-will power [*]Combat Leader: You and each all within 10 squares who can see and hear you gain a +2 power bonus to initiative. [*]Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Int modifer. [*]Inspiring Word: You can use this power 2x per encounter (1x per round). Close burst 5 Target: you or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. [/list] Powers:[sblock][list] [*]Viper's Strike: At Will Martial, Weapon Standard Action Target: one creature Attack: Str vs. AC Hit: 1[W] + str mod damage Effect: If the target shifts before the start of your next turn, it provokes an opporunity attack from an ally of your choice. [*]Wolf Pack Tactics: At Will Martial, Weapon Standard Action Target: one creature Special: Before you attack, you let one ally adjacent to either you or the target shifts 1 square as a free action Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage [*]Commander's Strike At Will Martial, Weapon Standard Action Target: One Creature Attack: An ally of your choice makes a melee basic attack against the target Hit: Ally's basic attack damage + your Int modifier [*]Warlord's Favor Encounter Martial, Weapon Standard Action Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength Modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. Tactical Presence: The bonus to attack rolls that you grant equals 1 + Int mod [*]Lead the Attack Daily Martial, Weapon Standard Action Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + Int modifier. Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target. [*]Knight's Move Encounter Martial Move Action, Ranged 10 Target: One ally Effect: The target takes a move action as a free action. [*]Channeling Chi Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary. Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied. All martially trained PC get this free. Other characters added later could gain once trained in a martial style.[/list] [/sblock] Basic Attacks: Gun: +7 1d8+4 damage Unarmed: +5 1d4+5 damage [/sblock] [/QUOTE]
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