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Thread: Characters

  1. #61
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    2nd level changes:
    New Utility Power: Life Transference
    New Feat: Implement Expertise (Holy Symbol)
    Retraining: Divine Glow will be retrained for Exacting Utterance


    Explanation of the changes:

    Life Transference: Thematically, Life Transference was chosen because it makes Yrisz more like her mentor, who is a paladin (think of it as a beefy slow acting Lay on Hands). Game-wise I was thinking that we might be running short on healing surges during the next encounter, so Yrisz might be able to help characters who get low by offering her own.

    Implement Expertise: Unfortunately, I think this feat is a no-brainer for 4e characters. I will not get back into the semantics on why I think this way, but it is as I said it. Also, I'm hoping that this will help Yrisz hit things, as she has been having a rough time of that even with modestly good rolls.
    Thematically, I think that these encounters have been Yrisz's first real experience in actual combat. Oh there had been bandits on the road and stuff like that, but then she had a tough (higher level) paladin to rely on. Now she's acting without as much of a safety net (though I'm not saying that you guys haven't done a great job protecting her, as I've noted she hasn't been even nicked sense the fight with E). I think her prayers are now a good bit more genuine, she less rushed, and less likely to get panicked as she get caught up into the fog of war.

    Exacting Utterance: I know I told you Umi that I would switch out Recovery Strike for Lance of Faith at this level. I stand by my disgust with post-Nurfed Recovery Strike (barley better then a basic attack), however it does lend Yrisz a paladin trained feel, so it works thematically (also she's all about healing). As for Divine Glow it is by far the best of the 1st level Cleric Encounter powers. Mass damage, minion control, and party buffing, what isn't there to love. But, it's hard as snot to use when you can't hurt Bloodied enemies (you guys almost always have somebody Blooded before it gets to Yrisz's 1st round turn). So I decided to switch it to something that I would/could use every fight. Notice you only have to 'attack' her hit target (regardless of whether you hit or not) to get the temp hit points. Keen I think.
    Last edited by Umiushi; 10-03-2010 at 07:47 AM. Reason: changing tense for retraining, changed feat to Implement Expertise

  2. #62
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    I figure this is the thread (not OOC) to post additions/changes to a character. Here's what I was thinking:

    Retraining howling strike (@will)[PH2] with howl of fury [PP]. I don't charge enough, and we lack on area attacks.

    For 3rd level encounter power, taking shatterbone strike [PH2]. In short, it is 2[w] vs. AC and causes the target to have -3 AC until ENT.
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  3. #63
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    Ariellana, Companion Version

    Here is Ariellana as a companion to the party. I kept her Combat Leader trait, as it would be awkward to do otherwise if Cocoa rejoined in mid-combat. Please note that while she is a companion, she will not be providing bonuses to characters who spend action points, among other things.

    Character Name: Ariellana
    Role: Leader (Warlord-type)
    Race: Eladrin
    Size: Medium
    Gender: Female
    Height: 6’0”
    Languages: Common, Elven

    Ability Scores
    Strength: 16 (+4)
    Constitution: 10 (+1)
    Dexterity:14 (+3)
    Intelligence: 18 (+5)
    Wisdom: 10 (+1)
    Charisma: 10 (+1)

    Skills:
    Acrobatics: +3
    Arcana: +7
    Athletics: +9 (+11 with climbing kit)
    Bluff: +1
    Diplomacy: +1
    Dungeoneering +1
    Endurance: +6
    Heal: +1
    History: +12
    Insight: +1
    Intimidate +1:
    Nature: +1
    Perception: +1
    Religion: +5
    Stealth: +3
    Streetwise: +1
    Thievery: +5 (+7 for opening locks or disarming traps)

    Trained Skills: Athletics, Endurance, History

    Initiative: +5
    Passive Insight: 11
    Passive Perception: 11
    Low-light Vision
    Armor Class: 18
    Fortitude Defense: 16
    Reflex Defense: 18
    Will Defense: 15
    Hit Points/Bloodied: 32/16
    Healing Surges/Surge Value: 7/8

    Race Features:
    Fey Origin
    Trance - Extended Rests are only four hours and do not require sleep.


    Traits
    Combat Leader - Each ally within 10 squares who can see and hear Ariellana gains a +2 power bonus to initiative.
    Eladrin Will - Save at +5 vs. Charm.

    Minor Actions
    Healing (2/Encounter; 1/Rnd) An ally within 5 squares may spend a healing surge.
    Inspired Belligerence (Encounter) Close Burst 5 targeting one enemy granting combat advantage to Ariellana or an ally; all allies gain combat advantage against the target SNT

    Move Actions
    Speed 6
    Fey Step (Encounter) Teleport 5

    Basic Standard Actions
    Javelin - Ranged 10/20; Basic Weapon +9 vs. AC; 1d6+4 dmg; 2 javelins
    [Slingshot - Ranged 10/20; Basic Weapon +9 vs. AC; 1d6+3 dmg; no bullets]
    Dagger - Ranged 5/10; Basic Weapon +10 vs. AC; 1d4+3 dmg; off-hand; 1 dagger
    Improvised Slingshot - Ranged 5/10; Basic Weapon +7 vs. AC; 1d4+3 dmg; stones
    Longsword - Basic Melee Weapon +10 vs. AC; 1d8+4 dmg
    Javelin - Basic Melee Weapon +9 vs. AC; 1d6+4 dmg
    Dagger - Basic Melee Weapon +10 vs. AC; 1d4+4 dmg; off-hand

    Standard Actions
    Commander's Strike (At-will) - An ally makes a basic melee attack at +4 damage against a target within Ariellana's melee range. This power does not grant the ability to make an attack outside of the ally's melee range.
    Inspiring War Cry (Encounter) - Longsword Melee +10 vs. AC; 2d8+4 and one ally within 5 squares who can hear Ariellana makes a saving throw.


    Equipment
    Dagger (1 lb)
    Leather armor (15 lbs)
    Light shield (6 lbs)
    Longsword (4 lbs)
    Sling
    2 javelins (4 lbs)
    Adventurers’ Kit (33 lbs)
    Climbing Kit (11 lbs)
    Thieves' Tools (1 lb)
    Rusted pieces of armor (2 lbs)
    Documents and badges for weapons and armor worth 21 staters

    Funds: 3 staters, 8 chaluns

    Load: 77 lbs


    Appearance
    Ariellana is raw-boned and muscular. Her hair is fine and pale, nearly colorless, and trimmed short. Her eyes are usually the color of winter storm clouds, but at times can range from silvery to dark blue. Her skin is lightly tanned. She has numerous small scars and callused hands.


    Personality Notes

    • Considers all sides of a problem.
    • Impatient with privileged, incapable, or deceitful individuals.
    • Supportive of underdogs.
    • Usually quiet, but prone to the occasional unwise outburst.
    Last edited by Umiushi; 07-23-2011 at 02:43 AM. Reason: Inspiring War Cry

  4. #64
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    Dolan, Companion Version

    For players used to Fighters and the other formal Defender classes, please note that as a companion, Dolan may only mark enemies with his basic melee attacks, and does not receive any special abilities related to marked enemies.

    Character Name: Dolan Derby of Gleann
    Role: Defender (Fighter-type)
    Race: Human
    Size: Medium
    Gender: Male
    Height: 5'9”
    Languages: Common, Goblin

    Ability Scores
    Strength: 18 (+5)
    Constitution: 11 (+1)
    Dexterity:14 (+3)
    Intelligence: 10 (+1)
    Wisdom: 12 (+2)
    Charisma: 13 (+2)

    Skills:
    *Acrobatics: +2
    Arcana: +1
    *Athletics: +9
    Bluff: +4
    Diplomacy: +2
    Dungeoneering +2
    *Endurance: +5
    Heal: +2
    History: +1
    Insight: +2
    Intimidate +2
    Nature: +2
    Perception: +2
    Religion: +1
    *Stealth: +2
    Streetwise: +7
    *Thievery: +2

    *Add +1 to these skills when not wearing armor.

    Trained Skills: Athletics, Endurance, Streetwise

    Initiative: +3
    Movement: 5 (6 when not in armor)
    Passive Insight: 12
    Passive Perception: 12
    Hit Points/Bloodied: 38/19
    Healing Surges/Surge Value: 9/9

    Armor Class: 20
    Fortitude Defense: 19
    Reflex Defense: 17
    Will Defense: 15

    Race Features:
    None


    Move Actions
    Speed 5
    Get Over Here (Encounter) - One adjacent ally may shift 2 into another square that is adjacent to you.

    Basic Standard Actions
    Improvised Ranged Attack - Ranged 5/10; Basic Weapon +7 vs. AC; 1d4+3 (crit 7) dmg
    Broadsword - Basic Melee Weapon +9 vs. AC; 1d10+5 (crit 15) dmg and target is Marked until the end of Dolan's next turn

    Standard Actions
    Cleave (At-will) - Broadsword Melee +9 vs. AC; 1d10+5 (crit 15) dmg and a different adjacent enemy takes 4 dmg.
    Tide of Iron (At-will) - Broadsword Melee +9 vs. AC; 1d10+5 (crit 15) dmg and push 1 if it is Large or smaller. Additionally, you may immediately shift into the vacated square, if you wish, as part of this action.
    Dance of Steel (Encounter) - Broadsword Melee +9 vs. AC; 2d10+5 (crit 25) dmg and immobilized ENT.


    Equipment
    Chainmail (40 lbs)
    Light shield (6 lbs)
    Broadsword (5 lbs)
    Battle axe (6 lbs) - taken from a goblin
    Mundane Adventurers’ Kit (substitute torches for sunrods) (33 lbs)
    Climbing Kit (11 lbs)
    Journey Bread (10 days) (1 lb)
    Badges for chainmail, light shield, and broadsword (allows them to be openly worn in Beilston) (0 lbs)
    Documents for the above badges (worth 11 staters) (0 lbs)

    Funds:
    19 silver staters
    19 bronze aeres
    10 copper chaluns

    Load: 103 lbs (light - no penalties)


    Appearance
    Dolan has pale skin, light brown, straight hair, and sports a small beard. His eyes are green and piercing. He's of middling height, but has a well-sculpted handsome body and often gives the impression of being taller than he is. His face is agreeable, and usually wears a friendly expression.


    Notes

    • Desires military fame and glory
    • Interested in proving his martial abilities
    • From western Aucothia
    • Takes things in stride
    Last edited by Umiushi; 07-18-2011 at 04:37 PM. Reason: replacing Covering Attack with Dance of Steel

  5. #65
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    Karu, Companion Version

    Karu's proficiency with the executioner's axe is retained, as that is her signature weapon.

    Character Name: Karu
    Role: Defender (Fighter-type)
    Race: Goliath
    Size: Medium
    Gender: Female
    Height: 7'6”
    Languages: Common, Giant

    Ability Scores
    Strength: 18 (+5)
    Constitution: 15 (+3)
    Dexterity:15 (+3)
    Intelligence: 10 (+1)
    Wisdom: 13 (+2)
    Charisma: 8 (+0)

    Skills
    Acrobatics: +3
    Arcana: +1
    Athletics: +12 (+14 with climbing kit)
    Bluff: +0
    Diplomacy: +0
    Dungeoneering +2
    Endurance: +3
    Heal: +7
    History: +1
    Insight: +2
    Intimidate: +0
    Nature: +4
    Perception: +2
    Religion: +1
    Stealth: +3
    Streetwise: +0
    Thievery: +3

    Trained Skills: Athletics, Heal

    Initiative: +3
    Base Movement: 6
    Passive Insight: 12
    Passive Perception: 12
    Hit Points/Bloodied: 42/21
    Healing Surges/Surge Value: 11/10

    Armor Class: 20
    Fortitude Defense: 18
    Reflex Defense: 16
    Will Defense: 15

    Race Features
    Powerful Athlete - when making an Athletics Check to jump or climb, roll twice and use either result

    Feats
    Proficiency with Executioner's Axe

    Minor Actions
    Boundless Endurance (Daily) Regenerate 4 (2 + Constitution Modifier) while Bloodied EOE.
    Stone's Endurance (Encounter) Resist 5 All ENT

    Move Actions
    Speed 5

    Basic Standard Actions
    Dagger (Thrown) - Ranged 5/10 Basic Dagger +10 vs. AC; 1d4+3 dmg (Critical 7); off-hand
    Slingshot - Ranged 10/20 Basic Sling +9 vs. AC; 1d6+3 dmg (Critical 9); 20 bullets minus expended; load free
    Dagger - Melee Basic Dagger +10 vs. AC; 1d4+5 dmg (Critical 9); off-hand
    Executioner's Axe (Two-Handed) - Melee Basic Executioner's Axe +9 vs. AC; 1d10+7 dmg (Critical 1d10+19) and target is Marked ENT

    Standard Actions
    Reaping Strike (At-will) Melee Executioner's Axe +9 vs. AC; 1d10+7 dmg (Critical 1d10+19); Miss: 4 dmg
    Sweeping Attack (Encounter) Close Burst 1 targeting enemies that can be seen; Executioner's Axe +11 (including half Strength Modifier) vs. AC; 1d10+7 dmg (Critical 1d10+19)


    Equipment
    +1 cloak of resistance (4 lbs)
    Scale armor (45 lbs)
    Executioner's axe (14 lbs)
    Sling
    20 sling bullets (5 lbs)
    Standard adventurer's kit, minus 1 sunrod (32 lbs)
    Climber's kit (11 lbs)
    Dagger (1 lb)
    Documentation and badges for armor and axe worth 15 staters
    A small piece of parchment with "YUCHGZGTO" written in the Common script
    An ivory figurine of a hearth tender

    Funds: 4 staters, 8 aeres

    Load: 112lb

    Heavy Load: 180lb
    Maximum Load: 360lb
    Push/Drag: 900lb


    Appearance
    Karu is tall (as are any goliaths amongst humans) and muscle-bound with a mottled dark gray complexion. Her dark hair is kept in small tight braids which are generally held back with a leather thong. Under her armor, her clothing is plain, and made for a cooler climate.


    Personality Notes

    • Fond of heroic tales.
    • Raised in a sept and wishes to demonstrate that her people deserve respect.
    • Acolyte of the Great Master.
    • Interested in continuing her training as a warrior.
    Last edited by Umiushi; 07-14-2011 at 07:20 PM. Reason: level 3 defenses and attacks

  6. #66
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    in case anyone is curious. Here are the following changes to zephyr:

    Still waiting to retrain howling strike with howl of fury (noted above). Going to retrain my daily with life thane rage. It lets me use a HS and any ally near me gets temp hp while I rage. Nifty huh.

    Also I upped my STR and CHA, and I took the Novice power multiclass feat. In short, I replaced shatterbone strike with flame spiral. Low dam, but it is a burst 2, and if an enemy starts its turn next to me (or enters a space adj), they get a dose of fire dam.
    "I'm not going crazy. I'm going sane in a CRAZY world!"

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    Polon, Companion Version

    Polon
    Half-Elf Striker Companion (Star Warlock)

    Level 4 Skirmisher
    Medium Natural Humanoid Male
    Languages: Common, Elven, Primordial
    Str 10 (+2) Con 16 (+5) Dex 14 (+4) Int 16 (+5) Wis 10 (+2) Cha 18 (+6)

    Equipment

    Clothing

    Funds
    None

    Load: 4 lbs

    Play Notes
    Polon stands 5' 9", has a slender build, pale, reddish-blond hair, and blue eyes. The most striking physical aspects of Polon are his unearthly beauty and feminine appearance. He seems to have been born with the best features of both parents.

    As part of his warlock's contract, Polon was imbued with the knowledge of a number of potent curses. While he has a basic idea of their use, he has never before cast any of them. He is intelligently cautious, but also very inexperienced, and will take risky actions when he feels he has no choice. He speaks diffidently, but sincerely. Polon should be played as a lawful good character.

    Skills
    Acrobatics: +4
    Arcana: +10
    Athletics: +2
    Bluff: +6
    Diplomacy: +8
    Dungeoneering +2
    Endurance: +5
    Heal: +2
    History: +10
    Insight: +4
    Intimidate: +6
    Nature: +2
    Perception: +2
    Religion: +5
    Stealth: +4
    Streetwise: +6
    Thievery: +4

    Trained Skills: Arcana, History

    Traits
    (Dilettante - can cast Illusory Ambush as an encounter spell)
    (Half-elf Skill Bonus - gains +2 to Diplomacy and Insight)
    (Ritual Caster - has mastered the rituals Comprehend Languages and Make Whole)

    Group Diplomacy - allies within 10 squares gain +1 to Diplomacy Checks (Group Diplomacy does not stack.)

    Striker (round trigger - hits with combat advantage) attack inflicts +1d6 dmg

    Move Actions
    Speed 6

    Basic Standard Actions

    Eldritch Blast (at-will) Ranged 10 Basic Arcane +8 vs. Reflex; 1d10+6 dmg

    Improvised Unarmed Strike (at-will) Melee Basic Unarmed +8 vs. AC; 1d4+2 dmg

    Standard Actions
    Conjure the Least Minion of Kromodtin the Ever-setting (daily - a sliver of essence from a dying, alien entity slowly circles the victim, burning its presence into the target's body and psyche) Ranged 10 Fear +8 vs. Will; 3d6+6 radiant (critical: 24 radiant) and immobilized ENT; Effect: -2 to Will (save)

    Dire Radiance (at-will) Ranged 10 Fear +8 vs. Fortitude; 1d6+5 radiant (critical: 11 radiant) and if target moves closer to Polon on its next turn then it takes 1d6+5 radiant

    Illusory Ambush (encounter) Ranged 10 Illusion +8 vs. Will; 1d6+5 psychic (critical: 11 psychic) and -2 to attacks ENT

    Pelyasz's Unspeakable Utterance (encounter) Ranged 5; Fear +8 vs. Will; 2d8+6 psychic (critical: 22 psychic) and -4 penalty to Will ENT (1 + Int)

    Stealth +4
    Initiative +4
    PP 12 PI 14
    Low-light Vision
    HS/SV: 9/10
    AC: 19 Fort: 15 Ref: 17 Will 19
    HP: 43/21
    Last edited by Umiushi; 09-28-2012 at 10:45 PM.

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    Zephyr, Companion Version

    Zephyr
    Half-Elf Striker Companion (Barbarian-Sorcerer)

    Level 4 Skirmisher (Leader)
    Medium Natural Humanoid Male
    Languages: Common, Dwarven, Elven
    Str 17 (+5) Con 16 (+5) Dex 13 (+3) Int 8 (+1) Wis 10 (+2) Cha 17 (+5)

    Equipment
    Hide armor (25 lbs)
    Heavy war pick (8 lbs)
    3 daggers (3 lbs)
    Standard adventurer's kit (33 lbs)
    Climber's kit (11 lbs)
    8 sun rods (8 lbs)

    Funds (less than 50 coins = 0 lbs)

    13 staters
    27 aeres
    2 chaluns

    Load: 88 lbs

    Play Notes
    Zephyr is six feet tall and muscular. He is completely hairless, and has striking, green eyes. Play him like Zephyr. Yukonhorror can fill in additional play notes as he sees fit.

    Skills (including a -1 armor penalty where appropriate)
    Acrobatics: +2
    Arcana: +6
    Athletics: +9
    Bluff: +5
    Diplomacy: +7
    Dungeoneering +2
    Endurance: +4
    Heal: +2
    History: +1
    Insight: +4
    Intimidate: +5
    Nature: +2
    Perception: +2
    Religion: +1
    Stealth: +2
    Streetwise: +5
    Thievery: +2

    Trained Skills: Arcana, Athletics

    Traits
    (Dilettante - can cast Acid Orb as an encounter spell)
    (Half-elf Skill Bonus - gains +2 to Diplomacy and Insight)

    Favored by Spirits - allies within 10 squares gain +1 to Insight Checks

    Group Diplomacy - allies within 10 squares gain +1 to Diplomacy Checks

    Striker (round trigger - hits with CA) do +1d6 dmg

    Free Actions
    Savage Growl (encounter trigger - hits an enemy but does not down it) Enemy is marked ENT. A marked enemy inflicts and receives +1d8 additional damage with Zephyr.

    Move Actions

    Speed 6

    Basic Standard Actions
    Acid Orb (encounter) Ranged 20 Basic Acid +8 vs. Reflex; 1d10+5 acid (critical: 15 acid); note: Zephyr must have one hand free to cast this spell

    Thrown Dagger (at-will) Ranged 5/10 Basic Light Thrown +11 vs. AC; 1d4+3 dmg; ammo: 3

    Heavy War Pick (at-will) Melee Basic Two-handed Pick +10 vs. AC; 1d12+5 dmg (critical: 1d12+17 dmg)

    Standard Actions
    Escalating Violence (encounter) Melee Two-handed Pick +10 vs. AC; 2d12+5 dmg (critical: 1d12+29 dmg) and if Zephyr takes damage SNT, he gains +2 to attack and dmg for his next attack

    Howl of Fury (at-will) Melee Two-handed Pick +10 vs. AC; 1d12+5 dmg (critical: 1d12+17 dmg) and Blast 3 targeting enemies except for the initial target; 3 thunder (Con)

    Stealth +2
    Initiative +3
    PP 12 PI 14
    Low-light Vision
    HS/SV: 9/10
    AC: 19 Fort: 19 Ref: 16 Will 18
    HP: 43/21
    Last edited by Umiushi; 12-23-2012 at 07:42 PM. Reason: update for Knowledge's Cauldron

  9. #69
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    One thing I would like to note is that Zephyr was the unofficial party bank--nearly all of the coins we found we gave directly to him. If and when Zephyr leaves the party, we'll want to make sure he leaves the appropriate amount with us.

    --T

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    Konstansz, Companion Version

    Konstansz
    Tiefling Warlock Companion
    Level 3 Skirmisher
    Medium Natural Humanoid Female
    Str 10 (+1) Con 20 (+6) Dex 10 (+1) Int 11 (+1) Wis 8 (+0) Cha 16 (+4)

    Equipment
    leather armor
    gloves
    rod
    dagger
    everburning torch
    standard adventurer's kit (including 50' of rope, 2 sunrods, 10 days of rations, and an empty waterskin)

    Load: 52 lbs

    Play Notes
    • Junior member of the Imperial bureaucracy
    • Asked to search for Polon by his father, Duvek, yesterday


    Skills
    Acrobatics: +1
    Arcana: +6
    Athletics: +1
    Bluff: +6
    Diplomacy: +4
    Dungeoneering +0
    Endurance: +6
    Heal: +0
    History: +1
    Insight: +5
    Intimidate: +4
    Nature: +0
    Perception: +0
    Religion: +1
    Stealth: +3
    Streetwise: +4
    Thievery: +1

    Trained Skills: Arcana, Insight

    Traits
    (Fire Resistance - Gain resist fire 5 + level bonus.)
    (Tiefling Skill Bonus - Gain +2 to Bluff and Stealth.)

    Bloodhunt - Gain +1 to attack bloodied foes.

    Fate of the Void (trigger - cursed enemy is downed) accumulate a +1 to any single 1d20 roll ENT

    Shadow Walk (trigger - moves 3+ squares away from starting square on own turn) Gain concealment ENT.

    Warlock's Curse (round trigger - hits a cursed enemy with damaging warlock spell) deal +1d6 damage to triggering enemy.

    Immediate Actions

    Caiphon's Leap (encounter reaction trigger - hit by a melee attack from a cursed enemy) reduce damage by 3 (Cha) and teleport 2.

    Free Actions
    Infernal Wrath (encounter trigger - hit by an enemy within 10) triggering enemy takes 1d6+4 (Cha) fire.

    Minor Actions
    Curse (once per turn, at-will) the nearest seen enemy is cursed.

    Move Actions
    Speed 6

    Basic Standard Actions
    Eldritch Blast (at-will) Ranged 10 Basic Rod +7 vs. Reflex; 1d10+6 dmg (critical 16)

    Thrown Dagger (at-will) Ranged 5/10 Basic Light Thrown +10 vs. AC; 1d4+1 dmg (critical 5); ammo 1

    Dagger (at-will) Melee Basic Light Blade +10 vs. AC; 1d4+1 dmg (critical 5); off-hand

    Rod (at-will) Melee Basic Improvised +7 vs. AC; 1d4+1 dmg (critical 5)

    Standard Actions
    Dire Radiance (at-will) Ranged 10 Fear Rod +7 vs. Fortitude; 1d6+6 radiant (critical 12 radiant) and if target moves closer to Konstansz on its next turn then it takes 1d6+6 radiant

    Fortune Binding (encounter) Ranged 10 Psychic Rod +7 vs. Fortitude; 2d8+6 psychic (critical 22 psychic), end one effect on self that a save can end, and target gains that effect ENT

    Stealth +3
    PP 10 PI 15
    Initiative +1
    Low-light Vision
    HS/SV: 11/10
    AC: 18 Fort: 18 Ref: 14 Will: 16
    HP: 42/21
    Resist fire 6
    Last edited by Umiushi; 10-27-2012 at 03:43 AM.

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    Sai, Companion Version

    Sai
    Half-Elf Defender Companion (Warden)
    Level 4 Soldier
    Medium Natural Humanoid Male
    Unaligned
    Patron Deity: Melora
    Languages: Aucothian, Elven, Draconic
    Str 18 (+6) Con 14 (+4) Dex 13 (+3) Int 10 (+2) Wis 11 (+2) Cha 12 (+3)
    Armor Penalty -1

    Equipment
    hide armor
    Guardian's Call Glaive
    distorting cloak
    standard adventurer's kit (including 50' of rope, 2 sunrods, 10 days of rations, and a full waterskin)
    climber's kit (including 10 pitons)
    30 additional pitons
    flask
    2 bottles of wine

    Load: 112 lbs.

    Play Notes
    Just over six feet tall, with a tattoo on his forehead depicting an oak tree flanked by two lightning bolts, Sai is a merciless and quiet individual. He was raised in the Deep Wood and spent many years in western Aucothia.

    Skills (including -1 armor penalty where appropriate)
    Acrobatics: +2
    Arcana: +2
    Athletics: +10
    Bluff: +3
    Diplomacy: +5
    Dungeoneering +2
    Endurance: +3
    Heal: +2
    History: +2
    Insight: +4
    Intimidate: +3
    Nature: +7
    Perception: +2
    Religion: +2
    Stealth: +2
    Streetwise: +3
    Thievery: +2

    Trained Skills: Athletics, Nature

    Traits
    Group Diplomacy - all allies within 10 gain a +1 bonus to Diplomacy Checks

    Free Actions

    Action Point (encounter) take a minor, move, or standard action

    Nature's Wrath (at-will; once per own turn) mark all adjacent enemies ENT

    Minor Actions
    Knack for Success (encounter) Close Burst 5 targeting self or one ally; target gains one of the following benefits
    • make a saving throw
    • shift 2 as a free action
    • gain a +2 bonus to next attack before target's ENT
    • gain a +4 bonus to next skill check before target's ENT


    Move Actions

    Speed 6

    Basic Standard Actions

    Improvised Ranged Attack (at-will) Ranged 5/10 Thrown +8 vs. AC; 1d4+3 dmg

    Glaive (at-will) Reach 2 Basic Polearm +10 vs. AC; 2d4+6 dmg

    Standard Actions
    Hungry Earth (encounter) Close Burst 1 Polearm +10 vs. AC; 2d4+6 dmg; Effect: each square in burst is difficult terrain ENT

    Pressing Attack (encounter) Move up to 4 squares. Reach 2 Polearm +10 vs. AC; 4d4+6 dmg

    Stormheart Second Wind (encounter) heal 11 hit points, gain +2 to all defenses SOT, all marked enemies within 2 slide 1 and are slowed ENT

    Weight of Earth (at-will) Reach 2 Melee Polearm +10 vs. AC; 2d4+6 dmg and slowed ENT

    Stealth +2
    Low-light Vision
    PP 12 PI 14
    Initiative +3
    HS/SV: 11/11
    AC: 21 Fort: 19 Ref: 17 Will: 15
    HP: 47/23
    Last edited by Umiushi; 02-27-2014 at 09:30 AM.

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    Varis, Companion Version

    Varis
    Elf Striker Companion (Avenger)
    Level 4 Skirmisher
    Medium Fey Humanoid Male
    Alignment: Lawful Good
    Patron Deity: Bahamut the Mithril Knight
    Languages: Elven, Aucothian
    Str 8 (+1) Con 12 (+3) Dex 19 (+6) Int 10 (+2) Wis 19 (+6) Cha 12 (+3)
    Armor Penalty +0

    Equipment
    traveling clothes
    Dragonscale of Bahamut (holy symbol)
    Longsword of Oaths Fulfilled
    Life Shroud
    standard adventurer's kit (including 50' of rope, 2 sunrods, 10 days of rations, and a full waterskin)
    bracers
    half-cape
    5 potions of healing
    2 potions of fire resistance
    2 potions of necrotic resistance
    a potion of poison resistance

    Load: 55 lbs

    Play Notes
    Originally from the Deep Woods, but has spent decades with a sept in the high valleys learning the mysteries of the cult of the Mithril Knight.

    Skills
    Acrobatics: +6
    Arcana: +2
    Athletics: +1
    Bluff: +3
    Diplomacy: +3
    Dungeoneering +6
    Endurance: +3
    Heal: +6
    History: +2
    Insight: +6
    Intimidate: +3
    Nature: +8
    Perception: +13
    Religion: +7
    Stealth: +11
    Streetwise: +3
    Thievery: +6

    Trained Skills: Perception, Religion, Stealth

    Traits
    Group Awareness - all allies within 5 gain a +1 bonus to Perception Checks

    Wild Step - all shifts ignore difficult terrain

    Immediate Actions
    Righteous Pursuit (encounter reaction trigger - target of Oath of Enmity ends its turn in a non-adjacent square) shift 4 (Wis) ending movement as close to the target as possible

    Free Actions
    Elven Accuracy (encounter trigger - attack roll) re-roll the attack and use the second result

    Minor Actions
    Oath of Enmity (recharges when the target is dropped or EOE) Close Burst 10 targeting one visible enemy; whenever the target of his Oath is the only enemy adjacent to Varis, Varis can roll twice for any melee attack he makes against the target and use either result; if used in conjunction with Elven Accuracy, Varis rolls twice more and chooses between the two new results; if the target willingly moves away from Varis, then Varis gains a +6 (Dex +2) bonus to damage until his ENT

    Move Actions
    Speed 7

    Basic Standard Actions

    Improvised Ranged Attack (at-will) Ranged 5/10 Basic Thrown +8 vs. AC; 1d4+6 dmg

    Longsword (at-will) Melee Basic Heavy Blade +11 vs. AC; 1d8+1 dmg; versatile

    Standard Actions
    Bond of Pursuit (at-will) Melee Heavy Blade +11 vs. AC; 1d8+6 dmg and if the target doesn't end its turn adjacent to Varis, shift 5 (Dex +1) as a free action, ending closer to the target; versatile

    Sequestering Strike (encounter) Melee Heavy Blade +11 vs. AC; 2d8+6 dmg, teleport the target 5 squares (Dex +1) and teleport adjacent to target; versatile

    Second Wind (encounter) heal 11 hit points and gain +2 to all defenses SOT

    Stealth +11
    Low-light Vision
    PP 23 PI 16
    Initiative +6
    HS/SV: 8/11
    AC: 20 Fort: 15 Ref: 18 Will: 18
    HP: 44/22
    Last edited by Umiushi; 02-27-2014 at 09:30 AM.

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    Pradize, Companion Version

    Pradize
    Striker Companion
    Medium Humanoid Female
    black hooded cloak, scythe, skull mask

    Traits
    As Far as I Will Go (trigger - Pradize takes damage while bloodied or has more than 36 points of damage) If Pradize is still bloodied during her next available move action, she will use Vanishment.

    Minor Actions
    Eye of Impending Doom (at-will, 1/rnd) Close Burst 3 targeting one creature; Fear Gaze +8 vs. Will; if the target attacks Pradize, it takes 6 psychic damage (save to end this condition)

    Move Actions

    Speed 6

    Vanishment (encounter requirement: must be bloodied) Teleportation - Pradize is removed from the game.

    Basic Standard Actions
    Death Scythe (at-will) Melee Basic Heavy Blade +10 vs. AC; 2d8+4 necrotic damage

    Standard Actions
    Reap and Fade (at-will) Melee Heavy Blade +10 vs. AC; 2d8+4 necrotic damage; Effect: Pradize teleports 5 squares, becomes insubstantial, and gains phasing until the start of her next turn

    Stealth +5
    PP 14 PI 14
    Initiative +9 (12)
    Dark vision
    AC: 19 Fort: 18 Ref: 17 Will: 16
    HP: 49/24
    HS: 9/12
    Immune to disease and poison
    Resist 10 necrotic

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