My pbp characters

Mathew_Freeman

Adventurer
Arawn, The Stormwalker of the Telbore Mountains

[sblock=Character sheet here]
[sblock=Attributes]Str 14, Con 16, Int 12, Dex 18, Wis 26, Cha 18
HP 106, blooded 53, surge value 28, surges/day 9
Initiative + 18 = + 10 level + 4 Dex + 4 feat
Move 7[/sblock]
[sblock=Defenses]AC 34 = 10 (base) + 10 (level) + 4 (Dex) + 10 (armour)
Fort +28 = 3 (Con) + 10 (level) + 1 (class) + 10 (base) + 4 (item)
Ref +28 = 4 (Dex) + 10 (level) + 10 (base) + 4 (item)
Will +33 = 8 (Wis) + 10 (level) + 1 (class) + 10 (base) + 4 (item)[/sblock]
[sblock=Skills]Nature +25 = 10 (level) + 8 (Wis) + 5 (trained) + 2 (race)
Heal +23 = 10 (level) + 8 (Wis) + 5 (trained)
Perception +28 = 10 (level) + 8 (Wis) + 5 (trained) + 2 (race) +3 (item)
Religion +16 = 10 (level) + 1 (Int) + 5 (trained)[/sblock]
[sblock=Feats]Epic Resurgence (first time you score a crit during an encounter, regain one encounter attack power) (PHB 207)
Solid Sound (until the end of your next turn, you gain a +2 bonus to Fort, Ref or Will after you use any power that has the thunder or force keyword. Choose the defence when you use the power) (PHB206)
Resounding Thunder (you can add 1 to the size of any blast or burst that has the thunder keyword) (PHB 205)
Lightning Arc (when you score a crit with a lightning power, you can treat it as a normal hit in exchange for affecting another target within 10 squares who has not already been hit by this power)(PHB 204)
Armour Specialisation: Hide (+1 AC with Hide, chk penalty reduced to 0) (PHB 202)
Devastating Critical (deal additional 1d10 dmg on a crit) (PHB 202)
Raging Storm +3 (do +3 damage with all powers that have the thunder or lightning keyword) (PHB 200)
Elven Precision (gain +2 to hit when using elven precision reroll) (PHB 194)
Alertness (+2 to Perception & don't grant combat advantage during surprise rounds) (PHB 193)
Improved Initiative (+4 initiative)(PHB)
Danger Sense (roll initiative twice and take better of both rolls) (PHB 202)
Evasion (take no damage from Miss effects that target Ref) (PHB 202)
Mettle (take no damage from Miss effect that target Fort or Will) (PHB 204)
Ritual Caster (bonus)[/sblock]
[sblock=Class Features]Elemental Affinity (Thunder & Lightning) - Elemental Accuracy: Once per encounter as a free action, you gain a class bonus to a single damage roll, equal to your Charisma modifier. You may only use this ability when attacking with a nature priest prayer with one or both of your selected energy keywords.
Elemental Defense: Once per encounter as an immediate interrupt, you gain a bonus to Reflex and Fortitude equal to your Constitution modifier. This protects you only against attacks that deal damage of one (or both) of your chosen energy types, and applies until the start of your next turn.
Natural Caster - gain Cha bonus to Nature checks during rituals.[/sblock]
[sblock=Powers]Basic melee attack: +16 vs AC, 1d6+6, crit 1d10 + 12, Staff of Storms +4
Basic Wisdom Attack: +22 = 10 (level) + 8 (Wis) + 4 (Implement)
[sblock=At Will]Lightning Fist (std, ranged 3, +22 vs Fort, 2d6 + 11 lightning (crit 19+, 4d6 thunder or lightning + 1d10 + 23 lightning) + push 4, secondary attack vs up to two creatures adjacent to primary target, +22 vs Fort, 2d6 +11 lightning (crit 19+, 4d6 thunder or lightning + 1d10 + 23 lightning)
Primal Scream (std, close blast 3 or 4, +22 vs Fort, 2d6 +11 thunder damage (crit 19+, 4d6 thunder or lightning + 1d10 + 23 thunder) & target is deafened until the start of my next turn)[/sblock]
[sblock=Encounter]Gale Cloak (7th) (std, close burst 3, +22 vs Fort, 2d6 + 8 damage (crit 20, 4d6 thunder or lightning + 1d10 + 20), push 3 & knock prone)
Lightning Stride (PP 11th) (std, ranged up to 10, +22 vs Reflex, 3d6 + 11 lightning (crit 19+, 4d6 thunder or lightning + 1d10 + 29 lightning), Effect: In the form of a lightning bolt, you travel from your starting square to any square within 10, making an attack against all creatures who squares you pass through in the process. If a solid object (not a creature) at least one square thick blocks your path, and the bolt does not deal enough damage to destroy it, you reappear adjacent to the object)
Thunder Seed (13th) (std, ranged 20, one creature or object, +22 vs Reflex, 3d6 + 11 thunder (crit 19+, 4d6 thunder or lightning + 1d10 + 29 thunder) & target is deafened until the end of my next turn & secondary attack, secondary vs all adjacent creatures, + 22 vs Ref, half initial damage & no deafening)
Thunderbolt (17th) (std, ranged 12, one creature, +22 vs Ref, 5d6 + 11 lighting (crit 19+, 4d6 thunder or lightning + 1d10 + 41 lightning) & target is deafened until the end of my next turn & make secondary attack vs all adjacent creatures, secondary +22 vs Fort, half initial damage (thunder) & push targets 2 squares away from primary target)[/sblock]
[sblock=Daily]Draw the Lightning (9th) (std, range 20, 1 - 3 targets, +22 vs Ref, If you attack a single target, a hit deals 5d6 + 11 lightning (crit 19+, 4d6 thunder or lightning + 1d10 + 41 lightning). If you attack two, each takes 3d6 + 11 lightning (crit 19+, 4d6 thunder or lightning + 1d10 + 29 lightning) and if you attack three, each takes 2d6 + 11 lightning (crit 19+, 4d6 thunder or lightning +1d10 + 23 lightning))
Lightning Storm (15th) (area burst 1 or 2 (primary) 2 or 3 (secondary) & 4 or 5 (tertiary) within 12, primary +22 vs Fort, 4d6 + 11 lightning & thunder (crit 19+, 4d6 thunder or lightning + 1d10 + 35 lightning & thunder) & target is deafened (save ends) & stunned until the end of my next turn, miss half damage & deafened until the end of my next turn; secondary +22 vs Fort (not creatures affected in primary), 3d6 + 11 thunder & lightning (crit 19+, 4d6 thunder or lightning +1d10 + 29 thunder & lightning) & deafened (save ends) & dazed until the end of my next turn, miss half damage; tertiary (not creatures affected by primary or secondary) +22 vs Fort, 2d6 + 3 thunder (crit 19+, 4d6 thunder or lightning +1d10 + 15 thunder) & target is deafened until end of next turn, miss half damage)
Thunderous Roar (19th) (std, burst 6 or 7 within 20 squares, +22 vs Fort, 4d10 + 11 thunder (crit 19+, 4d6 thunder or lightning +1d10 + 51 thunder) & deafened (save ends)
Ongoing Storm (20th PP) (std, area burst 3 or 4 within 15 squares, +22 vs Fort, 4d8 + 11 lightning (crit 4d6 thunder or lightning +1d10 +43 lightning), plus ongoing 10 thunder damage and stunned (save ends both), Aftereffect: Deafened (save ends), Miss: Half damage, no ongoing, and deafened (save ends)[/sblock]
[sblock=Utility]Cloudburst (2nd) (encounter, std, burst 1 within 10, The area is filled with a heavy rain. All nonmagical fires are quenched, and anyone suffering ongoing fire damage gains a +2 bonus to end that effect. Any lightning and thunder effects in the area do +1 damage. The rain provides concealment. The cloudburst ends at the start of your next turn; sustain minor)
Treeskin (6th) (daily, std, melee 1, you or creature touched, confer weapon resistance 5 until the end of the encounter)
Fey Fire (10th) (encounter, std, burst 2 within 12, All creatures within the area glow. This negates invisibility and normal concealment, and bestows a –10 penalty on Stealth checks. All attacks against these foes gain a +2 bonus to hit. This effect lasts until the end of your next turn; sustain minor: You can sustain this power for 4 rounds. You can move the area up to 6 squares as a move action).
Shielding Winds (12th PP) (daily, immediate reaction, personal, trigger: you are attacked, You gain a +2 power bonus to AC, and a +1 power bonus to Reflex., Sustain Minor: You can sustain this power for up to 5 minutes)
Stone to Mud (16th) (encounter, std, up to 10 squares within 20 squares, area becomes difficult terrain until the end of the encounter)[/sblock][/sblock]
[sblock=Paragon Path]Stormwalker
Advanced Players Guide by Ari Marnel said:
You have always been fascinated by the power of the elements. Other nature priests may commune with the beasts, summon fire, even change their shape—but you know that the greatest power in the natural world is the might of the raging storm.
Abilities: Friend of the Storm (When you spend an action point to take an extra action, you also add half your level to the damage of any attack powers that have the lightning or thunder keywords. This bonus lasts until the start of your next turn)
Storm-Thrower (11th level) (Any nature priest attacks you make with the lightning or thunder keywords a critical hits on a roll of 19 or 20)
Stormwalk (Once per day, as a free action, you grant yourself the ability to walk on air, essentially gaining a fly speed equal to your standard movement rate. This ability lasts for 10 rounds (1 minute)[/sblock]
[sblock=Epic Destiny]Demigod: + 2 to Wisdom & Charisma[/sblock]
[sblock=Items][sblock=Staff of Storms +4]+4 to attack & damage, +4d6 lightning or thunder damage on crit, Power (Daily • Lightning, Thunder): Free Action. Use this power when using a power that has the lightning or the thunder keyword. After resolving the power, deal 2d8 lightning and thunder damage to every creature in a close blast 3.[/sblock]
[sblock=Wildleaf Hide Armour +5]AC+10 (+4 armour +5 enchancement +1 feat), chk -1, ignore difficult terrain whilst moving[/sblock]
[sblock=Stormwalkers Cloak +4] +4 Fort, Ref, Will, resist thunder 10, resist lighting 10, Power (Daily • Lightning, Thunder): Minor Action. Until the end of your next turn, each time you are hit by a melee at-tack the attacker takes 4d6 lightning damage or 4d6 thunder damage (your choice).[/sblock]
Boots of Striding (+1 movement whilst in light armour)
Helm of the Eagle (+3 perception, Daily: free, +2 to next ranged attack)
Belt of Vigor (+2 to healing surge value)
2 Ritual Candles (Daily: +2 item bonus to a roll made during a ritual)
Bracers of Wound Closure (Daily: Instant, stop one source of ongoing damage)
Ring of Perfect Grip (+5 to avoid falling, Daily: Immediate, auto-save from falling, with milestone also do not fall prone)[/sblock]
[sblock=Rituals]Animal Messenger, Commune With Animals, Consult Oracle (PHB 302), Consult Mystic Sages (PHB 302), Brew Potion (PHB301), Commune With Nature (PHB302), Enchant Magic Item (PHB 304), Endure Elements (PHB 304), Gentle Repose (PHB 305), Linked Portal (PHB 307), Make Whole (PHB 309), Raise Dead (PHB 311), Remove Affliction (PHB 311), Speak with Dead (PHB 312), Traveller's Feast (PHB 313), Water Breathing (PHB 315), Water Walk (PHB 315), Banish Vermin (Dragon Article), Battlefield Elocution (Dragon), Earthern Ramparts (Dragon), Explorers Fire (Dragon), Commune with Plant (APG 100), Tree Step (APG102)[/sblock]
[sblock=Nonmagical items & Money]Money: 4,110gp (in ritual components - no cash)
Adventurer's Kit[/sblock]
[sblock=Backstory]Arawn was born in a small wooded valley in the shadow of the Telbore Mountains. The elf community that lived there were long established, living in harmony with the area and choosing to keep their population low to avoid using up the natural resources. Despite occasional raids from local goblinoid tribes, life was largely peaceful. The people of Treehaven were resourceful and well-trained, and during the Golden Age they flourished.

All of this ended upon the Dawning of the Age of Trial. An incursion of giants poured down the mountain in a wave, destroying Treehaven and leaving only a few survivors. Arawn was one of them - at the time, he was away questing with his companions, seeking to stop further attacks in other parts of the world. Returning to his home after hearing reports that it had been destroyed, Arawn screamed his pain into the sky...

...and someone answered. The (yet to be determined Deity of Nature/Weather) heard his plea and his pain, and spoke to him. After this conversation, Arawn was changed. He became a Stormwalker, a living embodiment of the destructive power of nature and of storms. He stalks the world, bring death to those that would disrupt the natural order of the world. Immortals, undead, abominations - anything that comes from beyond the world is his to cast back there. He is not one for conversation, diplomacy, or threats. He acts as he sees fit, raining down lightning and thunder to destroy them.

Upon hearing of the power of the Dragon Egg, Arawn seeks it for himself. If the Egg can be hatched, he seeks a companion to work with. If it's a source of power, he intends to use it. Should it be something else - he will make a decision.

The most lasting event of Arawn's life was when he battled the Storm Giant Magog in his mountain-top lair, finally defeating him and casting his body to the ground, far below. As the victor, he was able to take Magog's prized possession - the Thunderstrike Diamond.

Drawn on by visions and guidance from the powers of nature, Arawn began to use the Gem to augment his own impressive powers. Eventually, he and the Gem fused into one, and as a result his eyes turned the color of diamond, blank and intimidating.

Arawn founded the Stormwalker Order, and lead the continent wide group of Nature Priests. The group have no unifying goals other than to keep the worship of nature strong amongst all races, and to keep everyone in a state of healthy respect for the powers of the natual world. Using the Tree Strike ritual, Arawn was able to move quickly across the continent, acting as a visible face for a religion that still suffered a lot of persecution at the hands of those that consider themselves more 'civilised'. Arawn helped design and build the elves forest-based homes, harnessing the power of lightning into magical energy that provided light and heat.

Over time, the Stormwalker Order moved from being a teaching order, to a war order - perhaps ineveitable since they were founded by someone who could shake the mountains with his rages. As the Age of Darkness came, the Stormwalkers were passionate defenders of the elves, the humans and the eladrin, hurling lightning into the foes that assaulted them. Arawn himself disappeared during this time, and legend has it that he fell in battle against a massive goblinoid force. However, his body was never found...

Description: Arawn is an average sized male elf with long blond hair and blank, diamond colored eyes. When he uses lightning based powers, his hair has a tendency to stand up a little around him, as it does when his emotions run high. His voice ranges from quiet and forceful, up to a booming shout that echoes off nearby walls and shakes birds from their trees.

He wears a suit of high quality Hide armour, with a cloak wrapped around it. The cloak is the color of a thundercloud, dark grey and brooding. He walks with the aid of his Staff of Storms, a powerful item that further increases his own natural lightning throwing abilities.[/sblock][/sblock]

This is simply a thread for me to have as reference for pbp characters. Nothing much else to see here. Move along. ;)

Although, should anyone want to critique them I'd be interested. :)
 
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[sblock=Zlatan Anvilheart, Dwarf Cleric, Level 1, Lawful Good]
[sblock=attributes]Str: 13 (+1)
Con: 12 (+1)
Dex: 10 (+0)
Int: 11 (+0)
Wis: 18 (+4)
Cha: 16 (+3)[/sblock]
[sblock=Defenses]AC: 17 = 10 (level) + 6 (armour) + 1 (shield)
Fort: 13 = 10 (level) + 3 (Con)
Ref: 11 = 10 (level) + 0 (Dex) +1 (shield)
Will: 16 = 10 (level) + 4 (Wis) + 2 (class)
Init: 0
Spd: 5

Hit Points: 24 Bloodied: 12
Healing Surge: 6 Per Day: 10[/sblock]
[sblock=Feats & Skills]Feats:
Ritual Casting, Light Shield Proficiency

Skills:
Passive Insight 14 = 10 (level) + 4 (Wis)
Passive Perception 14 = 10 (level) + 4 (Wis)
Arcana +5 = 0 (level) + 0 (Int) + 5 (trained)
Diplomacy +8 = 0 (level) + 3 (Cha) + 5 (trained)
Dungeoneering +6 = 0 (level) + 2 (racial) + 4 (Wis)
Endurance +3 = 0 (level) + 2 (racial) + 1 (Con)
Heal +9 = 0 (level) + 4 (Wis) + 5 (trained)
Religion +9 = 0 (level) + 4 (Wis) + 5 (trained)[/sblock]
[sblock=Race and Class Features]Cast Iron Stomach (+5 vs Poison)
Dwarven Resilience (use second wind as a minor action)
Enucmbered Speed (armour doesn't reduce speed)
Stand Your Ground (move 1 less square when pushed, pulled or slid. Get save to avoid going prone)
Dwarven weapons: Warhammer & throwing hammer
Languages: Common, Dwarven
Armour: Cloth, Leather, Hide, Chainmail
Weapon: Simple melee, simple ranged
Channel Divinity:
Divine Fortune (free action, +1 to attack roll or saving throw before the end of my next turn)
Turn Undead (close burst 2, +4 vs Will, 1d10+4 radiant & push 6 & immobilized until end of my next turn. Miss: Half damage, target is not pushed or immobilized)
Healer's Lore (+4 bonus to all powers with the healing keyword)
Healing Word (range 5, heal 1d6 + 4 + surge value, 2/encounter)
Ritual Casting[/sblock]
[sblock=Prayers & Basic attack]Basic melee attack:
+3 vs AC, 1d10+1, crit 11
[sblock=At-will]Lance of Faith +4 vs Reflex, Ranged 5, 1d8 +4 radiant damage & one ally you can see gains +2 power bonus their next attack roll agains the target
Sacred Flame +4 vs Reflex, Ranged 5, 1d6 +4 radiant damage & one ally you can see either gains 3 temp hp or can make a saving throw[/sblock]
[sblock=Encounter]Divine Glow +4 vs Reflex, close blast 3, 1d8 +4 radiant. Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.[/sblock]
[sblock=Daily]Cascade of Light +4 vs Will, ranged 10, 3d8 +4 radiant damage & target gains vulnerability 5 to my attacks. Miss: half damage & no vulnerability[/sblock][/sblock]
[sblock=Equipment]Chainmail, Light Shield, Warhammer, Adventurer's Kit[/sblock][/sblock]
 
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[sblock=Sir Voluminous]Sir Voluminous Enormous, Dragonborn Paladin
Signature quote: "Good for the Good God!"
Level 1, Lawful Good

[sblock=Attributes]Str: 16 +3
Con: 14 +2
Dex: 8 -1
Int: 12 +1
Wis: 14 +2
Cha: 16 +3[/sblock]

[sblock=Defenses]AC: 19
Fort: 15
Ref: 12
Will: 14
Init: -1
Spd: 5

Hit Points: 29 Bloodied: 14
Healing Surge: 9 Per Day: 12[/sblock]

[sblock=Powers]Basic Attacks:
Longsword: +6, 1d8+4

Attacks:
Breath (minor; encounter):
- Close Blast 5; str+2 vs ref; +5; 1d6+2 (fire)
Holy Strike (standard; at-will):
- +6 vs AC, 1d8+4 (+2 if marked) (radiant)
Bolstering Strike (standard; at-will):
- +6 vs AC, 1d8+4 & gain 2 temp.HP
Radiant Smite (standard; encounter):
- +6 vs AC, 2d8+6 (radiant)
Paladin's Judgement (standard; daily):
- +6 vs AC, 3d8+4 & one ally within 5 can spend healing surge
- miss: one ally within 5 can spend healing surge[/sblock]

[sblock=Feats]Expanded breath (breath weapon is blast 5 instead of blast three - all the better to SET THINGS ON FIRE![/red])[/sblock]

[sblock=Skills]Passive Insight 12
Passive Perception 12
Endurance 5
Heal 7
History 8
Religion 6[/sblock]

[sblock=Race and Class Features]Draconic Heritage
Dragonborn Fury
Dragon Breath
Channel Divinity
Divine Challenge
Lay on Hands[/sblock]

[sblock=Equipment]Plate Armor (50gp), Light Shield (5gp), Longsword (15gp),
Standard Adventurer's Kit (15gp), Holy Symbol (10gp), 50sp.[/sblock][/sblock]
 
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