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[KK] Game 2: When Compost Attacks!


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industrygothica

Adventurer
Narbel Nogginsplitter, dwarf fighter

[Sblock=Racial & Class Abilities]
Racial
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.

In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Class
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 if its attack 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 an enemy marked by you is adjacent to you and 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.

FIGHTER WEAPON TALENT (Two-handed)
Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.

Armor Optimization (11th level): You have learned to make the most of the armor you wear, positioning it to better absorb and deflect blows. You gain a +1 bonus to AC whenever you wear any kind of armor.

Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.[/sblock]

[sblock=Stats]
Code:
STR 19		  AC 27
CON 21		FORT 26
DEX 11		 REF 19
INT 11		WILL 21
WIS 15
CHA 11

HP: 108			Init +6
Bloodied: 54		Speed 5
Surges/day: 16		Passive
Surge Value: 32		 -Insight 18
Action Points:		 -Perception 18
Resist: 5 cold, 5 fire (cloak of survival)

[b]Skills[/b]
 6 Acrobatics		6 0 0 0
 6 Arcana		5 0 - 0
15 Athletics		10 5 0 0
 6 Bluff		6 0 - 0
 6 Diplomacy		6 0 - 0
10 Dungeoneering	8 0 - 2
18 Endurance		11 5 0 2
 8 Heal			8 0 - 0
 6 History		6 0 - 0
 8 Insight		8 0 - 0
11 Intimidate		6 5 - 0
 8 Nature		8 0 - 0
 8 Perception		8 0 - 0
 6 Religion		6 0 - 0
 6 Stealth		6 0 0 0
 6 Streetwise		6 0 - 0
 6 Thievery		6 0 0 0

[b]Feats[/b]

[b]Back to the Wall
Paragon Tier
Benefit:[/b] Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack 

rolls, melee damage rolls, and AC.

[b]Blood Thirst
Paragon Tier
Benefit:[/b] You gain a +2 bonus to melee damage rolls against bloodied foes.

[b]Dwarven Durability [Dwarf]
Paragon Tier
Prerequisite:[/b] Dwarf
[b]Benefit:[/b] Increase your number of healing surges by two and your healing surge value by your Constitution modifier.

[b]Dwarven Weapon Training [Dwarf]
Heroic Tier
Prerequisite:[/b] Dwarf
[b]Benefit:[/b] You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

[b]Wintertouched
Heroic Tier
Benefit:[/b] When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.

[b]Lasting Frost
Paragon Tier
Benefit:[/b] Any target you hit with a power that has the cold keyword gains vulnerable 5 cold until the end of your next turn.

[B]Powerful Charge
Heroic Tier
PreRequisite:[/B] Str 13
[B]Benefit:[/B] When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.

[B]Dodge Giants [Dwarf]
Heroic Tier
Prerequisite:[/B] Dwarf
[B]Benefit:[/B] You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.
[/sblock]

[sblock=Powers]
At Will Exploits
:bmelee: Frost Greataxe +3
+16; 1d12+9 (+4 strength, +3 enhancement, +2 feat bonus)
Critical: +3d6 cold damage

:ranged: Lightning Handaxe +2
+14; 1d6++8 (+4 strength, +2 enhancement, +2 feat bonus)
Critical: +2d6 lightning damage

Power (At-Will • Cold): Free Action. All damage dealth by this weapon is cold damage. Another free action returns the damage to normal.

Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 2d8 cold damage and is slowed until the end of your next turn.

:melee: Cleave; Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will; Martial, Weapon
Standard Action; Melee weapon
Targets:
One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the

target takes damage equal to your Strength modifier.

Increase damage to 2[W] + Strength modifier at 21st level.

:melee: Reaping Strike; Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small cutting blows that slip

through your enemy’s defenses.

At-Will; 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.
Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you

deal damage equal to your Strength modifier.​


Encounter Exploits
:melee: Crushing Blow; Fighter Attack 3
You wind up and deliver a devastating blow with your weapon.
Encounter; Martial, Weapon
Standard Action; Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the

damage roll equal to your Constitution modifier.

:close: Come and Get It; Fighter Attack 7
You call your opponents toward you and deliver a blow they will never forget.
Encounter; Martial, Weapon
Standard Action; Close burst 3;
Target: Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull

a target that cannot end adjacent to you. You then make a close attack targeting each

adjacent enemy.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

:melee: Giant's Wake; Fighter Attack 13
You lay about with heavy, sweeping blows, hewing your enemies left and right.
Encounter; Martial, Weapon
Standard Action; Melee weapon
Primary Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to

your Constitution modifier.
Secondary Target: Each enemy adjacent to the primary target and within your melee

reach
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your

Constitution modifier.

:melee: All Bets Are Off; Pit Fighter Attack 11
After landing a solid blow, you belt your enemy in the face with your fist.
Encounter; Martial, Weapon
Standard Action; Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack against the same

target.
Secondary Attack: Strength + 2 vs. AC
Hit: 1d6 + Strength modifier damage, and the target is dazed until the end of your

next turn


Daily Exploits
:melee: Villain’s Menace; Fighter Attack 1
You strike your enemy hard and hound him with skilled parries and stern reprisals.
Daily; Martial, Weapon
Standard Action; Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls

and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls

against the target until the end of the encounter.

:melee: Crack the Shell; Fighter Attack 5
You break through your enemy’s armor and deal a painful bleeding wound.
Daily; Martial, Reliable, Weapon
Standard Action; Melee weapon

Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a

–2 penalty to AC (save ends both).

:close: Thicket of Blades; Fighter Attack 9
You sting and hinder nearby foes with a savage flurry of strikes aimed at their

legs.

Daily; Martial, Reliable, Weapon
Standard Action; Close
burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed (save

ends).​

Utility Exploits
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.

Unbreakable; Fighter Utility 6
You steel yourself against a brutal attack.
Encounter; Martial
Immediate Reaction; Personal
Trigger:
You are hit by an attack
Effect: Reduce the damage from the attack by 5 + your Constitution modifier.

Last Ditch Evasion; Fighter Utility 10
Thanks to a combination of skill and luck, you narrowly avoid an attack but leave

yourself perilously exposed.

Daily; Martial
Immediate Interrupt; Personal
Trigger:
You are hit by an attack
Effect: You take no damage from the attack that just hit you. However, you are

stunned and take a –2 penalty to all defenses until the end of your next turn.

Deadly Payback; Pit Fighter Utility 12
You react viciously to an enemy that just hurt you.
Daily; Martial, Weapon
Immediate Reaction; Personal
Trigger:
You take damage from a melee attack
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and

damage rolls against the enemy that damaged you.​
[/sblock]

[sblock=Equipment]
Frost Greataxe +3 Level 13
Dwarven Scale armor +3 Level 12
Cloak of Survival +3 Level 14
Horned Helm Level 6 (1,800 gp) Charge attacks deal +1d6 damage.
Lightning handaxe +2 Level 10 (5,000 gp)
Potion of vitality x5 (5,000 gp)
Standard adventurer's kit (15 gp)
Everburning torch (50 gp)
Rope, silk 50 ft. (10 gp)

1125 gp[/sblock]
 
Last edited:

Redclaw

First Post
[sblock=Erdric]Name: Erdric
Elf Ranger 13 (Battlefield Archer)
Alignment: Good

Humanoid, tall, lbs, yrs old
hair, eyes, skin

Languages: Common, Elven
Vision: Low-Light

Ability Scores

Str: 16 (14+1 level)
Con: 13
Dex: 20 (16+2 racial+1 level)
Int: 12
Wis: 18 (13+2 racial+2 level)
Cha: 11

Basic Combat Stats

Hit Points: 85
Bloodied: 42
Healing Surges: 7/day
Healing Value: 21

Initiative: +11
Speed: 8 squares (7 Base+1 item)
Action Points: 1

Defenses

AC: 26 (+5 dex+5 armor+6 level)
Fort: 22 (+3 str+6 level+1 class+2 item)
Ref: 24 (+5 dex+6 level+1 class+2 item)
Will: 22 (+4 wis+6 level+2 item)

Basic Attacks

Melee: +1 Scimitar Hit: +12 (3 str+1 enhancement+2 proficiecy+6 level) damage: 1d8+4 (3 str+1 enhancement)
Melee: Dagger Hit +12 (3 str+3 proficiency+6 level) damage: 1d4+3 (3 str)
Ranged: +3 Dragonslayer Longbow Hit: +16 (5 dex+3 enhancement+2 proficiency+6 level) Damage: 1d10+12 (5 dex+3 enhancement+2 WF+2 item) Range: 25/45
Ranged: Hit: Damage: Range

Weapon & Implement Attack Bonuses for use with Powers

Melee: +1 Scimitar Hit: +2 (+1 enhancement+2 proficiency)
Melee: Dagger Hit: +3 (+3 proficiency)
Ranged: +3 Dragonslayer Longbow Hit: +5 (+3 enhancement+2 proficiency)

Passive Skills

Perception 30
Insight 20

Skills

Acrobatics +20 (+5 dex+6 level+5 trained+2 Feat+2 item)
Arcana +7 (+1 int+6 level)
Athletics +11 (+3 str+6 level+2 item)
Bluff +6 (+0 cha+6 level)
Diplomacy +6 (+0 cha+6 level)
Dungeoneering +10 (+4 wis+6 level)
Endurance +12 (+1 con+6 level+5 trained)
Heal +10 (+4 wis+6 level)
History +7 (+1 int+6 level)
Insight +10 (+4 wis+6 level)
Intimidate +6 (+0 cha+6 level)
Nature +17 (+4 cha+2 racial+6 level+5 trained)
Perception +20 (+4 wis+2 racial+6 level+5 trained+3 item)
Religion +7 (+1 int+6 level)
Stealth +18 (+5 dex+6 level+5 trained+2 item)
Streetwise +6 (+0 cha, +6 level)
Thievery +11 (+5 dex+6 level)

Feats
Elven Precision (1)--+2 to reroll attack with Elven Accuracy
Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks
Far Shot(2)—Increase projectile weapon range by 5 squares
Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics
Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s
Weapon Focus (Bows) (8)--+2 damage with bow attacks
Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref
Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares
Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares)


Racial Traits and Powers
Elven Weapon Proficiency
Fey Origin
Group Awareness: non-elf allies within 5 squares of you gain a +1 racial bonus to perception
Wild Step: Ignore difficult terrain when you shift
Elven Accuracy

Class Features
Archer Fighting Style
Hunter’s Quarry--+2d8 damage
Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target
Archer’s Action—Spend Action Point to reroll ranged attack or damage roll
Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them

At Will Powers
Nimble Strike--Martial, Weapon
Standard Action—Ranged Weapon
Special: Shift 1 square before or after you attack.
Target: One Creature---- +16 vs. AC
Hit: 1d10+10

Twin Strike—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Requirement: You must be wielding two melee weapons or a ranged weapon
Targets: One or Two Creatures---- +16 vs. AC, two attacks
Hit: 1d10+10 damage per attack

Encounter Powers
Evasive Strike—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Special: You can shift 5 squares either before or after the attack.
Target: One Creature---- +16 vs. AC
Hit: 2d10+10 damage

Knockdown Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature of your size or smaller---- +16 vs. Ref
Hit: 2d10+10 damage, and the target is knocked prone

Hawk’s Talon—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Target: One Creature---- +20 vs. AC, ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2d10+10 damage

Combined Fire—Martial, Weapon
Immediate Reaction—Ranged Weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally---- +16 vs. AC
Hit: 3d10+10 damage.

Daily Powers
Split the Tree—Martial, Weapon
Standard Action—Ranged Weapon
Targets: Two creatures within 3 squares of each other---- +16 vs. AC (roll twice, take the higher result and apply it to both targets)
Hit: 2d10+10 damage

Excruciating Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature---- +16 vs. AC
Hit: 3d10+10 damage, and the target is weakened (save ends).

Spray of Arrows—Martial, Weapon
Standard Action--Close Blast 3
Requirement: You must be wielding a ranged weapon
Target: Each enemy in blast that you can see---- +16 vs. AC
Hit: 2d10+10 damage
Miss: Half damage

Utility Powers
Elven Accuracy—Racial
Free Action—Personal
Effect: Reroll an attack roll. Use the second roll, even if it is lower.

Archer’s Glory—Martial
Free Action—Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer.
Effect: You gain an action point that you must spend before the end of your next turn.

Expeditious Stride—Martial
Minor Action—Personal
Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.

Evade Ambush—martial
No Acti0n—Ranged sight
Effect: At the start of a surprise round in which any allies are surprised, use this power to allow up to 4 allies to avoid being surprised.

Yield Ground—Martial
Immediate Reaction—Personal
Trigger—An enemy damages you with a melee attack
Effect: You can shift 4 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Rituals

Equipment
+3 Dragonslayer Longbow: Resist 10 vs. dragon breath attacks. Daily: Your next attack against a dragon, if made before the end of this turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has (minor action). Crit: +3d8, +3d12 vs. dragons.

+3 Elven Battle Leather Armor: +5 item bonus to saving throws against being slowed or immobilized. Encounter: +2 power bonus to speed until the ned of your next turn (minor action).

Helm of the Eagle: +3 item bonus to Perception checks. Daily: Gain a +2 power bonus to your next ranged attack roll this turn (minor action).

+2 Elven Cloak: +2 item bonus to Fort, Ref and Will defenses. Gain a +2 item bonus to stealth checks.

Dynamic Belt (Heroic Tier): +2 item bonus to Acrobatics and Athletics checks. Daily: Reroll an Acrobatics check or Athletics check you just made. Keep the new result (free action).

Gloves of Piercing: Daily: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.

Boots of Striding: Gain a +1 item bonus to speed when wearing light or no armor.

Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.

+1 Scimitar: Crit: +1d6

Standard Adventurer's Kit

60 Arrows
Coins- 280gp, 0sp, 0cp

[/sblock]
 

covaithe

Explorer
[sblock=Tharos Pourapanis]
Race: Human
Class: Wizard
Sex: Male
Level: 13
Paragon Path: Spellstorm mage
Initiative: +12 (+6 level, +2 dex, +4 feat)
Senses: Perception +11, normal vision
Alignment: Unaligned
Languages: Common, Draconic

Str 9 (-1) (8 starting, +1 level)
Con 11 (+0) (10 starting, +1 level)
Dex 15 (+2) (14 starting, +1 level)
Int 22 (+6) (17 starting, +2 race, +3 level)
Wis 16 (+3) (13 starting, +3 level)
Cha 13 (+1) (12 starting, +1 level)

HP 69; Bloodied 34; Healing Surge 17 (6/day)
AC 25 (+6 level, +6 int, +3 armor)
Fort 20 (+6 level, +0 con, +3 cloak, +1 race)
Ref 26 (+6 level, +6 int, +3 cloak, +1 race)
Will 25 (+6 level, +3 wis, +3 cloak, +2 class, +1 race)

Speed 6
Action Points 1

Skills: (trained skills are in bold face)
  • Acrobatics +10 (+6 level, +2 feat, +2 dex)
  • Arcana +17 (+6 level, +6 int, +5 trained)
  • Athletics +7 (+6 level, -1 str, +2 feat)
  • Bluff +9 (+6 level, +1 cha, +2 feat)
  • Diplomacy +9 (+6 level, +1 cha, +2 feat)
  • Dungeoneering +14 (+6 level, +3 wis, +5 trained)
  • Endurance +8 (+6 level, +0 con, +2 feat)
  • Heal +11 (+6 level, +3 wis, +2 feat)
  • History +17 (+6 level, +6 int, +5 trained)
  • Insight +14 (+6 level, +3 wis, +5 trained)
  • Intimidate +9 (+6 level, +1 cha, +2 feat)
  • Nature +14 (+6 level, +3 wis, +5 trained)
  • Perception +11 (+6 level, +3 wis, +2 feat)
  • Religion +14 (+6 level, +6 int, +2 feat)
  • Stealth +10 (+6 level, +2 feat, +2 dex)
  • Streetwise +9 (+6 level, +1 cha, +2 feat)
  • Thievery +10 (+6 level, +2 feat, +2 dex)

Feats:
  • (lvl 1) Improved initiative: +4 initiative
  • (human bonus) Human perseverence: +1 to saves
  • (class bonus) Ritual caster
  • (lvl 2) Jack of all trades: +2 to untrained skill checks
  • (lvl 4) Action surge: +3 to attacks when I use an action point
  • (lvl 6, retrained at 11) Arcane Reach: When using a close arcane attack power, can choose a square within 2 as the origin.
  • (lvl 8, retrained at 12) Evasion: When area or close attack vs. AC or Ref misses, take no damage.
  • (lvl 10, retrained at 13) Action Recovery: When spending an action point, can make saving throws against effects that a save can end.
  • (lvl 11) Spell Focus: creatures take -2 penalty on saves against my effects
  • (lvl 12) Resounding Thunder: Add 1 to size of blast or burst of powers with the thunder keyword.

Gear:
Code:
Cost   Weight   Item
       19       Adventurer's kit w/Journeybread instead of trail rations, silk rope instead of hemp
        4       +3 Fireburst cloth armor (lvl 13, PHB page 230)
        2       +3 Orb of Reversed Polarities (lvl 14, PHB page 238)
        ?       +3 Cloak of Resistance (lvl 12, PHB page 250)
        3       Ritual book
        3       Spellbook
        1       Dagger
 250    ?       5x potion of healing.  
2000    ?       Ritual components
6395            Rituals purchased
4355g   ?       gold

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of Journeybread, 50' of silk rope, and a Waterskin.



Racial and class features:
  • Bonus at will power, Bonus feat at level 1, Bonus trained skill
  • +1 to reflex, fort, will defenses.
  • Proficiencies: cloth, dagger, quarterstaff, orbs, staffs, wands
  • Orb of Imposition: once per encounter, impose a -3 penalty (wis mod) on one creature for saving throws against one effect.
  • Cantrips: a bunch of at-will level 0 utility powers.
  • Spellbook: One extra daily and utility power for each daily/util power known gets recorded in the spellbook. After an extended rest, I can prepare my allotment of daily/util powers from the list in the spellbook.
  • Ritual caster as a bonus feat.
  • Storm Spell: Make a wisdom check as a free action. Regain an expended daily or encounter power based on the result of the check. 1-10: encounter utility. 11-15: encounter attack. 16-20: Daily utility. 21+: daily attack.

Item special properties:
  • Orb of Reversed Polarities: +3d6 damage on criticals for attack powers with the implement keyword.
  • Fireburst armor: automatically succeed on saving throws vs. ongoing fire damage

Attacks:
  • Str vs. defense with dagger: +8 (+6 level, +3 prof, -1 str)
  • Int vs. defense, wielding orb: +15 (+6 level, +6 int, +3 enhancement)

Powers
-----------------------------------------------------------------
:bmelee: basic melee attack (standard; at will, martial, weapon)
+8 vs AC; 1d4-1 damage, and provokes derisive laughter

Ghost Sound (standard; at will, arcane, illusion)
Ranged: 10
Target: One creature or unoccupied square
Effect: Illusory nonvocal sounds

Light (minor; at will, arcane)
Ranged: 5
Target: One object or unoccupied square
Effect: bright light within 4 squares for 5 minutes
Special: Only one light at a time.

Mage Hand (minor; at will, arcane, conjuration)
Ranged: 5
Effect: Create a spectral hand that can carry up to 20lb. Sustain Minor
Special: Only one hand at a time

Prestidigitation (standard; at will, arcane)
Ranged: 2
Effect: minor magical effects.
Special: Only three effects at once.

:ranged: Magic Missile (standard; at will, arcane, force, implement)
Int vs Reflex; 2d4+9 force damage. Range 20

:area: Scorching Burst (standard; at will, arcane, fire, implement)
Int vs Reflex; 1d6+9 fire damage. Burst 1 within 10

:close: Thunderwave (standard; at will, arcane, thunder, implement)
Target: Creatures within close blast 4. Blast may originate from a square within 2.
Attack: Int vs Fortitude; 1d6+9 thunder damage and push the target 3 squares.

:ranged: Icy Rays (standard; encounter, arcane, cold, implement)
Ranged: 10
Target: One or two creatures
Attack: Int vs Reflex, one attack per target. 1d10+9 cold damage, and the target is immobilized until the end of my next turn

:area: Fire Burst (standard; encounter, arcane, fire, implement)
Area: burst 2 within 20 squares
Attack: Int vs Reflex against each creature in the area. 3d6+9 fire damage.

:close: Thunderlance (standard; encounter, arcane, thunder, implement)
Area: blast 6. blast may originate from a square within 2.
Attack: Int vs Reflex against each creature in the area. 4d6+9 thunder damage, and push the creature 4 squares.

:area: Storm Cage (standard; encounter, arcane, thunder, lightning, conjuration, implement)
Area: burst 3 within 20 squares
Attack: Int vs Reflex against each creature in the area. 4d6+9 lightning and thunder damage
Effect: A wall in the outer 24 squares of the area. Creatures that start adjacent to or move into a wall square take 10 lightning damage. Wall squares cost 1 extra square of movement, but do not grant cover or concealment. Wall disappears at the end of my next turn.

Prepared powers from spellbook:
Daily: Acid Arrow, Web, Wall of Fire
Utility: Sudden Storm, Shield, Dispel Magic, Blur

[sblock=spellbook]
[sblock=Daily powers in spellbook. Not all of these are prepared!]

:area: Sleep (standard; daily, arcane, implement, sleep)
area: burst 2 within 20
Attack: Int vs. Will
Hit: Target is slowed (save ends). If the target fails its first save, it becomes unconscious (save ends).
Miss: Target is slowed (save ends)

:ranged: Acid Arrow (standard; daily, arcane, implement, acid)
Range: 20
Attack: Int vs. Reflex.
Hit: 2d8+9 acid damage, and 5 ongoing acid damage (save ends). Secondary attacks against each creature adjacent to the target, Int vs. Reflex, 1d8+9 acid damage and 5 ongoing acid damage (save ends)
Miss: Half damage, and 2 ongoing acid damage to primary target (save ends). No secondary attacks.

:area: Fireball (standard; daily, arcane, implement, fire)
area: burst 3 within 20
Attack: Int vs. Reflex against each creature in burst. 3d6+9 fire damage.
Miss: half damage

:area: Web (standard; daily, arcane, implement, zone)
area: burst 2 within 20
Attack: Int vs. Reflex against each creature in burst.
Hit: Target is immobilized (save ends)
Effect: creates a zone of webs until the end of the encounter. Difficult terrain, and any creature that ends its turn there is immobilized (save ends)

:area: Ice Storm (standard; daily, arcane, implement, cold, zone)
area: burst 3 within 20
Attack: Int vs. Fortitude against each creature in burst.
Hit: 2d8+9 cold damage and target is immobilized (save ends)
Miss: half damage and target is slowed (save ends)
Effect: creates a zone of ice. Difficult terrain

:area: Wall of Fire (standard; daily, arcane, implement, fire, conjuration)
area: wall 8 within 20
Effect: creates a wall of flames up to 8 squares long and 4 squares high. Creatures starting adjacent take 1d6+9 fire damage. Creatures starting or moving within the wall take 3d6+9 fire damage. Entering a wall square takes 3 squares of movement. The wall blocks line of sight. It disappears at the end of your next turn.
Sustain Minor: the wall persists.

[/sblock]

[sblock=Utility powers in the spellbook. Not all of these are prepared!]

Shield (immediate interrupt; encounter, arcane, force)
Trigger: you are hit by an attack
Effect: you gain +4 bonus to AC and reflex until the end of your next turn.

Expeditious retreat (Move; daily, arcane)
Effect: As a move action, you shift up to twice your speed.

Dispel magic (standard; daily, arcane)
Target: one conjuration or zone within 10
Attack: Int vs the Will defense of the target's creator. The target is destroyed and all of its effects end.

Invisibility (standard; daily, arcane, illusion)
Range: 5
Target: you or one creature
Effect: The target is invisible until the end of your next turn or until it attacks.
Sustain Standard: target must be within range to sustain the effect.

Blur (minor; daily, arcane, illusion)
Effect: gain +2 power bonus to all defenses, and enemies 5 squares away cannot see you, until the end of the encounter.

Resistance (minor; daily, arcane)
Ranged: 10
Target: you or one creature
Effect: target gains resistance 19 to a damage type of my choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder, for five minutes or until the end of the encounter.

Sudden Storm (minor; daily, arcane, zone)
Area: burst 2 within 20
Effect: A zone of wind and rain that lasts until the end of your next turn. Can be moved up to 5 squares as a move action. Squares are lightly obscured and difficult terrain.
Sustain Minor.
[/sblock]
[/sblock]

Powers from magic items:
Fireburst Armor (minor; daily, fire)
Effect: Until the end of your next turn, any creature that hits you with a melee attack takes 2d8+1 fire damage

Orb of Reversed Polarities (minor; daily)
Effect: Treat any resistance possessed by a target as vulnerable 10 to the same damage type, until the end of your next turn.

Cloak of Resistance (minor; daily)
Effect: gain resist 10 to all damage until the start of your next turn

-----------------------------------------------------------------

[sblock=Rituals]

Free from levels: 3x1, 2x5, 2x11
  • (1) comprehend language
  • (1) make whole
  • (1) tenser's floating disk
  • (4) enchant magic item
  • (4) knock
  • (8) raise dead
  • (8) water breathing

Paid for:
  • gentle repose (cost 50)
  • Endure elements (cost 100)
  • Eye of alarm (cost 100)
  • Water walk (cost 100)
  • detect secret doors (cost 125)
  • phantom steed (cost 360)
  • speak with dead (cost 360)
  • Drawmij's instant summons (cost 2600)
  • passwall (cost 2600)

Total paid: 6395
component cost for each ritual once, totalled: 6990 Hmm, can't afford that. I suppose I'll have to drop raise dead, putting it at 1990.

[/sblock]
[/sblock]

[sblock=Appearance]A short, slightly rotund man with skin that should be a swarthy brown, but instead seems to give an impression of a very slightly phosphorescent fungus. He has a hooked nose and a full head of bushy black hair, which he often runs his fingers through.
[/sblock]

[sblock=Background]Tharos was a professor at a respected magical academy for young girls before an unfortunate incident, the details of which were never made public, left two lecture halls and a five century old tower in smoking ruins. Tharos was politely asked to leave, with a generous severance package and a letter of introduction phrased in such a way as to make Tharos very popular with adventuring companies and discreetly shunned by other academic establishments.
[/sblock]
 

Evilhalfling

Adventurer
Starwinds 13th level Dragonborn cleric – good, radiant servant of Bahamut
Hp: 86, AC 26, Fort 22, Ref 22, Will 26

Stuff
[sblock]initiative +8 ; perception +11; move 5
Str 13+3 (16) con 12+2(14), dx 12+2(14) int 8+1(9) wis 17+3(20) chr 13+3(16)
Feats: Enlarge Breath, light shield prof, armor of Bahamut, Pact Initiate (star), Astral Fire,
Utility power swap, Devastating Critical, Empower Breath
Hp 12+14+(5x12) =86; # surges 9, Healing Surge: 23 hp
AC (26) 6+3+1+6 Fort: 22 Ref 22 Will 26
Skills: Religion-10, Arcana-10 Heal-16, insight 16;
Devoted cleric:
Healers Lore (+5 hp to healing spells)
Channel Divinity
Healing Word (encounterx2, minor) target spends surge & 3d6+5 healing
Illuminating attack – radiant powers crit on 19-20 (all attacks except where noted)
Radiant action : when you spend action point target within 5 takes 13 ongoing damage (sv ends)
[/sblock]
More stuff [sblock]At Will:
Lance of Faith +14 vs ref (1d8+10); one ally gets +2 power to hit target; Ranged 5 ;
Sacred Flame + 14 vs ref (1d6+10) ; one ally makes a save or get 8 temp hp. range 5

Encounter:
R: Dragon Breath: (cold, NR) +13 vs reflex (2d10+2) close blast 5
Pact – Dire Radiance +8 vs Fort (1d6+4) if target moves closer on its next turn, it takes 1d6+4 again. Range 10.
3 Split the Sky (weapon, thunder, NR) + 13 vs con (1d8+5) push 2, knockdown
7 Break Spirit +14 vs will (2d8+10) target -3 to attack until end of your next turn range 10
11 Solar Wrath +13 vs will enemies take 3d8+10, if undead or demon also stunned 1 round. Blose burst 8
13 Mantle of Glory +14 vs will (2d10+10); allies can spend surge, close blast 5


Daily (none do radiant damage)
1 Avenging Flame (weapon, fire) +13 (2d8+7) ongoing 5 fire damge (sv ends)
- miss ½ damage, 0 ongoing damage; special if target attacks, it cant make a save to end damage.
5 Spiritual Weapon +14 vs AC (1d10+8) creates combat advantage, move 10 as mv action, minor to sustain & attack again
9 Blade Barrier; if creature enters or starts turn in barrier, 3d6+8 damage & 5 ongoing (sv ends) wall 5 within 10 squares ; difficult terrain, sustain minor

Utility
2 bless (standard, daily) all targets get +1 power to hit for the encounter, cb 20
6 Bastion of Health(encounter, minor) ; Range 10; target spends surge +13 hp
10 Shadow Form (star pact, minor, daily) assume shadowy insubstantial form for the encounter, fly 6, can’t take standard actions, minor action to end.
12 Healing Sun (standard, daily,zone) allies ending in zone heal 13 hp; demons or undead entering or starting in the zone take 1d10+5 damage. Lasts until end of next turn; or Sustain Standard, ends if cleric is bloodied at the end of her turn.
[/sblock]

Equipment
[sblock]
Lvl 14 : Symbol of victory +3 +3d8 on crit; (daily–a character within 5 who scores a crit, gains an action point.)
Lvl 13 : Amulet of Health +3 property- resist poison 10
Lvl 12 : light shield of deflection: property- resist 5 to all ranged attacks
Cash:1,400 gp(13k) +3 magic chain mail (9k); +2 resounding mace (daily-daze on hit) 2.6k
[/sblock]
 
Last edited:

Graf

Explorer
Glib Rollie

Glib Rollie (Rolen Longwind) cat burglar extraordinaire. Who is occasional forced by circumstance to engage in such unwholesome and undignified activities as crawling around in muddy holes and stabbing things; usually when he's tried to steal some spectacularly important and vindictive persons prized possession and he needs some "free" bodyguards.
(the monsters in the dungeon of course... naturally not the PCs, his trusted and beloved friends ;) )

[sblock=Glib Rollie Combat Block]
Passive Perception 26 ✦ Passive Insight 24 DARKVISION, low light
Defenses 27/19/27/23
Hit points 83 Bloodied 41

Defenses
+4 vs OA (artful dodger)
Combat Anticipation (+1 to defenses vs close, ranged, area attacks)
Defensive Advantage (+2 to defenses when have CA)
Evasion (missed ref/ac area/close attack -> no damage)
Forced Movement -1 square (cat burglar)

Powers

:melee:Bait and Switch (standard; encounter) ✦ Marital, Weapon
:melee:Cat Burglers Gambit (standard; encounter) ✦ Martial, Weapon
Elvin Precision (free; encounter) ✦ Personal
:ranged:Eyebite(standard; encounter) ✦ Arcane, Psychic, Impliment
Ignoble Escape (move; encounter) ✦ Martial, Personal
Instant Escape (immediate interrupt; encounter) ✦ Martial, Personal
:melee:Sand in the Eyes (standard; encounter) ✦ Martial, Weapon
:melee:OR :ranged:Tornado Strike (standard; encounter) ✦ Marital, Weapon
Tumble (move; encounter) ✦ Martial
:melee:OR :ranged:Easy Target (standard; daily) ✦ Marital, Weapon
:melee:Knockout (standard; daily) ✦ Marital, Weapon
:melee:OR :ranged:Walking Wounded (standard; daily) ✦ Marital, Weapon
Shadow Flow Armor (minor; daily) ✦ Item
Cloak of Resistance (minor; daily) ✦ Item
[/sblock]

[sblock=Rolen "Glib Rollie" Longwind Level 13 Elf Rogue/Feylock]
Initiative +14*; Senses Perception +16 DARKVISION, low light
HP 83; Bloodied 41; Healing Surge 20 hit points (6/day)
AC 27; Fort 19, Ref 27, Will 23
Speed 8
Action Points 1 (gain standard and move) (cat burglar)

*=includes +2 for hanging out with a warlord
-----------------------------------------------------------------
:bmelee: Magic Dagger +3 (standard; at-will) ✦ Weapon
+13 vs AC; 1d4+3 damage
w/CA +15;1d4+3+3d8

:ranged: (Basic Ranged) Magic Dagger +3 (standard; at-will) ✦ Weapon
+19 vs AC; 1d4+9 damage
w/CA +22;1d4+9+3d8

:melee:OR :ranged:Deft Strike (standard; at-will) ✦ Marital, Weapon
MOVE 2 and +19 vs AC; 1d4+9 damage
w/CA +22;1d4+9+3d8
:melee:OR :ranged:Sly Flourish (standard; at-will) ✦ Marital, Weapon
+19 vs AC; 1d4+13 damage
w/CA +22;1d4+13+3d8​
Shadow Stride (move; at-will) ✦ Martial
Must be hiding -> move 8, make stealth check, if successful considered to have been hidden the whole time.

:melee:Bait and Switch (standard; encounter) ✦ Marital, Weapon
+19 vs Will; 2d4+9 damage, switch positions and SHIFT 4
w/CA +22;2d4+9+3d8​
:melee:Cat Burglers Gambit (standard; encounter) ✦ Martial, Weapon
SHIFT 3 -> +19 vs AC 3d4+9 -> SHIFT to a square adjacent to target
w/CA +22;3d4+9+3d8
Elvin Precision (free; encounter) ✦ Personal
Reroll an attack roll with a +2 bonus
:ranged:Eyebite(standard; encounter) ✦ Arcane, Psychic, Impliment
ranged 10 | +10 vs Will;1d6+4 and invisible to target TENT
Ignoble Escape (move; encounter) ✦ Martial, Personal
End any marked condition Shift 8 squares
Instant Escape (immediate interrupt; encounter) ✦ Martial, Personal
Trigger:
Become immobilized, restrained or slowed
End immobilized, restrained or slowed condition and shift 2 squares
:melee:Sand in the Eyes (standard; encounter) ✦ Martial, Weapon
+19 vs Ref 1d4+9 & target blinded TENT
w/CA +22;1d4+9+3d8​
:melee:OR :ranged:Tornado Strike (standard; encounter) ✦ Marital, Weapon
+19 vs AC (TWO TARGETS); 2d4+9 damage & slide target 5
Effect: Move 3
w/CA +22;2d4+9+3d8​
Tumble (move; encounter) ✦ Martial
Shift 4 squares

:melee:OR :ranged:Easy Target (standard; daily) ✦ Marital, Weapon
+19 vs AC ; 2d4+9 damage & target slowed and grants Rollie CA (save ends)
Miss: Half Damage and grants Rollie CA TENT
w/CA +22;2d4+9+3d8​
:melee:Knockout (standard; daily) ✦ Marital, Weapon
+19 vs Fort; 2d4+9 damage & target unconscious(save ends) Special: If the target takes any damage no longer unconscious
Miss: Half damage & target dazedTENT
w/CA +22;2d4+9+3d8​
:melee:OR :ranged:Walking Wounded (standard; daily) ✦ Marital, Weapon
+19 vs Fort; 2d4+9 damage & target prone and until end of encounter if move more than half speed fall prone at end of move
Miss: Half Damage
w/CA +22;2d4+9+3d8
Shadow Flow Armor (minor; daily) ✦ Item
gain concealment until TSNT
Cloak of Resistance (minor; daily) ✦ Item
gain resist all 10 TSNT
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Elvin
Str 9 (+0) Dex 22 (+5) Con 11 (+0)
Int 11 (+0) Wis 13 (+1) Cha 18 (+4)

Acrobatics +17, Athletics +9, Bluff +15, Diplomacy +10u, Endurance +6u, History +6u, Insight +14. Intimidate +10u, Nature +9u, Perception +16, Religionu +6u, Stealth +20, Thievery +18
u Untrained Skill
Magic Items: Goggles of night, shadow flow leather armor +3, cloak of resistance +3, Magic +3 dagger, Buglers Gloves, Diadem of Acuity
Normal 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], 225 gp worth of thieves tools, rope, grappling hooks, little mirrors, spikes, hammers, climbing claws and anything else a cat burglar would have.
xgp

[sblock=Appearance]Rollie is a slightly built good looking elf, his manic grin and aura of smug self-centered-ness chip at his agreeable personality, but he's not usually around long enough for people to get sick of him.[/sblock]

[sblock=Build Details]
See below[/sblock]

[/sblock]

[sblock=scratch pad]Too long, needs its own post... :/

elf rogue/warlock 13

paragon cat burglar
acrobatic action (AP = move & standard)
body control -1 square on forced move

Powers
Cat Burgler shift 3 dex vs AC 3w+dex
Instant escape (immediate Interrupt) trigger imm, rest, or slow -> end imm, rest, or slow and shift 2

Magic Items
14, Goggles of night (darkvision)
13 shadow flow armor +3 stealth & gain concealment TSNT(m)
12 cloak of resistance+3 (gain resist 10 all TSNT)

gold 13,000
Magic +3 dagger (9k)
"lucky" Burglers gloves (+1 thievery)
Diadem of Acuity (+2 percept & insight)

13-9-0.360-3.4
240 after magic items

Level 13
all stats +1 and dex and cha +2
Str 8 +1= 9 (-1)
Dex 17 +5 = 22 (+5)
Wis 12 = 13 (+1)
Con 10+1 =11
Int 10+1 = 11
Cha 15 +3 = 18(+4)

elf
dex wis
7 sq +1 feat
low light
nature percept
longbow shortbow prof
wild step (shift on difficult)
elven accuracy Encounter power

AC 10 +6 (leve) 6+5 (leather +3) 27
Fort 10 +6 (leve) 0+3 (item +3) 19
Ref 10 +6 (leve) 6+3 (item +3) +2 (rog) 27
Will 10 +6 (leve) 4+3 (item +3) 23


Heroic Feats 8
Pact Initiate (Fey) train bluff, eyebite once an encounter
Nimble Blade (+1 with CA)
Elvin Precision (reroll +2)
Backstabber


Paragon Feats (max 5)
Combat Anticipation (+1 vs close, ranged, area attacks)
Defensive Advantage (+2 to defenses when have CA)
Evasion (missed ref/ac area close attack no damage)
Fleet Footed (speed +1)

rogue
12+11(con)+60 =83/41/20
surges 6

trained: Acro, Athl, Insight, Perception, Stealth Thievery
+2 Ref
Dagger, Shuriken, Shortsword, Longbow, Shortbow
First Strike - CA vs all not yet gone
Rogue Tactics Artful Dodger (cha to AC vs AoO)
R Weap Talent (dagger+1, shuriken 1d6)
Sneak Attack +3d6+3d8

skills
Acrobatics 6(level)+5(trained)+6(dex) +16
Athletics 6(level)+5(trained)-1(str)+9
Bluff 6(level)+5(trained)+4(cha) +15
Endurance 6(level)+0(con) +6
Stealth 6(level)+5(trained)+6(dex)+3(armor) +20
Insight 6(level)+5(trained)+1(wis)+ +2 (item) +14
Perception 6(level)+5(trained)+1(wis)+2(race) +2 (item) +16
Thievery6(level)+5(trained)+6(dex)+1(gloves) +18

Basic Attack
Magic Dagger +3
+6dex+6level+4prof+3magic=+19 1d4+3
w/CA 19+1(feat)+20 1d4+3d8+3

Power 2 / 4(P,13,7,3) / 3(9,5,1) / 4(P,10,6,2)
Deft Strike move 2 then Dex vs AC and 1W+dex
+19 1d4+8
Sly Flourish Dex vs AC and W+dex+cha
+19 1d4+12

Enc
Cat Burglers gambit shift 3, dex vs ac, shift to square adj target
+19 3d4+8

Eyebite
+6+4 =+10 vs will 1d6+4 and invisible to opponent

13 Tornado Strike Dex vs AC two opponents Hit: 2w+dex and slide 1+cha AND move 3 afterward
TWICE +19 2d4+8 and slide 5 and move 3

7 Sand in the eyes Dex vs Ref, 1w+dex and target blinded TENT
+19 1d4+8 & blind TENT

3 Bait and Switch Dex vs Will 2w+dex, switch places with target and shift CHA mod squares
+18 2d6+8, switch and shift 4

Ult
2 Tumble (shift 1/2 speed=4) encounter
6 Ignoble Escape (remove mark shift speed 8) encounter
10 shadow stride (at will)

Daily
9 Knockout Dex vs Fort 2W+dex and unconcious (save ends) til damaged; half and dazed
+19 2d4+8 unc|half and dazed

5 Walking Wounded Dex vs Fort 2W+dex and prone if moves more than half speed falls prone at end; half
+19 2d4+8

1 Easy Target Dex vs AC 2W+dex and slowed and grants me CA(save ends) ; half and CA TENT
+19 2d4+8
[/sblock]
 
Last edited:

Walking Dad

First Post
Feybound_Halfling.jpg


Reed Rowan

[sblock=sheet]
Name: Reed Rowan Player: WD
Halfling Warlock (Fey) XP ? Level 13
Initiative +9 Senses Normal Vision
Passive Insight 22; Passive Perception 17
HP 96; Bloodied 48; Surge Value 24; Surges Per-Day 8
AC 25; Fortitude 21; Reflex 23; Will 25
Speed 7
Alignment Unaligned
Languages Common, Elf

Str 13 Dex 16 Wis 13
Con 14 Int 16 Cha 20

Racial Abilities
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Eldritch Blast (vs Refl) +14 / 1d10+8
Eyebite (vs Will, psychic) +14 / 1d6+10


Encounter Powers
R - Second Chance
P - Will of the Feywild (vs Will, psychic) +14 / 2d8+10
13 - Bewitching Whispers (vs Will, charm) +14 / -
7 - Mire the mind (vs Will, psychic) +14 / 1d10+10
3 - Otherwind Stride (vs Fort, teleport) +14 / 1d8+8


Daily Powers
9 - Thief of five Fates (vs Will) +14 / -
5 - Curse of Bloody Fangs (vs AC) +14 / 2d10+8
1 - Dead Star (vs Will, radiant) +14 / 3d6+8


Utility Powers (all teleport)
P - Twilight Teleport (daily, free)
10 - Warlock's Leap (daily, move)

6 - Fey Switch (encounter, move)
2 - Ethereal Stride (encounter, move)

Feats
Heroic:
Lost in the Crowd, Armor Proficiency (Chainmail), Dark Fury, Improved Misty step, Toughness
Paragon:
Point Blank Shot, Psychic Lock, Twofold Curse

Skills
Arcana
Bluff
Insight
Thievery

Equipment
(14) - Rod of Corruption +3
13 - Eladrin Chain +3
12 - Cloak of Resistance +3

13,000 gold
Bag of Holding (1k)
Boots of striding (4,2k) +1 item to movement
Potion of Vitalityx3 (3k)
Iron Skin Belt (lev.2) (1k)
Shadowfell Gloves (1,8)

2.000
Bracer's of the perfect shot (680)
Pact Dagger +1 (680)

standard adventurer's pack, 2 daggers, everburning torch, silk rope, thieve's tools
[/sblock]
 
Last edited:


renau1g

First Post
Code:
[size=5][FONT=Courier New][B][COLOR="Silver"]Torment[/size][/COLOR]
[B]Tiefling Warlord 13[/B]
Paragon Path: Knight Commander
Alignment[/B]: Good
Religion: none
Languages: Common, Draconic
Vision: Low-Light

[B]Ability Scores:[/B]
Str 20 (17 (12pts) +3 lvl)
Con 14 (13 (3 pts)+1 lvl)
Dex 12 (11 (1 pts) +1 lvl)
Int 16  (13 (3pts) +1 lvl +2 rac)
Wis 9 (+1 lvl)
Cha 18 (13 +3 lvl + 2 rac.) 

[B]Combat[/B]:
[B]Init: [/B] +11 (+1 Dex, +6 level +4 combat leader)
[B]Pass Percep[/B]: 15    [B]Pass Insight[/B]: 15

[B]HP[/B]:           96/96   [B]Surges/day[/B]:   11
[B]Bloodied[/B]:     48  [B]Surge Value[/B]:  24
  
[B]AC[/B]   25 (+6 level +6 armor +3 Int)
[B]Fort[/B] 25 (+6 level +5 Str +1 class +3 amulet) 
[B]Ref[/B]  22 (+6 level +3 Int +3 amulet)
[B]Will[/B] 26 (+6 level +4 Cha +1 class +3 amulet+2 feat)

Speed 8
Resistances: 5 Ranged, 11 Fire

Action points: 1

[B]Basic Attacks:[/B]
Melee:  +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire
Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range

[B]Attack Powers:[/B]
[COLOR=Lime]Viper's Strike [/COLOR]- Martial, Weapon
Standard Action; Melee ; Target: One creature
Attack: +17 vs. AC
Hit: 2d4+8 damage
Effect: If target shifts before start of my next turn, provokes an OA from an ally 

[/FONT][FONT=Courier New][COLOR=Lime]Furious Smash[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage

[b]Encounter Powers:[/b]

[/FONT][FONT=Courier New]
[COLOR=Red]Guarding Strike[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC 

[/FONT][FONT=Courier New][COLOR=Red]Infernal Wrath[/COLOR] - 
Minor Action; Personal;
Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square [/font]

[FONT=Courier New]
[COLOR=Red]Shake it Off[/COLOR]- Martial, Weapon
Minor Action; Melee weapon; Ranged 10
Effect: Target makes a saving throw with a +4 bonus

[FONT=Courier New]
[COLOR=Red]Lion's Roar[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp)
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Beat Them Into the Ground[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Slash and Press[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage
Effect: After the attack, push all adjacent enemies 1 square
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Break Their Nerve[/COLOR]- Martial
Minor Action; Melee 1; Target: One creature
Effect: Target is marked until end of next turn
[/FONT] 

[b]Daily Powers:[/b]

[FONT=Courier New][COLOR=DimGray]Bastion of Defence[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp.

[/FONT][FONT=Courier New][COLOR=DimGray]Stand the Fallen [/COLOR] - Martial, Weapon, Healing
Standard Action; Melee Weapon; Target: One creature
Hit: 6d4+8 damage
Effect: Each ally in 10 squares can use a healing surge and gains +4 hp
 [/FONT]

[FONT=Courier New][COLOR=DimGray]Stand Tough[/COLOR] - Martial, Healing
Minor Action; Close Burst 5; Target: You & each ally in burst
Effect: Targets regain 14 hp
[/font]

[FONT=Courier New][COLOR=DimGray]Tactical Shift[/COLOR] - Martial, 
Immediate Interrupt; Ranged 10
Trigger: ally gets hit by either melee or ranged attack
Effect: The ally can shift 4 squares
 [/FONT]

[FONT=Courier New][COLOR=DimGray]Knock Them Down[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone.
Miss: Target is knocked prone & half damage
[/font]

[b]Magic Item Powers:[/B]
[COLOR=Orange]+3 Elven Battle Hide [/COLOR]
  Property: +5 on saves against slow or immobilise
  Power: Encounter: Minor: +2 power bonus to speed until end of next turn
[FONT=Courier New][COLOR=Orange]+3 amulet of false life[/COLOR]
  Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge [/FONT]
[FONT=Courier New][COLOR=Orange]+2 flaming spiked chain[/COLOR]
  Critical: +2d6 damage[B]
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font]
[FONT=Courier New][COLOR=Orange]+2 Vicious Crossbow[/COLOR]
  Critical: +2d12 damage[B][/font]
[FONT=Courier New][COLOR=Orange]Keoghtoms Ointment[/COLOR]
Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge[/font]

[b]Race and Class Features:[/B]
Bloodhunt (+1 attack bonus to hit bloodied enemies)
Fire Resistance (5 +1/2 lvl = 11)
Infernal Wrath - +1 to hit, +4 damage
Inspiring Presence - when ally spends an action point regain 10 hp
Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp
Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative
Honor and Glory - Adjacent allies gain a +2 bonus to hit 
Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn

[B]Feats[/B]:
Durable
Toughness 
Exotic Weapon Prof. (Spiked Chain)
Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword
Ferocious Rebuke (if hit with infernal wrath, push target 1 square)

Iron Will (+2 to Will)
Combat Commader (Increase combat leader bonus to +4)
Fleet Footed (+1 to speed)

[B]Skills[/B]:
Diplomacy:    +15 (+6 level +4 Cha +5 trained)
Heal:         +10 (+6 level -1 Wis +5 trained)
Athletics:     +16 (+6 level +5 Str +5 trained)
Intimidate    +15 (+6 level +4 Cha +5 trained)

[B]Equipment[/B]: 
Item                          Weight    Cost
+3 Amulet of False Life (14)
+3 Elven Battle Hide (13)
Keoghtoms Ointment (12)
+2 Flaming Spike Chain               5000gp
Boots of Striding                        4200gp
Bag of Holding                           1000gp
+2 Vicious Crossbow                  2600gp
4  x Potions of Healing                200gp

                Total Weight: 0 lbs.

Money: 10gp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
 
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Dalamar

Adventurer
Xak Glittershield
Dwarf Paladin 13 (Hospitaler) of Kord

Str 13 (3) +1 = 14 (+2/+8)
Dex 12 (2) +1 = 13 (+1/+7)
Con 15 (7) +3 = 18 (+4/+10)
Int 8 (0) +1 = 9 (-1/+5)
Wis 13 (3) +5 = 18 (+4/+10)
Cha 15 (7) +3 = 18 (+4/+10)

Init +9; Speed 5
Insight +10, Perception +10, low-light vision
HP 115; Bloodied 57
18 Surges per Day, value 33
Resist 10 Poison, +5 on saves vs. poison
AC 30 (+3 Plate & Spec); Fortitude 24 (amulet, class), Reflex 23 (amulet, class, shield), Will 24 (amulet, class)

Skills (Check penalty -2, included in Endurance)
Diplomacy +15, Dungeoneering +12, Endurance +10, Heal +15, Insight +15, Religion +15

Feats:
Armor Specialization (Plate) (P)
Durable
Dwarven Durability (P)
Dwarven Weapon Training
Healing Hands
Kord's Favor
Quick Draw
Toughness

Abilities
Cast-Iron Stomach (+5 on saves vs. poison), Dwarven Resilience (use Second Wind as minor action), Encumbered Speed (speed not affected by encumbarance or armor), Stand Your Ground (reduce push, pull and slide by one)
Hospitaler's Blessing (allies attacked by challenged enemy heal 10 hp), Hospitaler's Action (allies within 5 heal 4 when Xak uses an Action Point for extra action),

:bmelee: Melee basic Attack with Warhammer (standard; at-will) * Weapon
+13 vs AC; 1d10+7 damage

:melee: Bolstering Strike (standard; at-will) * Divine, Weapon
+15 vs AC; 1d10+9 damage AND gain 4 temp HP

:melee: Enfeebling Strike (standard; at-will) * Divine, Weapon
+15 vs AC; 1d10+9 damage AND -2 to attack untill end of its turn if marked

:close: Divine Challenge (minor; at-will) * Divine, Radiant
Close Burst 5, one creature; target is Marked and takes 10 radiant damage once per round if it makes an attack that doesn't target Xak untill Xak uses this on another target or fails to engage it

:melee: Lay on Hands (minor; at-will 4/day) * Divine, Healing
Melee touch; Xak spends a healing surge without healing and target heals as if it had spent a surge +4 hp

:melee: Invigorating Smite (standard; encounter 3) * Divine, Healing, Weapon
+15 vs Will; 2d10+9 damage AND heal 9 if Bloodied AND Bloodied allies within 5 heal 9

:melee: Benign Transposition (standard; encounter 7) * Divine, Teleportation, Weapon
Switch places with ally within 4 squares AND attack enemy within reach after teleportation
+15 vs AC; 2d10+9 damage

:melee: Entangling Smite (standard; encounter 13) * Divine, Weapon
+15 vs Will; 2d10+9 damage AND immobilized untill end of Xak's next turn

:melee: Warding Blow (standard; encounter P) * Divine, Weapon
Against marked creature, +15 vs AC; 2d10+9 damage AND each ally within 5 can make a saving throw

:close: Channel Divinity: Divine Mettle (minor; channel divinity encounter) * Divine
Close burst 10, one creature; target makes a save with a +4 bonus

Channel Divinity: Divine Strength (minor; channel divinity encounter) * Divine
Xak gains +2 bonus to damage on next attack this round

:ranged: Channel Divinity: Kord's Favor (free, when Xak or ally within 5 scores critical) * Divine, Healing
Range 5; Xak or ally can spend a healing surge

:ranged: On Pain of Death (standard; daily 1) * Divine, Implement
Range 5; +13 vs Will; 3d8+7 damage AND 1d8 damage once per round after attacking (save ends)
Miss: half damage AND 1d4 damage once per round after attacking (save ends)

:close: Hallowed Circle (standard; daily 5) * Divine, Implement, Zone
Close burst 3, enemies only; +13 vs Reflex; 2d6+7 damage
Effect: Zone of bright light, Xak and allies gain +1 power bonus to all defenses untill end of encounter

:close: Crown of Glory (standard; daily 9) * Divine, Implement, Radiant
Close burst 1, enemies only; +13 vs Will; 2d8+7 radiant damage
Effect: enemies that start adjacent are slowed untill end of Xak's next turn (sustain minor)

Martyr's Blessing (immediate interrupt, when adjacent ally is hit by a M or R attack; daily utility 2) * Divine
Xak is hit by the attack instead

:close: Wrath of the Gods (minor; daily utility 6) * Divine
Close Burst 1; Xak and allies gain +4 to damage until end of encounter

:ranged: Cleansing Spirit (minor; encounter utility 10) * Divine
Range 5, Xak or an ally; target makes a save with a +2 bonus

Healing Font (minor; daily utility P) * Divine, Healing
Untill end of encounter, when Xak attacks and hits at least one creature on his own turn, one ally within 10 heals 4d6

Becoming a paladin wasn't something that Xak had planned, but rather something that just happened.
He originally worked as a smith, selling his wares to those who dared to face the dangers of the world. But one day hobgoblins attacked the city he lived in. Xak knew that most of the villagers wouldn't stand a chance of escaping unless someone slowed down the attackers so he picked up a shield and hammer he had forged some time earlier, intending to use all his strength to help others survive.
As he was about to be overcome, he felt the divine touch of Kord reinvigorate him, allowing him to fight a little longer. Just long enough, in fact, that a band of daring do-gooders showed up to drive off the hobgoblins.

Equipment
Dwarven +3 Plate Armor (lvl 12) (Daily * Healing) Free Action, heal surge value
Amulet of Health +3
+3 Warhammer of Terror (lvl 14) (Daily * Fear) Free action when hits, -2 to all Defenses (save ends), +3d8 crit
Magic Holy Symbol +3 (9k gp)
Shield of Defiance (3,4k gp) (Daily * Healing) Immediate Reaction when hit by a critical, spend healing surge
Belt of Heroic Vigor (520gp)
Standard Adventurer's Kit (15gp)
 
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