nerdytenor
First Post
Sounds good, that's what I'd have done.
Acrobatics^ +2 [+0 Dex, -1 armor check]
Arcana^ +6 [+3 Int]]
Athletics^ +5 [+3 Str, -1 armor check]
Bluff^ +6 [+3 Cha]]
Diplomacy* +9 [+3 Cha]]
Dungeoneering^ +2 [-1 Wis]]
Endurance* +7 [+1 Con, +1 armor, -1 armor check]
Heal* +5 [-1 Wis]
History^ +8 [+3 Int, +2 racial]
Insight^ +2 [-1 Wis]
Intimidate* +11 [+3 Cha, +2 racial]
Nature^ +2 [-1 Wis]
Perception^ +2 [-1 Wis] [+1 to total when within 5 squares of Karis]
Religion^ +6 [+3 Int]
Stealth^ +2 [+0 Dex, -1 armor check]
Streetwise^ +6 [+3 Cha]
Thievery^ +2 [+0 Dex, -1 armor check]
* Trained Skill (+5 bonus)
^ Untrained Skill (+2 Jack of all Trades)
Cost Weight Item
15g 33 Adventurer's kit
520g 40 +1 Dwarven Chainmail
15g 6 Battleaxe
5g 6 Light Shield
2g 11 Climber's kit
75g - Riding Horse (Name: Rustwing)
88g 2 gold left
I completely saw my character on a horse, and had plenty of money to purchase one. Now that I see Lotus has a horse, I know I won't be the only one riding, so I purchased one, if that isn't a problem.
[sblock=Todarr Rheland, Dragonborn Tactical Warlord 2]
Initiative: +3 [+0 Dex, +1 level, +2 class]
Senses: Perception +1 (+2 within 5 squares of Karis), Normal vision
Passive Insight: 11
Passive Perception: 11 [12 within 5 squares of Karis]
Alignment: Unaligned
Languages: Common, Draconic
Str 16 (+3) [+2 racial]
Dex 11 (+0)
Con 12 (+1)
Int 16 (+3)
Wis 8 (-1)
Cha 16 (+3) [+2 racial]
HP 29; Bloodied 14; Healing Surge 8 [+1 racial] (8/day)
AC 19 [+7 enchanted chainmail, +1 shield, +1 level]; Fort 15, Ref 14, Will 15
Speed 5 [-1 armor]
Action Points 1
Skills:
Feats:Code:Acrobatics^ +2 [+0 Dex, -1 armor check] Arcana^ +6 [+3 Int]] Athletics^ +5 [+3 Str, -1 armor check] Bluff^ +6 [+3 Cha]] Diplomacy* +9 [+3 Cha]] Dungeoneering^ +2 [-1 Wis]] Endurance* +7 [+1 Con, +1 armor, -1 armor check] Heal* +5 [-1 Wis] History^ +8 [+3 Int, +2 racial] Insight^ +2 [-1 Wis] Intimidate* +11 [+3 Cha, +2 racial] Nature^ +2 [-1 Wis] Perception^ +2 [-1 Wis] [+1 to total when within 5 squares of Karis] Religion^ +6 [+3 Int] Stealth^ +2 [+0 Dex, -1 armor check] Streetwise^ +6 [+3 Cha] Thievery^ +2 [+0 Dex, -1 armor check] * Trained Skill (+5 bonus) ^ Untrained Skill (+2 Jack of all Trades)
- Jack of All Trades: +2 feat bonus to all untrained skill checks
- Tactical Assault: When ally in LOS uses AP to attack, +3 damage
Gear:
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.Code:Cost Weight Item 15g 33 Adventurer's kit 520g 40 +1 Dwarven Chainmail 15g 6 Battleaxe 5g 6 Light Shield 2g 11 Climber's kit 75g - Riding Horse (Name: Rustwing) 88g 2 gold left
Climber's Kit: Grappling Hook, Hammer, 10 Pitons.
Racial and class features:
- Proficiencies: simple melee, military melee, simple ranged, cloth, leather, hide, chainmail, light shields
- Dragonborn Fury: When bloodied, +1 racial bonus to attack roll
- Draconic Heritage: +Con modifier to Healing Surge value [already added]
- Dragon Breath: Encounter power: close blast attack. See below.
- Combat Leader: +2 initiative for me and all allies w/in 10 squares.
- Commanding Presence (Tactical Presence): int bonus to attacks from Action Point.
- Inspiring Word: words of encouragement grant inspiring word encounter power.
Powers
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basic melee attack (standard; at will, martial, weapon)
+6 vs AC; 1d10+3 damage [+1 damage if using 2nd hand]
Furious Smash (standard; at will, martial, weapon)
+6 vs Fortitude; 3 damage and ally adjacent to me or target gets +3 power bonus to attack and damage against next attack versus target (ends at end of ally's turn)
Wolf Pack Tactics (standard; at-will, martial, weapon)
+6 vs AC; 1d10+3 damage [+1 damage if using 2nd hand]. Before attack, one ally adjacent to me or target may shift 1 square as free action.
Hammer and Anvil (standard; encounter, martial, weapon)
+6 vs Reflex; 1d10+3 damage [+1 damage if using 2nd hand]. One ally adjacent to target makes basic melee attack against target as free action, with +3 damage.
Bastion of Defense (standard; daily, martial, weapon)
+6 vs AC; 3d10+3 damage [+1 damage if using 2nd hand]
Hit: allies within 5 squares gain +1 to all defenses until end of encounter
Effect: allies within 5 squares gain 8 temporary hit points
Aid the Injured (standard; encounter, healing, martial)
Target: you or one adjacent ally
Effect: target can spend a healing surge
Inspiring Word (minor; encounter, healing, martial)
Special: power use is twice per encounter, but only once per round.
Target: myself or one ally within 5 squares.
Effect: target can spend a healing surge and regain an additional 1d6.
Dragon Breath (minor; encounter, fire)
+6 vs Reflex; 1d6+1 damage
Target: close blast 3; all creatures in area.
"The armor must have absorbed it" (free; daily, healing)
Effect: Regain hit points as if you had spent a healing surge
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[sblock=Appearance]
[/sblock]
[/sblock]
I can't speak for how nerdytenor wants to run it, but in most PbP games, we'd just post our roleplaying, together with what skill we intended to use, in the IC thread. Since NT has indicated that he wants to do the rolls for this in secret, we might as a convenience provide him with our skill bonus, but we wouldn't give him a roll.
Example:
"Are you sure you don't want to give us the ring? Pretty please? I promise we'll bring it right back, as long as we don't all die and turn into flesh-eating zombies from the blight, in which case I don't know if we'd remember." Periwinkle says, batting her pretty blue eyes and clasping her hands earnestly.
ooc: Diplomacy +3