D&D 4E Leif's Homebrew 4E, RG [Closed]


UPDATE (12/30/2010) -- I got intensely bored with KoTS and have decided to just start home-brewing the 4E action!

OOC thread: http://www.enworld.org/forum/talking-talk/249276-leifs-1st-d-d-4th-edition-game-ooc-1-a.html
IC thread: http://www.enworld.org/forum/playin...-d-d-4th-edition-game-ic-1-a.html#post4684595

So far, invitations have been sent to......

1 Scotley -- Basher7, Warforged Fighter, Battlerager build - posted
2 Mowgli -- Aimhirghin, Doppleganger Bard - posted,
Rhun -- probably going to be an Elf/Eladrin Ranger/Rogue if/when I/we can get all the info sent to him. Withdrawn. :(
Abulia -- Taldan, Shadar-Kai Swordmage - posted AWOL
3 Lou -- Elerosse, Eladrin wizard - posted
4 renau1g -- Khellek "Spike", Shifter Cleric - posted
5 Walking Dad -- Tarrk, Minotaur Barbarian - posted
6 Ozymandias79 -- Ghraere Elysialls, Elf Ranger - posted

Scott DeWar -- declined
J. Alexander -- no response
mleibrock -- declined

Characters will be created using the Standard Array on p. 17 of the PH for ability scores. (For any of you who do not have the 4e PH, that means that all characters start with the following ability scores: 16, 14, 13, 12, 11, 10, and then make racial and other adjustments.

Racial Adjustments are:
Dragonborn: +2 Str, +2 Cha
Dwarf: +2 Con, +2 Wis
Eladrin: +2 Dex, +2 Int
Elf: +2 Dex, +2 Wis
Half-Elf: +2 Con, +2 Cha
Halfling: +2 Dex, +2 Cha
Human: +2 to One Ability Score of Your Choice (Humans also get an extra Feat and are trained in an extra Skill at 1st level, so it all balances out, supposedly.)

From the Forgotten Realms Players Guide:
Drow: +2 Dex, +2 Cha
Genasi: +2 Str, +2 Int

From PHII:
Deva: +2 Int, +2 Wis
Gnome: +2 Int, +2 Cha
Goliath: +2 Str, +2 Con
Half-Orc: +2 Str, +2 Dex
Shifter: +2 Str, +2 Wis

From the back of the Monster Manual (p. 276):
Warforged: +2 Str, +2 Con
Minotaur: +2 Str, +2 Con
Gnoll: +2 Con, +2 Dex
Hobgoblin: +2 Con, +2 Cha

From MMII (p. 220)
Bullywug: +2 Con, +2 Dex
Duergar: +2 Con, +2 Wis
Kenku: +2 Dex, +2 Cha

From Advanced Player's Guide (p.4)
Earth Gnome: +2 Con, +2 Int
Orc-Blooded: +2 Str, +2 Wis
Shire Halfling: +2 Con, +2 Cha

I won't bother to go through the entire Monster Manual and list racial adjustments for every race. There are rules to cover some creatures as pcs in an appendix, mostly monstrous humanoids.

For classes, races, feats, skills, etc., the PH, PH2, MM, MM2, Martial Power, Arcane Power, Divine Power, FR Players Guide, Manual of the Planes, Draconomicon are all fair game. (I don't yet have the Eberron Player's Guide that either is now available or soon will be, but I'm open to material from it also. The same applies to MM2, Arcane Power, Divine Power, and all other not-yet-released books. What I'm shooting for here is an all-inclusive 4E campaign, because we can't see how stuff works if we don't use it.)
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[Reserved for DM use]

(Probably going to have more character generation stuff, like class info, here soon)

xp when party finishes the battle at the dig and rescues Douven Stahl: 1,132 everyone levels up (L2)

188 xp gained for the protracted goblin battle in the dungeon beneath the Keep on the Shadowfell, so the new total is now 1,320. 2,250 needed for 3rd level - 1,320 = 930 xp needed for next level.
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Basher 7 Warforged Fighter 3 (Battlerager build from Martial Power)

Str. 18 (+2 race)
Con. 16 (+2 race)
Dex. 12
Int. 10
Wis. 13
Cha. 11

HP: 46 Bloodied 23 Healing Surges 9+3Con (11)
AC: 22 Fort: 18 Reflex: 16 Will: 14 +2 saves vs. ongoing damage
Speed: 6 (-1 chainmail)
Vision: Normal Passive Perception: 18
Size: Medium (6'4" 282#)
Passive Insight: 12
Initiative: +2

Class Features
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude

Battlerager Vigor: Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).
When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.

Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.


*-1 check penalty for chainmail, -1 check penalty for heavy shield

Elven (background bonus)

Weapon Proficiency--Craghammer
Weapon Focus--Hammers +1 damage

At Will Exploits

Brash Strike Fighter Attack 1
With a battle cry, you throw your whole body behind your attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Effect: You grant combat advantage to the target until the
start of your next turn.

Crushing Surge Fighter Attack 1
The feel of your weapon crunching against the enemy puts your heart back in the fight.
At-Will ✦ Invigorating*, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

* Invigorating: If you are trained in the Endurance skill, you gain temporary hit points equal to your Constitution modifier when you hit with a power that has this keyword. No invigorating power grants temporary hit points more than once per turn, even if you hit more than once with the power or use more than one power with the invigorating keyword in a round.

Basic Attack
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Ranged attack
Standard Action Heavy Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Encounter Exploits

Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength + 2 vs. AC Hit: 1[W] + Strength modifier damage.

Warforged Resolve Warforged Racial Power
You might be bloodied, but the battle is far from over!
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: You gain a number of temporary hit points equal to 3+ one-half your level.

Daily Exploits

Knee Breaker Fighter Attack 1
By smashing into your opponent’s legs, you make even the thought of moving painful for him.
Daily ✦ Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is not slowed or immobilized.

Sweeping Blow Fighter Attack 3
You put all your strength into a single mighty swing that strikes
many enemies at once.
Encounter ✦ Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Weapon: If you’re wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.
Hit: 1[W] + Strength modifier damage.

Utility Exploits
Boundless Endurance Boundless Endurance Fighter Utility 2
You shake off the worst of your wounds.
Daily ✦ Healing, Martial, Stance
Minor Action Personal
Effect: You gain regeneration 2 + your Constitution modifier
when you are bloodied.

Chainmail +6 –1 check –1 speed 40gp 40 lb.
Wall Armor Level 3
This armor seems far heavier than its constituent material. It becomes as unforgiving as a brick wall at a moment's notice.
Lvl 3 +1 680 gp gp Lvl28 +6 1.115.ooogp
Armor: Any
Enhancement: AC
Power (Daily): Immediate Reaction. Trigger: An enemy hits or misses you with a bull rush or charge attack. Effect:
The triggering enemy takes 1d6 damage per plus and is knocked prone.

+1 Heavy shield +3 –1 check 15 lb. [attached component]
(custom item per DM) A large red '7' is painted on the front.
3x Throwing hammer +2 1d6 5/10 5 gp 2 lb. Hammer Off-hand, heavy thrown
Craghammer +2 d10 — 20 gp 6 lb. Hammer Brutal 2, versatile
Avalanche Hammer level 4
Enchanted with the essence of elemental earth, this hammer strikes foes like an avalanche.
Lvl 4 +1 840 gp
Weapon: Hammer (Craghammer)
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus, and the target is knocked prone.
Property; When you charge an enemy and hit with a melee basic attack using this weapon, the attack deals 1[W]extra damage.

Amulet of Resolution Level 2+
Whether the affliction be of mind or body, this mithral necklace
gives you a second chance to ward it off.

Lvl 2 +1 520 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll
the saving throw, using the second result even if it’s lower.

Backpack (empty) 2 gp 2 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
4x Sunrods 2 gp 2 lb. [attached component]

1 gp 9 sp 10 cp

[sblock=Basic Warforged info]
Racial Traits
average Height: 6'0"–6'6"
average Weight: 270–300 lb.
ability scores: +2 Strength, +2 Constitution
size: Medium
speed: 6 squares
Vision: Normal
languages: Common
skill Bonus: +2 Endurance, +2 Intimidate
construct: You have the construct keyword, so you are considered to be a construct for effects
that relate to that keyword.
living construct: As a living construct, you have the following traits:
✦ You gain a +2 bonus to saving throws against ongoing damage.
✦ You can us attached components and embedded components made for warforged (see
Equipment, page 32).
✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.
✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.
Warforged Mind: You gain a +1 racial bonus to your Will defense.
Warforged Resolve: You can use warforged resolve as an encounter power.

Basher7 is a tall (6'4") construct of wood and metal. A occasional glimpse of steel cables and hoses can be seen at the joints as he moves. His head is shaped like that of a hammer. Some attempt at human-like features was made by his builders and he has eyebrows that move and his jaw is articulated to move up and down when he speaks. His grin however, is a skull like rictus on his fleshless face. His crystalline eyes glow with a soft blue light as he surveys his surroundings. The designers clearly had battle in mind. His form is draped with chainmail and a heavy shield with an embossed '7' is mounted to his left arm. A massive dwarven-style Craghammer with blunt face and rear facing spike is hung at his side. A bandoleer across his chest is hung with smaller versions of the hammer balanced for throwing. Basher7 was designed to take incredible damage in battle and continue to function. His body is filled with redundant systems and self-repair capability. Despite his coldly efficient fighting form, Basher7 is often childlike in personality. He constructed as an adult, but is only a few years old and relatively inexperienced with the world. He is often fascinated with novel sites and experiences and may stop to examine things others find mundane. He is also given to asking questions about biological functions and may stare at inappropriate times such as when people are engage in such functions.

History/Background: Basher7 began his existence in a Thayan mage factory at the dawn of the conflict with Aglarond. The factory was destroyed and the nearly complete Basher7 was found by Aglarondian troops. The neighboring Basher 5, Basher6 and Basher8 were damaged beyond repair. Basher1 though Basher4 had already left the factory to join Thayan forces and Basher7 sometimes wonders what happened to them. Not knowing what else to do Basher7 joined his rescuers without really understanding that they were the enemies of his creators. As the Aglarondian forces were defeated, Basher7 returned home with them to the fortress city of Glarondar. There he mastered his warrior programing and learned how to be a fighter. He also encountered the Thayan refugee community dedicated to freeing Thay from the undead. Basher7 isn't sure what to feel. Should he continue to serve Aglarond or join the refugees and fight to free Thay and perhaps connect with the other warforged of the Basher series. He has never been fully trusted by the Aglarondians. Restless and unsure of what to do he heard tales of troubles in Winterhaven. He has decided to postpone decisions about the future in favor of honing his warrior skills with a proper challenge.

Experience Points:
95 Kobold battle on the road
170 role play posts 270-272
242 2nd Kobold battle
310 Kobold Lair
188 Goblins at the entry

1,320 xp adjusted total per the DM 5/16/2010

675 Goblins and Splug 6/19/2010

1250 xp Keep on the Shadowfell wrap up 12/18/2010

150 xp Mountain Ogre fight Feb. 2011.

3,705 official total from the DM June 2011.

Mini Stat Block
Basher7 Warforged Fighter 2-Battlerager build
Passive Perception: 18, Passive Insight: 12
AC:22, Fort:18, Ref:16, Will:14 -- Speed:6
HP:46/46, Bloodied:23, Surge Value:11 with 9/12 remaining (currently with 0 temp hp)
Initiative +2
Action Points: 1, Second Wind: not used
Fighter Abilities: Battlerager Vigor, Combat Challenge, Combat Superiority
At-Will: Brash Strike, Crushing Surge, Basic Attack, Ranged Attack
Encounter: Passing Attack, Warforged Resolve
Daily: Knee Breaker, Sweeping Blow
Utility: Boundless Endurance
+1 Craghammer +2 prof. d10 Hammer Brutal 2 Versatile
Str. 18, Dex. 12, Con. 16, Int. 10, Wis. 13, Cha. 11
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Elerosse (Eladrin Wizard Level 3)

+0 / Str. 11
+1 / Con. 13
+2 / Dex. 14 (+2 race)
+4 / Int. 18 (+2 race)
+2 / Wis. 14
+0 / Cha. 10

HP: 31 Bloodied 15 Healing Surges 7 = 6 +1 Con (for 7 each time)
Attacks: (+1 level)
AC: 15 (10 + 4 Int +1 level) Fort: 13 (10 + 1 Con +1cloak+1 level) Reflex: 16 (10 + 4 Int +1cloak+1 level) Will: 17 (10 + 2 Wis + 2 class + 1 race +1cloak+1 level)
Speed: 6 ()
Vision: low light
Size: Medium (5' 9", 155 lbs.)
Languages: Common; Elven

Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff, long sword (racial)
Implements: Orbs, staffs, wands
Bonus to Defense: +3 Will (+1 racial Eledrin; +2 class Wizard)
+3 / Init= +2 Dex +1 level

+12 / Arcana (Int +4) (trained +5)(Eledrin racial +2)(level +1)
+8 / Dungeoneering (Wis +2) (trained +5) (level +1)
+8 / Insight (Wis +2) (trained +5) (level +1)
+10 / Nature (Int +4) (trained +5) (+1 level)
+3 / Perception (Wis +2)(level +1)
+3 / History ()(Eledrin racial +2)(+1 level)​

Fey Step: Eladrin Racial encounter power: Move Action Personal -Teleport up to 5 squares

Build Options: war wizard

Class Features:
Arcane Implement Mastery-Wand of Accuracy (1/encounter as free action) add Dex modifier to a single attack roll.
Cantrips-ghost sound, light, mage hand, prestidigitation (at will)
Ritual Casting

Spellbook (128 pages--6 pages used):
Rituals-Level 1 (3)
---- Comprehend Language
---- Make Whole
---- Tenser's Floating Disk
Daily Spells-Level 1 (2+1 for Expanded Spellbook feat)
---- Acid Arrow
---- Flaming Sphere
---- Sleep
Level 2 Utility
---- Feather Fall (D) Ranged 10
---- Shield (E) Immed Interupt if hit by attack (+4 to REF and AC until end of next turn)​

Level 1 At-will: Magic Missile INT v. REF 1 target range 20 damage 2d4+INT
Level 1 At-will: Thunderwave INT v FORT close blast 3 damage 1d6+INT, push targets WIS
Level 1 Encounter: Force Orb INT v. REF 1 target range 20 damage 2d8+INT (secondary attacks: adjacient to target INT v. REF damage 1d10+INT)

Level 1 Daily: Sleep area burst 2 within 20 INT v. WILL fail sleep save slowed (next save ends)

Level 2 Encounter: Shield immediate if hit- +4 AC +4 REF until end of next turn.

Level 3 encounter: Fire Shroud Close burst 3 INT v. FORT damage 1d8+INT fire ongoing 5 (save ends)

Ritual Caster (class bonus feat)
Expanded Spellbook - add 3 daily attack spells instead of 2
Twist the Arcane Fabric - prereq. Eladrin, arcane class - only applies to an area or close power - Fey step an ally out of your power's area of effect. This is a free action, that teleports the ally 3 squares (Arcane Power p. 126)

Money: 100 GP

2 - Cloak of Resistance +1 (neck) +1 FORT/REF/WILL (daily power resistance 5)
3 - Wand of Chill Strike +1 (atk/dam crit +1d6)(encounter power INT v. FORT range 5 2d8+INT cold + dazed til next turn)
4 - Long Sword of Terror +1 (crit +1d8)(daily fear on hit -2 to defenses, save ends)

Elerosse is about as average an Eledrin wizard as one can find. Elerosse grew up on a farm on the outskirts of Aglarond. Elerosse is ashamed of his humble upbringing. He's proud to be a soon-to-be mighty wizard. Aglarond is on the eastern coast of the Sea of Fallen Stars, quite some distance to the east from Netheril, and a bit south, about 100 mi. or so.​


675 goblins

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First Post
Rhun's Post to indicate his interest. However, since I have nothing 4E, I'm waiting on Leif to get me some information. My initial thought is an elf or eladrin ranger or rogue. :D

Maidhc O Casain

Na Bith Mo Riocht Tá!
Aimhirghin Maolán

(AV-ir-yin MALE-awn)

Race: Changeling (Medium Humanoid)

Class: Bard
Level: Two
Experience: 1132

Alignment: Unaligned
Deity: Oghma

[U]Ability Scores [/U]
STR: 08     (Mod+½Lvl: -1)
CON: 10     (Mod+½Lvl: +0)
DEX: 10     (Mod+½Lvl: +0)
INT: 13     (Mod+½Lvl: +1)
WIS: 16     (Mod+½Lvl: +3)
CHA: 19     (Mod+½Lvl: +4)

 AC: 14     (10+½Lvl: 11; Armor/Ability: +5)
  F: 11     (10+½Lvl: 11; Ability: +1)
  R: 13     (10+½Lvl: 11; Ability: +3; Class: +1)
  W: 17     (10+½Lvl: 11; Ability: +4; Class: +1; Race: +1)

 HP: 27     (Bloodied: 13; Healing Surge: 06; Surges/Day: 07)

Movement: 6     (6 Squares)

Passive Insght: 21     (Skill Bonus: +11)
Passive Prcptn: 19     (Skill Bonus: +09)

Increment: 5/10
    Melee: +3     (½Lvl: 01; Ability: -1; Proficiency: 03)
    Range: +4     (½Lvl: 01; Ability: +0; Proficiency: 03)
   Damage: 1d4-1

Increment: 20/40
    Range: +3     (½Lvl: 01; Ability: 00; Proficiency: 02)
   Damage: 1d10

[U]Racial Abilities[/U]
    Shapechanger: You have the Shapechanger Quality
    Change Shape: (At-Will, Minor)
                  Change shape to any medium humanoid (General or Specific)
Changeling Trick: (Encounter, Minor)
                  Bluff Check vs. Passive Insight, Success gains Combat
                  Advantage until the end of your next turn.
  Mental Defense: +1 to Will Defense/Saving Throws
     Skill Bonus: +2 to Bluff/Insight Checks

[U]Class Abilities (Bard)[/U]
           Bardic Training: Gain Ritual Caster, use 1 Bard Ritual/Day w/out
                            expending Components
Bardic Virtue (Prescience): (Encounter, Immediate Interrupt)
                            When enemy attack hits ally w/in 5 Squares, grant
                            WIS Modifier (+3) bonus to targeted defense
             Majestic Word: (Encounter Power, Close Burst 5)
                            You or one ally in burst can spend a healing surge
                            and regain Charisma Bonus (+4) extra HP, slide
                            target one square.
                            [I]Special: May use 2/Encounter, but only 1/Round.[/I]
    Multiclass Versatility: Choose multiclass abilities from any number of
         Skill Versatility: +1 on Untrained Skill Checks
              Song of Rest: On short rest you and allies using Healing Surge
                            gain CHA Bonus (+4) extra HP.
       Words of Friendship: (Encounter Power, Personal)
                            Gain +5 Bonus to Diplomacy check made before end
                            of next turn.

     Friendly Deception: May use Word of Friendship to modify Bluff Check
          Ritual Caster: Can Master/Perform Rituals of Character Level or lower.
                         *     Create Campsite
                         *     Traveler’s Chant
Prescient Fortification: Virtue of Prescience Bonus increases by 02.

02 Acrobatics
07 Arcana
01 Athletics
12 Bluff
06 Diplomacy
05 Dungeoneering
02 Endurance
05 Heal
03 History
11 Insight
06 Intimidate
05 Nature
09 Perception
03 Religion
02 Stealth
10 Streetwise
02 Thievery

[COLOR="Green"]Changeling Disguise[/COLOR]
[COLOR="Green"]Cutting Words[/COLOR]
[COLOR="Green"]Jinx Shot[/COLOR]

[COLOR="Silver"]Changeling Trick[/COLOR]
[COLOR="Silver"]Focused Sound[/COLOR]
[COLOR="Silver"]Majestic Word[/COLOR]
[COLOR="Silver"]Words of Friendship[/COLOR]

[COLOR="Gold"]Arrow of Warning[/COLOR]
[COLOR="Gold"]Concerted Effort[/COLOR]

Encumbrance: 61/120 lbs.

Money: 14 GP

Leather Armor
Daggers (4)
Longbow (30 Arrows)
Adventurer's Kit
Traveling Drum
Ritual Book

[sblock=Stat Block]
 AC: 14     F: 11     R: 13     W: 15     HP: 27

Passive Insght: 21            Passive Prcptn: 19

Dagger                Longbow
Increment: 5/10       Increment: 20/40
    Melee: +3
   Ranged: +4            Ranged: +3
   Damage: 1d4-1         Damage: 1d10

[COLOR="Green"]Changeling Disguise[/COLOR]
[COLOR="Green"]Cutting Words[/COLOR]
[COLOR="Green"]Jinx Shot[/COLOR]

[COLOR="Silver"]Changeling Trick[/COLOR]
[COLOR="Silver"]Focused Sound[/COLOR]
[COLOR="Silver"]Majestic Word[/COLOR]
[COLOR="Silver"]Words of Friendship[/COLOR]

[COLOR="Gold"]Arrow of Warning[/COLOR]
[COLOR="Gold"]Concerted Effort[/COLOR]

As a Changeling, Aimhirghin can change his appearance at will.

His default appearance is of a young, smallish (5'6", 120 lbs), very good looking human male with dark brown hair and eyes and a neatly trimmed beard/moustache. He wears his hair shoulder length and unkempt. His skin typically appears slightly tanned.

Not a showy person except when he's actually performing, he nevertheless exudes quiet confidence that is never cocky or irritating (unless he wishes to make it so, at least). His voice is deep and rich - much more so than one would expect from someone his size - and for him it is a well honed tool that he uses with a casual familiarity.[/sblock]

The Known Story
Aimhirghin's true origins are something of a mystery, even to himself. His earliest memories are of being raised in a prominent merchant house in Vaelan, the capitol city of Durpar. For the first sixteen years of his life, he was a privileged child of a wealthy family. He studied history, language, music and the arts, worked out daily with the house WeaponMaster, and generally had access to all of the perks of the wealthy. Then disaster struck.

For some unknown to any, on his sixteenth name-day Aimhirghin reverted to his true form - a pasty skinned beanpole with huge solid black eyes and wild colorless hair. Horrified, his parents cast him out and put together a story to cover his sudden disappearance. Aimhirghin was dead to his family, and left to fend for himself on the harsh streets of Vaelan.

After a half year of day to day survival, living on his wits and gradually learning to control the shapeshifting ability of his true heritage, the young man's strength of will began to assert itself. Carefully constructing an appearance very different from that of his former life, he set about putting his training and skills to use building a new life. He found a small, poor inn and obtained a position as the house entertainer, working for room and board and tips he shared with his patron. It was difficult going at first - the innkeeper was a rough, unkind man and Aimhirghin had to . . . assert himself . . . strongly to convince the man that he was not to be trifled with. However, once he established that he could hold his own life settled into a bearable routine. During this time he also found a local temple to Oghma and began spending much of his free time in the library there, avidly reading and absorbing without regard to subject, making his way through the books in whatever order they happened to appeal to him.

Three more years of saving his money and gradually accumulating decent arms and equipment saw him ready to strike out on his own. His goal was to make he way out of Durpar and through the Beastlands, to a city or country where he could make continue indulging his thirst for knowledge even as he built a comfortable life for himself.

Recent History & Campaign Intro
He was clear of the Beastlands and well into more civilized areas when he ran into some trouble at a small inn where he'd stopped to shelter for the evening. Aimhirghin was working for his room and board at the inn, about halfway through his performance, when a young shifter stepped through the door. Having never seen such a creature before, the patrons of the inn immediately went into full blown panic. Unfortunately for the shifter there was a guard contingent from a local castle at the inn, and they saw an opportunity to enhance their reputation with the locals. Though well aware of the shifter's true nature they quickly decried him as a werewolf, inciting further panic amongst the locals. After a brief struggle they captured the unfortunate creature and were on their way to execute him when Aimhirghin decided to step in.

Quickly gaining the attention of the crowd through the use of his well trained voice he calmed the situation with wit and daring, and helped them understand the difference between a shifter and a were. Though their emotions were cooled there was still an air of unease about the inn and the shifter was . . . encouraged . . . to leave forthwith. This local encouragement was reinforced by the castle guard, who were none too happy with Aimhirghin for exposing their fraud and forcing them into a position of admitting either dishonesty or stupidity. Needless to say, the young bard left town on the heels of the beleaguered shifter.

Aimhirghin caught up with the shifter a little way down the road and introduced himself. Upon finding out the shifter, Khellek, was on a quest to find his sister he eagerly accepted the extended offer of companionship on the road. The two were soon fast friends, and made their way together toward Winterhaven.

After almost 5 months on the road, Aimhirghin and Khellek are finally in the area of Winterhaven . . . and there the adventure begins![/sblock]

[sblock=Campaign/Character Notes]
The Real Story
Aimhirghin was exchanged as an infant for the true child of his 'family' in some nefarious Doppelganger plot to gain power in Vaelan. A glamour was cast upon him to disguise his true nature by suppressing his shape changing abilities and altering his appearance.

The Castle Guards
The guards from his first encounter with Khellek might just turn up again later . . .


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First Post
Slight change of pace, Scotley's Warforged got my eberron-juices flowing so I made a shifter cleric instead, worshipping Selune

[b]Name: [/b] Khellek
[B]Class:[/B] Cleric 1	[b]Starting Level[/b]: 1
[B]Race:[/B] Longtooth Shifter
[b]Region:[/b] Durpur
[b]Size:[/b] M
[B]Gender:[/B] M
[b]Deity:[/b] Selune
[b]Alignment:[/b] Good
[B]Action Points:[/B] 1
[b]XP:[/b] 0
[b]Str:[/b] 16 +3  +2 Racial     
[b]Dex:[/b] 11 --                 
[b]Con:[/b] 13 +1                
[b]Int:[/b] 10 -- 
[b]Wis:[/b] 18 +4  +2 Racial 
[b]Cha:[/b] 12 +1  

[b]Hit Points:[/b] 25/25 [b]Bloodied:[/b] 12
[b]Healing Surge:[/b] 6  [b]Surges per day:[/b] 8
[b]Initiative:[/b] +0
[b]Senses:[/b] Low-Light
[b]Speed:[/b] 5 [-1 speed heavy armour]
[b]Perception:[/b] +6 [b]Insight:[/b] +9 
[b]Action Points:[/b] 1

[b]AC[/b] 17 
[b]Fortitude[/b] 13
[b]Reflex[/b] 11 
[b]Will[/b] 15

[b]Basic Melee Attack:[/b] +5 [b]Damage:[/b] 1d8+3  Mace
[b]Basic Ranged Attack:[/b] +5 [b]Damage:[/b] 1d6+3    Javelin
Range 10/20

[B]Number of Trained Skills:[/B] 4	
Acrobatics: -1 = 0 [dexterity] -1 [armor] 
Arcana: 0 = 0 [intelligence]  
Athletics: +4 = 3 [strength] + 2 [Longtooth Shifter] -1 [armor] 
Bluff: +1 = 1 [charisma]  
Diplomacy: +6 = 1 [charisma] + 5 [class training] 
Dungeoneering: +4 = 4 [wisdom]  
Endurance: +2 = 1 [constitution] + 2 [Longtooth Shifter] -1 [armor] 
Heal: +9 = 4 [wisdom] + 5 [class training] 
History: 0 = 0 [intelligence]  
Insight: +9 = 4 [wisdom] + 5 [class training] 
Intimidate: +0 = 0 [charisma]  
Nature: +4 = 4 [wisdom]  
Perception: +4 = 4 [wisdom]  
Religion: +5 = 0 [intelligence] + 5 [class training] 
Stealth: -1 = 0 [dexterity] -1 [armor] 
Streetwise: +1 = 1 [charisma]  
Thievery: -1 = 0 [dexterity] -1 [armor]

Feats: Shield Proficiency -- Light, Ritual Casting (B)

Languages: Common

Class and Racial abilities:

+2 Strength, +2 Wisdom (already included)
+2 Athletics, +2 Endurance
Longtooth Shifting (when bloodied; see Monster Manual)
Channel Divinity -- Divine Fortune
Channel Divinity -- Turn Undead
Healer's Lore (add your wisdom bonus to healing granted by a power)
Healing Word
Ritual Casting [bonus feat, not listed above]


At will:
Lance of Faith (Range 5, +4 vs. Ref, 1d8+4 radiant damage + 1 ally gets +2 power bonus on next attack roll against the target)
Righteous Brand (Melee, +5 vs AC, 1d8+3 damage, 1 ally within 5 squares gains a +4 power bonus to melee attacks until end of next turn)

Healing Word (Burst 5, minor action, 2x/encounter, target can use healing surge with a +1d6 bonus)
Healing Strike (Melee, +5 vs AC, 2d8+3 radiant damage, target is marked until end of next turn, you or one ally within 5 squares can spend a healing surge)
Longtooth Shifting (Must be bloodied to use it, until end of encounter or rendered unconscious, gain a +2 to damage rolls & as long as bloodied gain regeneration 2)

Beacon of Hope (Close Burst 3, +4 vs. Will, targets are weakened until end of its next turn, you & all allies in burst gain 5 hit points & all your healing powers restore +5 hp until end of encounter)


Equipment: Cost Weight
Mace 5gp 6lb
Chainmail 40gp 40lb
Light Shield 5gp 06lb
Adventurer's Pack 15gp 33lb

Total Weight:85lb Money: 35gp Xsp Xcp (assuming 100gp to start)

Age: 32
Height: 5'7"
Weight: 175 lbs
Hair: Long, Dark Brown
Eyes: Hazel
Skin: Light, brown fur

Appearance: Khellek is beginning to grow a "mane" of wild, unkempt hair. It is rather long, and with his stubbly beard and massive sideburns, frames his entire face. This mane is mostly black, although tiger-like "Stripes" of red twist through it. Khellek makes it a point to braid small strings and twine into his hair, although they soon fall out or are obscured by burrs.

Khellek's face definately has a feral cast to it. Spike is large for a shifter, with massive arms and that end in vestigial claws. He has two canine teeth that enlarge when he shifts. Khellek wears simple clothing, preferring a simple brown cloak made of wool that he typically uses to obscure his face.

Personality: Khellek is blunt. Those in polite society would call him rude, or uncouth. He does not mean to offend, but does not see the point of embellishing one's words. He detests lies and liars. He has gained control of his bestial side, but the thrill of the hunt and the challenge of a fight make his heart pound. When Khellek makes a promise, he keeps it and he expects others to do so also.

Background: Khellek was born in the Beastlands north of Darpur to a small tribe of shifters, who were doing their best to avoid being noticed by the slaver's and other beasts of that land, especially the kenku.

Seamus and Sylva Swift gave birth to Khellek early in their marriage. It was a proud day for the Swift clan, a clan with a long tradition of razorclaws and longteeth in their blood. Indeed, little Khellek appeared to have the longtooth gift, and all was good.

But a mere three years later, the pair gave birth again, to Siobhan. She did not manifest either gift, but instead, manifested the gift of Dreamsight. The Swift clan was shocked at this, and there was rumor of unfaithfulness and others of impure blood. The other shifters in the tribe, however, viewed this as a blessing Selune, sent to guide them.

Khellek, a young warrior like his father, found himself sticking up for his little sister while she was a kid. What friends he had beyond her were few, and he kept them close as well. He spent much of his time in the wilderness, often with his sister, trying to teach her what he could.

Seamus and Sylva were above most of the fray about Siobhan, though Seamus seemed blissfully ignorant of his daughter's gift. They spared no love for either child, and provided what they could when they could.

One night, Khellek awoke to a racket, and found the other tribesman trying to push their way past his father. They quickly overcame the lone shifter, and they burst into the small hut that Khellek shared with his sister. The tribesman demanded to see the female and were brandishing weapons. Khellek tried to stand in their way, but was also overwhelmed. When the others tore off the blanket from Siobhan's bed, there was nothing there, but a pile of rocks. They demanded to know where she was, but Khellek knew nothing. He suffered a severe beating at their hands and was left in a bloody mess. Crawling over to his bed, the young shifter found a piece of parchment wrapping a small symbol to Selune.

"The Moonmaiden warned me that it was time to move on, that they didn't understand my gift and would come for me. I've been sent on a quest for her and don't know if I will return, please keep this symbol safe and allow The Lady of Silver to guide your path"

Immediately, Khellek began to pack his belongings, including the mace and armour his father had lent him to practice his combat in, and proceeded to strike out on his own to find his beloved sister. When exhaustion overwhelmed him and he was forced to rest for the night, Khellek was given a vision of darkness overcoming the full moon, and great howls of pain from all manner of humanoids. When he awoke,one word was on his lips "Winterhaven". Khellek had never heard of this place before, but knew that he needed to find it. He spent the last two years tracking down the location of this place, and was now finally on his way there.
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First Post
I'll edit/add more a bit later with some personality details and background. Just wanted to get the stats out there ASAP for planning purposes.


Taldan, 1st level shadar-kai swordmage

STR 14
CON 13
DEX 14 (+2 race)
INT 18 (+2 race)
WIS 10
CHA 11

HP: 33 / Bloodied: 16 / Healing Surges: 9 (for 8)
AC: 19 / Fort: 13 (+1 race) / Reflex: 14 / Will: 12 (+2 class)
Speed: 6
Vision: Low-light
Size: Medium (5'11", 160 lbs)
Alignment: Good

Class Features
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, military light blades, military heavy blades, simple ranged
Swordmage Aegis, Aegis of Assault
Swordmage Warding

Arcana +9 (+5 trained, +4 INT)
Athletics +7 (+5 trained, +2 STR)
Endurance +6 (+5 trained, +1 CON)
Intimidate +5 (+5 trained)
Acrobatics +4 (+2 race, +2 DEX)
Perception +0
Stealth +4 (+2 race, +2 DEX)

Languages: Common, Thayan; Background Thay

Intelligent Blademaster

At Will Spells
Greenflame Blade
Lightning Lure

Encounter Spells
Flame Cyclone
Shadow Jaunt

Daily Spells
Frost Backlash

Leather armor, 15 lb.
Broadsword, +2 d10, versatile, 5 lb
Bastard sword, d10, versatile, 6 lb
Adventurer's kit, 33 lb.

Money: 5 gp

Walking Dad

First Post
Tarrk Bloodhoof

[sblock=Tarrk, Minotaur Fighter (Slayer)]
Tarrk Level 3
Minotaur Fighter (Slayer)

Str 18, Con 14, Dex 16, Int 8, Wis 12, Cha 10

AC: 19; Fort: 18; Reflex: 15; Will: 13
HP: 41; Bloodied: 20; Surges: 11; Surge Value: 10
Initiative: +4; Speed: 5

Athletics +10, Endurance +10, Intimidate +6

Acrobatics +4, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +0, Insight +2, Nature +4, Perception+4, Religion +0, Stealth +4, Streetwise +1, Thievery +4

1. Weapon Proficiency: Gouge
2. Spear Expertise

Languages: Common, Giant
Skill Bonuses: +2 Nature, +2 Perception
Vitality: You have one additional healing surge.
Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
Goring Charge: You have the Goring Charge power.

Minotaur feature: Goring Charge
Fighter Feature: Power Strike, Improved
Slayer Fighter Stance: Battle Wrath
Slayer Fighter Stance: Berserker's Charge
Fighter utility 2: Passing Forward



At-Will Powers

Battle Wrath: minor, personal, You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.

Berserker's Charge: minor, personal, You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.

Passing Forward: move, personal, You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Encounter Powers

Goring Charge:
standard, m1, You charge and make the following attack in place of a melee basic attack - 1d20+9;1d6+4 damage, and you knock the target prone.

Improved Power Strike: free, personal, after hitting an enemy, you can add 2d6 more damage.

Fortification Scale Armor +1, Vanguard Gouge +1, Badge of the Berserker +1, Adventurers kit (15)




Tarrk was born on the fringes of the civilized lands. While his rough upbringing left him socially inept, his strong arms, great constitution, keen eyes and closeness to nature make him a valuable part of any adventuring group.
Tarrk was part of a feral minotaur. But after the old chiefs death his older brother or his brothers greatest rival, Grimgroo Boarimpaler should duel for the new leader position. His brother died in the ring of honor, but Tarrk suspected treachery in Grimgoo's victory. Unable to challenge the new chief without a legend of his own, Tarrk left the tribe to seek honor and glory, to one day return and take leadership of his tribe.

[sblock=Old Stats (ignore)]
Tarrk Bloodhoof Player: WD
Minotaur Barbarian XP 1,995 Level 2
Initiative +3 Senses Normal Vision
Passive Insight 12; Passive Perception 19
HP 42; Bloodied 21; Surge Value 10; Surges Per-Day 11
AC 18; Fortitude 17; Reflex 14; Will 12
Saving Throw Bonus: -
Resist: -
Speed 6
Alignment Unaligned
Languages Common

Str 18 Dex 14 Wis 13
Con 16 Int 10 Cha 08

Basic Attack:
Greataxe: +7 ; 1d12+4

Racial Abilities
Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious.
Heedless Charge: You gain a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
Goring Charge: You can use goring charge as an encounter power.

Class Features
Barbarian Agility: Add +1 to AC and Reflex if not wearing heavy armor.
Feral Might (Thunderborn Wrath): War Cry Power; each enemy adjacent to him takes 3 thunder damage when getting enemy to 0 HP.
Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.

All attacks are vs AC

At-Will Powers

Howl of Fury: standard, mw, 1d20+7;1d12.minroll(3)+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast, other than the target, takes 3 thunder damage. If you are raging, the thunder damage equals 6.

Passing Strike: standard, mw, Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. 1d20+7;1d12.minroll(3)+4 damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.

Encounter Powers
War Cry: free, cb3, Trigger: Your attack reduces an enemy to 0 hit points. - Target: Each enemy in blast - Effect: You push each target 1 square.

Goring Charge: standard, m1,
You charge and make the following attack in place of a melee basic attack - 1d20+9;1d6+4 damage, and you knock the target prone.

Shout of Terror: standard, mw,
1d20+7;1d12.minroll(3)+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast is slowed and you gain a +3 bonus to damage rolls against slowed creatures until the end of your next turn.

Daily Powers
Thunder Hooves Rage: standard, mw, 1d20+7;3d12.minroll(3)+4 damage. - Miss: Half damage. - Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1d12 extra damage.

Utility Power
Shrug it off: imm reaction, personal, Trigger: You are subjected to an effect that a save can end - Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.

Toughness, Weapon Proficiency (Executioner's Axe)

Athletics* +10 (ACP)
Nature* +9
Perception* +9


Executioner's Axe (30), Hide (30), Standard adventurers pack (15), 4 javelins (20), clothes, 5 gp, Bloodcut Armor +1



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