[Recruitment] The Ultimate Dungeon

[sblock=Nyjry]
Code:
[FONT=Verdana][B][SIZE=3][COLOR="Orange"]Nyjry the Reaper[/COLOR][/SIZE]
[/B]Githyanki Barbarian 1
Alignment: Unaligned
Languages: Common, Deep Speach
Vision: Normal

[B]Ability Scores:[/B]
Str 	15  (+2)
Con 	14 (+2)
Dex 	7 (-2)
Int 	13 (+1)
Wis 	8 (-1)
Cha 	14 (+2)

[B]Combat[/B]:
[B]Init:[/B] +0
[B]Pass Percep[/B]:	9	[B]Pass Insight[/B]:	9

[B]HP[/B]:		29 	[B]Surges/day[/B]:	10 
[B]Bloodied[/B]:	14 	[B]Surge Value[/B]:	7
  
[B]AC[/B]	15 (+3 hide, +1 Int, +1 Class)
[B]Fort[/B]	14 (+2 Con +2 Class) 
[B]Ref[/B]	12 (+1 Int, +1 Class)
[B]Will[/B]	13 (+2 Cha, +1 race)

Speed 6

Action points: 1

[B]Basic Attacks:[/B]
Melee: Greataxe: +4 vs. AC, 1d12+2 damage
Ranged: N/A

[B]Attack Powers:[/B]
[B][COLOR=Green]Devastating Strike[/COLOR] *  Primal, Weapn
Standard Action; Melee[/B] weapon; [B]Target:[/B] One creature 
[b]Requirement:[/b] You must be wielding a two-handed weapon
[B]Attack:[/B] +4 vs. AC
[B]Hit:[/B] 1d12+1d8+2 damage.
[B]Effect:[/B] Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you.  If you are raging, attackers do not gain this bonus.

[B][COLOR=Green]Howling Strike[/COLOR] * Primal, Weapon
Standard Action; Melee[/B] Weapon; [B]Target:[/B] One creature
[b]Requirement:[/b] You must be wielding a two-handed weapon.
[B]Attack:[/B] +4 vs. AC
[B]Hit:[/B] 1d12+1d6+2 lightning damage. 
[b]Special:[/b] When charging, you can use this in place of a mba.  If you are raging, you can move 2 extra squares as part of the charge.

[B][COLOR=Red]Great Cleave[/COLOR] * Primal, Weapon
Standard Action; Close[/B] bust 1; [B]Target:[/B] Each enemy in burst you can see
[B]Attack:[/B] +4 vs. AC
[B]Hit:[/B] 1d12+2 damage, +1 damage for each enemy adjacent to you.

[B][COLOR=DimGray]Rage Drake's Frenzy[/COLOR] * Primal, Rage, Weapon
Standard Action; Melee[/B] Weapon; [B]Target:[/B] One Creature
[B]Attack:[/B] +4 vs. AC.  If the target is bloodied, you gain a +2 bonus to the attack roll.
[B]Hit:[/B] 3d12+2 damage
[B]Miss:[/B] Half damage.
[b]Effect:[/b] You enter the rage of the rage drake.  Until the rage ends, once per round when you reduce an enemy to 0 hit points, you can make a melee basic attack as a free action.

[B]Class Features and Utility Powers:[/B]
[B][COLOR=Red]Roar of Triumph[/COLOR] * Fear, Primal
Free Action; Close[/B] burst 5; 
[b]Trigger:[/b] Your attack reduces an enemy to 0 hit points.
[b]Target:[/b] Each enemy in burst
[B]Effect:[/B] Each target takes a -2 penalty to all defenses until the end of your next turn.

[b][COLOR=Red]Telekinetic Leap[/COLOR] 
Move Action; Ranged[/b] 10; [b]Target:[/b] You or one ally
Effect:[/B] The target can fly up to 5 squares.  If this power is used on an ally, that ally must remain in your line of sight at all times during this effect.

[B][COLOR=DimGray]Majestic Word[/COLOR]
Minor Action; Close[/B] burst 5; [b]Target:[/b] You or one ally in burst.
[b]Effect:[/b] The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+2).  You also slide the target 1 square.

[B]Racial Features:[/B]
Danger Sense (+2 bonus to Init.)
Githyanki Willpower: (+1 Will defense, and a +2 bonus to saving throws against charm effects)
Telekinetic Leap

[B]Class Features:[/B]
Barbarian Agility (+1 to AC and Ref when not wearing heavy armor)
Feral Might: Thaneborn Triumph (whenever you bloody an enemy, the next attack by you or an ally against that enemy gets a bonus to the attack roll equal to your Charisma modifier (+2).
Rage Strike
Rampage (once per round, when you score a critical hit with a barbarian power, you can immediately make a melee basic attack as a free action.

[B]Feats[/B]:
Bardic Dilettante (MC Bard)

[B]Skills[/B]:
Acrobatics:	-3 (-2 Dex, -1 hide)
Arcana:		+1 (+1 Int)
Athletics:	+6 (+2 Str, -1 hide, +5 trained)
Bluff:		+7 (+2 Cha, +5 trained)
Diplomacy:	+2 (+2 Cha)
Dungeoneering:	-1 (-1 Wis)
Endurance:	+6 (+2 Con, -1 hide, +5 trained)
Heal:		-1 (-1 Wis)
History:		+3 (+1 Int, +2 race)
Insight:		-1 (-1Wis)
Intimidate:	+7 (+2 Cha, +5 trained)
Nature:		-1 (-1 Wis)
Perception:	-1 (-1 Wis)
Religion:		+1 (+1 Int)
Stealth:		-3 (-2 Dex, -1 hide)
Streetwise:	+2 (+2 Cha)
Thievery:	-3 (-2 Dex, -1 hide)

[B]Equipment[/B]: 
[U]Item			Weight (lbs)	Cost (gp)[/U]
Greataxe		12		30
Hide armour		25		30
Ritual book		3		50
Lute                  2              12
Backpack		2		2
    bedroll		5		.1
    trail rations (10 days)	10		5
    waterskin 		4		1
    Climber's Kit            11             2
[U]Belt pouch		.5		1	[/U]
	Total Weight:	74.5 lbs

Money: 17gp, 0sp, 0cp[/FONT]
[/sblock]
 

log in or register to remove this ad


See attached .pdf for full character sheet. I got everything to work except I couldn't add the belt pouch, and for some reason it insists on giving me 2 sunrods instead of one.

Cheers,
-nt

[sblock=Buna Stat Block]
Buna, Elf Fighter 1
Passive Perception 12, Passive Insight 14
AC 17, Fort 15, Reflex 14, Will 12
HP 27/27, Bloodied 13, Surge Value 6, Surges 12/12
Speed 7, Initiative +3
Action Points: 1

Encounter Resources
Spinning Sweep
Elven Accuracy
Second Wind
Use Action Point

Daily Resources
Tempest Dance
[/sblock]

[sblock=Buna Summary]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Buna, level 1
Elf, Fighter
Fighter Talents: Tempest Technique

FINAL ABILITY SCORES
Str 16, Con 12, Dex 16, Int 7, Wis 14, Cha 9.

Starting Ability Scores
Str 16, Con 12, Dex 14, Int 7, Wis 12, Cha 9.


AC: 17 Fort: 15 Reflex: 14 Will: 12
HP: 27 Surges: 12 Surge Value: 6

TRAINED SKILLS
Heal, Endurance, Athletics.

FEATS
1: Durable

POWERS
1, At-Will: Dual Strike
1, At-Will: Footwork Lure
1, Encounter: Spinning Sweep
1, Daily: Tempest Dance

ITEMS
Scourge (2), Hide Armor, Backpack (empty), Bedroll, Rations, Trail, Sunrods (2), Waterskin, Climber's Kit, Tent
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
 

Attachments

Last edited:

Looks like i have everything i need already in your post Camelot, i'll transfer those stats to char gen to make my life easier. Looks good to me though.:D

Whoo hoo axe,axe,gore!:p
 


Sek
Female Tiefling Shaman 1
Size Medium
Age 22
Height 6'/Weight 143 lb.
Alignment: Unaligned
Languages: Common Draconic
Vision: Low-Light
Speed: 6
Action Points: 1

[sblock=Experience]
XP: 0[/sblock]

[sblock=stats]Ability Scores:
Str 14 (+2)
Con 17 (+3)
Dex 12 (+1)
Int 17 (+3)
Wis 17 (+3)
Cha 16 (+3)[/sblock]

[sblock=Racial/Class Features:]
Race Features:
Bloodhunt: You gain a +1 racial bonus to attack rolls
against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your
level.
Infernal Wrath: You can use infernal wrath as an
encounter power.
Infernal Wrath (Personal Encounter Minor Action):
Effect: You can channel your fury to gain a +1 power bonus
to your next attack roll against an enemy that hit you since
your last turn. If your attack hits and deals damage, add
your Charisma modifier as extra damage.

Class Features:
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, longspear
Implements: Totems
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Companion Spirit
Healing Spirit
Speak with Spirits[/sblock]

[sblock=HP/Surges/Surge Value]
HP: 29
Surges Per Day: 10
Surge Value: 7
Bloodied: 15[/sblock]


[sblock=Init/AC/Defenses/Saves]
Initiative: +1
AC: 15
Fort: 14
Ref: 14
Will: 14
Saving Throw: +0[/sblock]

[sblock=Base Attacks]
Basic Melee: (Longspear) Attk: +4 Dmg: 1d10+2 (Reach Weapon)
Basic Melee: N/A[/sblock]

[sblock=Feats/Skills]
Feats:
Implement Expertise (Totem)

Skills:
Acrobatics: +1 (+1 Dex)
Arcana: +3 (+3 Int)
Athletics: +2 (+2 Str)
Bluff: +5 (+3 Cha) +2 [Racial]
Diplomacy: +3 (+3 Cha)
Dungeoneering: +3 (+3 Wis)
Endurance: +3 (+3 Con)
Heal: +8 (+3 Wis) +5 [Trained]
History: +3 (+3 Int)
Insight: +8 (+3 Wis) +5 [Trained]
Intimidate: +3 (+3 Cha)
Nature: +8 (+3 Wis) +5 [Trained]
Perception: +8 (+3 Wis) +5 [Trained]
Religion: +3 (+3 Int)
Stealth: +3 (+1 Dex) 2 [Racial]
Streetwise: +3 (+3 Cha)
Thievery: +1 (+1 Dex)[/sblock]

[sblock=Powers and To Hits:]
At-Will:
Call Spirit Companion: (Conjuration, Primal) Minor Action Close Burst 20
Effect: You conjure your spirit companion in an unoccupied
square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action,
you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 the spirit disappears, and you take
damage equal to 5. Otherwise, the spirit is unaffected by the attack.

Spirit's Shield(Healing, Implement, Primal, Spirit)
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: +4 (Wis+Feat) vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier.

Protecting Strike (Implement, Primal, Spirit)
Standard Action Melee spirit 1
Target: One creature
Attack: +4 (Wis+Feat) vs. Will
Hit: 1d8+3 damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.

Haunting Spirits (Implement, Primal, Psychic)
Standard Action Ranged 5
Target: One creature
Attack: +4 (Wis+Feat) vs. Will
Hit: 1d6+3 psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.

Encounter:
Infernal Wrath (Personal Encounter Minor Action):
Effect: You can channel your fury to gain a +1 power bonus
to your next attack roll against an enemy that hit you since
your last turn. If your attack hits and deals damage, add
your Charisma modifier as extra damage.

Healing Spirit Encounter Special (Healing, Primal)
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge. If the target
does so, one ally adjacent to your spirit companion, other
than the target, regains 1d6 hit points.
Special: You can use this power twice per encounter, but only once per round.

Speak with Spirits (Primal)
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill
check equal to your Wisdom modifier.

Thunder Bear's Warding (Implement, Primal, Thunder)
Standard Action Ranged 5
Target: One creature
Attack: +4 (Wis+Feat) vs. Fortitude
Hit: 1d6+3 modifier thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion. Protector Spirit: You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier.


Daily:
Spirit of The Healing Flood (Healing, Implement, Primal)
Standard Action Close burst 5
Target: Each enemy in burst
Attack: +4 (Wis+Feat) vs. Fortitude
Hit: 1d8+3 damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.[/sblock]

[sblock=Equipment/Money]
Equipment:
Longspear
Leather Armor
Totem
Backpack
Bedroll
Belt pouch
Journeybread (10 Days)
Waterskin

Money
Platinum:
Gold: 6
Silver:
Copper:[/sblock]
 
Last edited:




hey Camelot.... haven't heard anything on this thread in a couple days... we still on for this game or no?.... what's the proverbial holdup?
 

Remove ads

Top