starting a new campaign for dnd 4e apply
only using the players hand book one
make a char and tell me about him.
Backstory: Quests for the freedom of his twin sister who was forced into an arranged Eladrin marriage to an abusive, corrupt man. After failing to defeat him in combat, the Eladrin lord agreed to release Cirran's twin sister if he were to bribe him with enough gold. Cirran currently wanders seeking rumors of treasure and is willing to risk his life to obtain it or perhaps the power he needs to defeat the evil captor.
Approach to Character Development: I decided to go with a somewhat unorthodox approach to building Cirran as a fighter. He favors grace and accuracy over raw power. He wields his family's Longsword, a weapon passed down for many generations.
Stats: Assuming 1st level
AC: 17 (3: Hide Armor, 4: Dex. bonus)
Fort: 13 Ref: 14 Will: 14
Str: 12 Dex: 18 Con: 10 Int: 14 Chr: 8 Wis: 16
Heal, Endurance, Athletics, Acrobatics
Sure Strike, Cleave, Passing Attack, Villain's Menace
Longsword (+5, 1 from Fighter Weapon talent, 3 from Proficiency, 1 from Strength)
(1d8 + 4 dmg)
Sling Shot: (+6, 2 from proficiency, 4 from Dexterity) (1d6 + 4 dmg)
Hide Armor, Backpack, Pouch for Sling Bullets (25), Waterskin, Rations (8), Flint and Steel, Torch (2), Thick Fur Cloak, Clothing, Dagger, Wood-Carved Figurine, Spare leather scraps.
Last edited by bigdiff7; 01-10-2012 at 08:13 PM.
Backstory: Seaven's family perished in a house fire when he was just a boy. Since then he has taken on a strong affinity to fire and the ability to harness it. Being left with no kin, he sought refuge at a nearby magic school. Being gifted with an above average intellect he grew bored with his studies and often acted out in classes. This eventually lead to a mishap (a joke in his point of view) and the headmasters expense, leading to expulsion. He now roams the expanse of wilderness and travels from town to town hoping he can find a group of people who will allow him to further his arcane studies and keep him alive in the process.
His intelligence paired with early childhood trauma has made him hard to tolerate by many, so he has had to spend a good amount of time on his own alone foraging for food (hence the training in dungeoneering). He also is obsessive about gleaning whatever information he can about magical lore, the gods, and history.
I rolled for the stats and would be completely fine with changing them if DM does not approve.
====== Created Using Wizards of the Coast D&D Character Builder ======
Seaven Glimmergaunt, level 1
Elf, Wizard (Arcanist)
Build: War Wizard
Arcane Implement Mastery Option: Wand of Accuracy
FINAL ABILITY SCORES
STR 9, CON 12, DEX 18, INT 20, WIS 10, CHA 8
STARTING ABILITY SCORES
STR 9, CON 12, DEX 16, INT 18, WIS 10, CHA 8
AC: 17 Fort: 11 Ref: 15 Will: 12
HP: 22 Surges: 7 Surge Value: 5
Arcana +10, Dungeoneering +5, History +10, Religion +10
Acrobatics +4, Athletics –1, Bluff –1, Diplomacy –1, Endurance +1, Heal +0, Insight +0, Intimidate –1, Nature +2, Perception +2, Stealth +4, Streetwise –1, Thievery +4
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy
Wand of Accuracy Power: Wand of Accuracy
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Wizard Attack 1: Acid Arrow
Wizard Attack 1: Scorching Burst
Wizard Attack 1: Magic Missile
Wizard Attack 1: Burning Hands
Wizard Attack 1: Flaming Sphere
Level 1: Ritual Caster
Level 1: Armor Proficiency: Leather
Tenser's Floating Disk
Leather Armor x1
Wand Implement x1
Belt Pouch (empty)
Flint and Steel
Hempen Rope (50 ft.)
====== End ======
Last edited by madrius; 01-17-2012 at 09:25 PM.
Ability scored with customizing method results posted on page 8 of handbook
Backstory: Against the advice of friends and family he left the feyworld and became a pretty good tailor. However, after trade routes were blocked he had to look elsewhere for materials. He was than swindled by a merchant loosing quite a lot. After much debate he went after the merchant in order to get back what was his. He broke into the mans house in the middle of the night and in the middle of looking for his money the man awoke a struggle happened and the man was stabbed. He fled and as he tried to figure out what to do he found thievery to be easy. Picking the pockets he once sewed to be a small challenge. It was because of his nimble fingers and dexterity gained from his profession that rogue seemed to be his best option.
Stats: Assuming 1st level
AC: 18 (3: Fey Leather Armor, 4: Dex. bonus)
Fort: 12 Ref: 15 Will: 13
Str: 14 Dex: 16 Con: 12 Int: 14 Chr: 4 Wis: 11
acrobatics9, arcana5, athletics3, bluff8, diplomacy3, dungeoneering1, endurance2, heal1, history5, insight6, intimidate3, nature1, perception6, religion3, stealth9, streetwise8, thievery9
Deft Strike, Sly Flourish, Dazing Strike, Blinding barrage
Short Sword, Dagger(4), Adventurers Kit, Sling, Thieves Tools, Fine Clothing, Fey Leather Armor