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Company of Four

HugeOgre

First Post
The Company of Four is the adventuring company of four players, made up of myself, my wife, and our two children. We start a new LFR campaign adventure this weekend, and I am hoping to turn the adventure into a storyhour here on Enworld. I'll update a link to the storyhour once I get enough to start. If you see any math errors, let us know. We're still new at this.

Mogran Axeswinger, Dwarven Male Fighter 1

Str 16, Con 14, Dex 14, Int 9, Wis 16, Cha 10
Hit points: 29 (Blooded 14)
Healing Surge: 7 (11/day)
Initiative: +2
AC 19, Fort 15, Ref 12, Will 13
Melee Basic +6 halberd (1d10+5)
Ranged Basic +3
Speed: 5
Languages: Common, Dwarven
Feats and Skills: Dwarven Weapon Training, Fighter Weapon Talent (2hand), Athletics +8, Dungeoneering +5, Endurance +9, Heal +8
Special Abilities: +2 Dungeoneering, +2 Endurance, Combat Superiority (+3), Combat Challenge, +5 vs. poison, encumbered speed, stand your ground
Racial Encounter: Dwarven Resilience (2nd wind as minor action)
At-Will: Cleave (+6 vs. AC, 1d10+5, and adjacent enemy takes 4 dmg)
At-Will: Sure Strike (+8 vs. AC, 1d10)
Encounter: Spinning Sweep (+6 vs. AC, 1d10+5, and target knocked prone)
Daily: Villain's Menace (+6 vs. AC, 2d10+5, and gain +2 to attack and +4 to damage; miss +1 to attack and +2 to damage)
Equipment: Scalemail Armor, Halberd, Adventuring Gear


Barron Axeswinger, Dwarven Male Cleric 1

Str 14, Con 10, Dex 12, Int 11, Wis 18, Cha 14
Hit points: 22 (Blooded 11)
Healing Surge: 5 (7/day)
Initiative: +1
AC 17, Fort 12, Ref 11, Will 14
Melee Basic +5 greataxe (1d12+5)
Speed: 5
Languages: Common, Dwarven
Feats and Skills: Channel Divinity, Dwarven Weapon Training, Ritual Casting, Diplomacy +7, Dungeoneering +6, Heal +9, Insight +9, Religion +5
Special Abilities: +2 Dungeoneering, +2 Endurance, Healing Word, Healer's Lore, +5 vs. poison, encumbered speed, stand your ground
Racial Encounter: Dwarven Resilience (2nd wind as minor action)
At-Will: Lance of Faith (+4 vs. Reflex, 1d8+4, and ally Barron can see gains +2 power bonus to next attack roll against the target)
At-Will: Sacred Flame (+4 vs. Reflex, 1d6+4 radiant, and one ally Barron can see gains 2 hit points or a saving throw)
Encounter: Cause Fear (+4 vs. Will, target moves 7 away from Barron, provoking OAs)
Daily: Beacon of Hope (+4 vs. Will, each enemy in burst is weakened until end of its next turn. Barron and all allies regain 5 hit points, and Barron's healing powers restore +5 hit points until the end of encounter)
Equipment: Chainmail Armor, Greataxe, Adventuring Gear, Holy Symbol


Chaedi Nightstalker, Elven Female Rogue 1

Str 16, Con 13, Dex 17, Int 10, Wis 12, Cha 11
Hit points: 24 (Blooded 12)
Healing Surge: 6 (7/day)
Initiative: +3
AC 15, Fort 13, Ref 13, Will 11
Melee Basic +5 shortsword (1d6+3)
Speed: 7
Languages: Common, Elven
Feats and Skills: Escape Artist, Acrobatics +8, Athletics +8, Insight +6, Perception +8, Stealth +8, Thievery +8
Special Abilities: +2 Nature, +2 Perception, First Strike, Brutal Scoundrel, Group Awareness, Sneak Attack (+2d6+3), Wild Step
Racial Encounter: Elven Accuracy (reroll attack roll)
At-Will: Piercing Strike (+5 vs. Reflex, 1d6+3)
At-Will: Riposte Strike (+5 vs. AC, 1d6+3, immediate interrupt attack if they attack you again before your next turn)
Encounter: Tortuous Strike (+5 vs. AC, 2d6+6)
Daily: Easy Target (+5 vs. AC, 2d6+4, and target is slowed and grants CA to Chaedi until the target saves)
Equipment: Leather Armor, Shortsword, Adventuring Gear, Thieves Tools, Climber's Kit, 28g


The Witch, Maricella , Eladrin Female Wizard 1

Str 8, Con 12, Dex 16, Int 18, Wis 14, Cha 11
Hit points: 22 (Blooded 11)
Healing Surge: 5 (7/day)
Initiative: +3
AC 14, Fort 11, Ref 14, Will 15
Melee Basic +1 quarterstaff (1d6-1)
Ranged Basic +5 magic missile (2d4+4)
Speed: 6
Languages: Common, Elven
Feats and Skills: Burning Blizzard, Ritual Casting, Arcana +11, Diplomacy +5, History +11, Insight +7, Nature +7
Special Abilities: +2 Arcana, +2 History, Eladrin Will
Racial Encounter: Fey Step (teleport up to 5 squares as a move action)
At-Will: Magic Missle (+4 vs. Reflex, 2d4+4)
At-Will: Thunderwave (blast 3 +4 vs. Fort, 1d6+4, and you push targets 2 squares)
Encounter: Force Orb (+4 vs. Reflex, 2d8+4, make secondary against each adjacent enemy, 1d10+4 damage)
Daily: Acid Arrow (+4 vs. Reflex, 2d8+4, ongoing 5 dmg (save ends) secondary attack (+4 vs Reflex, 1d8+4, ongoing 5 dmg (save ends))
Equipment: Fine clothes, Adventuring Gear, Lantern, Wand of Accuracy, 53g
 
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