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2 years ago ::
Feb 09, 2011 - 8:51AM
#6
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Kane, Half-Orc Brutal Scoundrel Rogue, friend/travelling companion of Danae for the past 3 years
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Kane, level 7 Half-Orc, Rogue Rogue Tactics: Brutal Scoundrel Rogue: Rogue Weapon Talent Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit) Thme: Guttersnipe FINAL ABILITY SCORES Str 19, Con 11, Dex 19, Int 8, Wis 13, Cha 10. STARTING ABILITY SCORES Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10. AC: 21 Fort: 18 Reflex: 21 Will: 15 HP: 61 Surges: 6 Surge Value: 15 TRAINED SKILLS Stealth +13, Thievery +12, Acrobatics +12, Athletics +13, Insight +9, Perception +9, Streetwise +8 UNTRAINED SKILLS Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +4, Endurance +5, Heal +4, History +2, Intimidate +5, Nature +4, Religion +2 FEATS Level 1: Backstabber Level 2: Light Blade Expertise Level 4: Battle Awareness Level 6: Cunning Stalker POWERS Rogue at-will 1: Riposte Strike Rogue at-will 1: Piercing Strike Rogue encounter 1: Dazing Strike Rogue daily 1: Blinding Barrage Rogue utility 2: Sneak in the Attack Rogue encounter 3: Low Slash Rogue daily 5: Bloodbath Rogue utility 6: Ignoble Escape Rogue encounter 7: Sand in the Eyes ITEMS Adventurer's Kit, Thieves' Tools, Iron Armbands of Power (heroic tier), Badge of the Berserker +1, Rhythm Blade Dagger +1, Sylvan Leather Armor +1, Vanguard Short sword +1, Onyx Dog (heroic tier), Ghoststride Boots (heroic tier), Assassin's Dagger +2, Antivenom (heroic tier) x4 Progression Show Level 6 Show Level 6 Utility Power: Ignoble Escape: If you're marked, end that condition. You can shift a number of squares equal to your speed. Added feat: Cunning Stalker. Kane has CA against any creature with no other creatures (other than Kane) adjacent to them. +1 attacks, defenses, initiative, skills +5 HPs Level 7 Show Level 7 Encounter Power: Sand in the Eyes +5 HPs Combat statblock Show Normal Defenses AC 21, Fort 18, Ref 21, Will 15 HP: 61/61 Healing Surges Remaining 6/6 (15) Init +7 Status: Action Points: 1.0 [ ] Other Combat Relevant Info: +2 to speed when charging (Swift Charge Racial Property) +1 bonus to damage rolls with Combat Advantage (Light Blade Expertise Feat) Sneak Attack: Once per turn when you hit with CA, add 2d8+4 Vanguard Short Sword: +1d8 damage on a charge attack Badge of the Berserker: Your movement as part of a charge does not provoke opportunity attacks. Cunning Stalker: You have CA against enemies that have no other creatures adjacent to them other than you. Ghoststride Boots: While you are running, you gain a +1 item bonus to AC and you become insubstantial. Gadgeteer's Goggles: You gain a +4 item bonus to Perception and Thievery checks to detect and disable traps. Skills Show TRAINED SKILLS Stealth +13, Thievery +12, Acrobatics +12, Athletics +13, Insight +9, Perception +9, Streetwise +8 UNTRAINED SKILLS Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +4, Endurance +5, Heal +4, History +2, Intimidate +5, Nature +4, Religion +2 Melee Basic Attack Show Standard Action Melee weapon Target: One creature Attack: +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+7/1d4+7/1d4+8 Ranged Basic Attack Show Standard Action Ranged weapon Target: One creature Attack: +13/+14 vs AC (Dagger+1, Dagger+2) Hit: 1d4+5/1d4+6 Riposte Strike Show Standard Action Melee weapon Target: One creature Attack: +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+7/1d4+7/1d4+8 Hit: If the target attacks you before the start of your next turn, you make your riposte strike as an immediate interrupt. Risposte Strike Riposte Show Attack: +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+7/1d4+7/1d4+8 Piercing Strike Show Standard Action Melee weapon Target: One creature Attack: +12/+13/+14 vs Reflex (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+7/1d4+7/1d4+8 [ ]Battle Awareness Show Immediate Interrupt Action Melee Weapon Trigger: An adjacent enemy shift or makes an attack that does not include you. Effect: Make a Melee Basic Attack Target: One creature Attack: +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+5/1d4+5/1d4+6 [ ]Running Slash Show Standard Action Melee 1 Effect: You move up to your speed and make the attack at any point during your move. This movement does not provoke an opportunity attack from the target. Target: One creature Attack: +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+5/1d4+5/1d4+6 damage and the target is slowed until the end of your next turn. [ ]Furious Assault Show Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't. [ ]Low Slash (Minor Action) Show Minor Action Melee Weapon Target: One creature Attack: +12/+13/+14 vs Reflex (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+7/1d4+7/1d4+8 Hit: You slide the target 1 square, and the target is slowed until the end of your next turn. If you are flanking the target, the attack does +4 (STR) extra damage. [ ]Dazing Strike Show Standard Action Melee Weapon Target: One creature Attack: +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+7/1d4+7/1d4+8 Hit: The target is dazed until the end of your next turn. [ ]Sand In The Eyes Show Standard Action Melee Weapon Target: One creature Attack: +12/+13/+14 vs Reflex (Short Sword, Dagger+1, Dagger+2) Hit: 1d6+7/1d4+7/1d4+8 Hit: The target is blinded until the end of your next turn. [ ]Sneak In The Attack (Minor Action) Show Minor Action Melee 1 Target: One creature Effect: Until the start of your next turn, the next ally who hits the target and had combat advantage against it deals extra damage equal to your Sneak Attack damage (2d8+4). [ ]Ignoble Escape (Move Action) Show Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed. [ ]Gadgeteer's Goggles (Minor Action) Show You make a thievery check to disable a trap. [ ]Blinding Barrage Show Standard Action Close Blast 3 Target: Each enemies in blast you can see Attack: +13/+14 vs AC (Dagger +1, Dagger +2) Hit: 2d4+5/2d4+6 damage and the target is blinded until the end of your next turn. Miss: Half damage and the target is not blinded. [ ]Bloodbath Show Standard Action Melee or Ranged weapon Target: One creature Attack: +12/+13/+14 vs Fortitude (Short Sword, Dagger+1, Dagger+2) Hit: 1d4+7/1d4+8 damage and ongoing damage equal to any Sneak Attack damage you deal as part of this attack (save ends). Combat Stat Block (sexy version) Show
Appearance Show Short for a half-orc, Kane is a made up of corded lean muscle that lets him blend in with a crowd. He heavily favors his human side and tusks aren't visible until he talks. His hair isn't short or long and his brown eyes are neither submissive nor challenging. All in all, he is easy to overlook and even easier to forget. His skill at his job is trumpeted only by the fact that no one knows what he really does. He helps as a hauler, works as a net mender, sells his poorly made wooden crafts in the market (most of his sales are out of pity). He has a tattoo of a forked tongue on his left deltoid. Background Show Kane grew up homeless in (some city) with his only family being The Mole. The Mole was the head of a small gang that was allowed to exist mostly because they weren't a real threat to anyone. Kane worked for The Mole for 3 years picking pockets, pinching food, running messages, and playing lookout for larger gangs. Then there was a cleanup. The Mole went missing and the rest of the gang was hunted down and killed. Kane was the last one left and, at 10 years old, evaded The Hunters for nearly two months before they found his hiding spot inside a rolled-up rug of an abandoned warehouse. He was offered the chance to work for The Hunters, mainly doing what he had done for The Mole. Kane didn't even have to think about it - alive was alive. Several weeks went by before he was told store some food and lie low for three weeks - not to try and make contact no matter what happened. Kane hid out for three weeks. Fires broke out in the city for a couple of night, but Kane's new hiding spot (a small nest built under The Old Pier, a remnant of when the water was higher) was far enough removed that he didn't hear much. When he finally came out and made contact again, there was much less work that needed doing. It seems that most of the people that had previously run the city had all left and a bit of order was restored. Curfew was strict and the penalty for breaking curfew severe, but evading capture was never an issue for Kane. Finally, Kane was given orders to move to another city and learn the lay of the place. He would have a year to learn all he could about the power brokers in the city, both the visible ones and those that worked behind the scenes. Kane's life went on in this way for several years and several cities. He was always one city ahead of Etan Trembor's Horde, and given the state they left their Conquered cities in, that was much preferred to one city behind. Kane became a favorite agent of Daviene and even got to meet her once. While Etan Trembor was the feared Warlord, Daviene helped make it all possible, and her skill is best marked by the fact that no one even suspects. Daviene is a "facilitator". She has a network of intelligence officers and assassins that work for her directly. It's unclear if Etan is even aware of this network. When Danae disappeared several years ago, it took some doing but Daviene eventually found her at the Temple of Tanil. Upon her graduation Kane was tasked directly by Daviene to befriend her/work for her/kidnap her/whatever it took to ensure that he was by her side and looking after her. Hearing tales of Danae and Dante as they grew up, Kane always thought she was soft. But during the past three years he has learned that it has taken greater strength to follow her path. By comparison, his job is easy. Listen when and where you're told, kill when directed, follow the path that is most expedient and accomplishes the mission. No regard is given for collateral damage or personal growth. No mercy asked for, none granted. Kane has come to appreciate all that Danae is and now travels with her as a true friend (though, his first loyalty is still to her mother). After years of silencing dissidents, weakening opposition, fomenting unrest, and extracting information, this current assignment has been very cathartic - plus his wood carving is getting much better. 10 Minute Background Show Sorry if this rambles, I didn't have the time to make it shorter. Someone needs to learn how to tell time. I spend 10 minutes on each portion of each question. This is a work in progress. Only read this if you feel like your character would know this. Or if you want to know it but can keep it separate from character knowledge. Or if you're curious. Or bi-curious. Step 1: Background Concepts Show 1) He was an abandoned orphan who grew up with a street gang as his only family. His “family” was taken away from him when he was still a child and replaced with a singular contact. He knew many people from having lived in the same area for a long time, but because he was with the gang, no one trusted him. He always saw everyone else as potential targets. What did they have that he needed to survive? 2) He is gruff and independent. His childhood was difficult and he used to think of everything in terms of survival. Kane habitually tries to stay quiet and pay attention to all the talk going on around him. 3) Kane was taken in as an informant by the band that killed his gang. He worked his way up the organization to become a trusted intelligence agent. His first loyalty is to Daviene as he sees her as the person that allowed him to escape his impoverished lifestyle. She gave him a purpose greater than finding his next meal and, with the slightest bit of positive feedback, gave him back his dignity. 4) Kane has been travelling with Danae for three years now as part of a mission set by Daviene to keep Danae safe. During this time, she has inspired him to view his sense of worth based on what he has done for other people. Whereas at first he was only concerned with survival, then next he was only concerned with being the best agent he could for Daviene, he is now starting to wonder what he can do to exert a larger positive influence. He is daring to dream about a place where basic needs are met for everyone and they can concern themselves with more than just their next meal. 5) Danae has taken over his first loyalty. At this point he is still unaware as nothing she has asked of him has ever put him at odds with what Daviene tasked him with. On the surface, he thinks he is still with Danae because it is part of his mission. If he were ever asked to leave her, Kane would realize that she has captured his heart (not in a romantic sense, but the way a truly great leader can inspire fanatics). Step 2: Goals Show Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1) Kane is always on the lookout for information on The Mole any other gang member he was close with and assumed dead. He secretly hopes that others were offered a similar deal and are working (or retired) somewhere out there. They were his only family and he has a hard time making connections with anyone else since they were ripped away from him. 1.5) Kane would like to retire one day. He has a wide variety of mediocre skills (due to picking up odd jobs that put him in the places he needed to be) and would like to hone one or two of them. He hasn’t met any former agents and hopes that it’s because they were quietly relocated and allowed to live out their lives in peace; a sort of witness protection program. 2) Kane should find out who he is working for. I am assuming that Daviene is just an arm of some other intelligence-gathering body and she is using the information to her benefit (which I assume is permitted by the network so long as the agent is not working at cross purposes – sort of like legal insider trading). Step 3: Secrets Show Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected. 1) Kane befriended Danae on orders from Daviene. 2) There was a reason Kane was sent out to babysit: someone in the command structure wanted him removed from the field. This current mission takes him out of contact with his handler, leaving him completely on the outside. Why? I dunno, I’m just making this stuff up… 2.5) Kane knows all of two people in the agency: his handler, Abram Elam, and Daviene. He has no idea where he sits in the structure or how large a player Daviene is in the agency. He also doesn't know exactly what the agency is, what it's end goal is, or pretty much anything about it. He knows that it gave him meals (to start with) and a purpose, short-term though that purpose was. He never looked at the big picture or anything beyond his current assignment. Step 4: Relationships Show Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. 1) Kane’s handler, Abram Elam, has been watching over Kane and relaying his missions and intelligence for close to 15 years now. Abram has had countless names, a variety of disguises, and never contacted Kane is the same way twice. 2) Kane’s only other contact within his organization is Daviene. Though he is working under direct orders from her right now, he has no means of contacting her. 3) Someone in the organization (let’s name him Xavier) doesn’t like Kane for some unknown reason. Perhaps it’s an old gang-mate that also made it out and worked his way up the chain (while Kane was content with his more anonymous role) and still harbors a grudge. The grudge could either be from something Kane did during childhood or perhaps this member is upset that Kane did nothing to protect the other members of the gang and blames Kane indirectly for the death of a friend/relative. Kane was removed from the field because of Xavier – either by Daviene as a means of protecting Kane or on Xavier’s orders to get Kane out of the way (or perhaps he wanted Kane in the way of more danger). Step 5: Memories/Mannerisms Show Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1) Kane frequently keeps a couple of pebbles in his mouth. It was a habit he picked up from the many nights he went to bed hungry – the mineral saltiness of the pebbles substituting for dinner. 2) Kane remembers watching Maribel goes to sleep for the last time. They were 6 and neither had eaten in days. Kane had stolen some food from the market trash earlier that day, but a bigger street urchin found the two of them before they could eat it and, weak as they were, beat them unconscious and took the scraps. They woke later but Maribel was too weak to get up and look for more food. She drifted back to sleep with Kane promising he’d be back with food. He went out and stole some oats from the feedbag of a horse of a visitor at the inn (the stable boy was off in the corner relieving himself). By the time Kane made it back to Maribel she had died. He blames himself for letting the other street kids take that first haul of food they had. 3) Kane spends most nights whittling wood. It’s a skill he picked up as a way of hanging around markets. Markets make great places to pick up information, but people tend to be much more secretive around other shoppers than they are around the homeless guy with a couple of crappy carvings who obviously only has the items out there as a means of legally begging. No one would buy the crafted wood for any artistic value. They only buy out of pity. Kane has actually gotten quite good at carving, though he usually carves poor pieces as that sort of collection in a market makes him a nobody – which is exactly what he needs to be for people to discuss things in front of him more openly. Step 6: Motivations Show Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc. Kane’s primary motivation has always been survival. Even with his first gang family, everything they stole or any jobs they took was for the sole purpose of getting food for the family. No one ever thought beyond eating. Being full was a completely foreign concept. Once Kane was adopted into Daviene’s network, loyalty was his primary motivation. He was eternally grateful for the coin and food they provided and he initially worked hard to ensure that would keep coming. Once he got good at what he was doing, there was some professional pride, but he would never leave the agency. He felt that he owed them too much. After meeting Danae, Kane began to see the wider world and was amazed at what people could do when they didn’t have to spend all their time trying to find their next meal. He is still disgusted by excess – taking more than you need just to have it while others growing up like he did are dying of starvation is a self-centered notion he cannot stand. While he has never killed anyone solely for this reason, he has wanted to. It was only the consequences that prevented him – dead men help no one. Kane now has enough for himself. He is beginning to be motivated by compassion, but this is new to him. He used to share his food with his family because a strong family makes it more likely that they will have food to share with him. These days he is willing to work for the greater good, especially if it benefits the needy more than the well-to-do. Notes Show Rumors from MullisTown: Slitherin (or something) are killing Vigilants. There is a bounty. Half-orcs are treated well in Mullis Town and Darakeene. Step 7: Goals Show Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs. Goals - Short-Term/Medium-Term/Long-Term Short-term: Protect Danae Medium-term: Figure out how long this mission is going to last (three years is already longer than he expected – he thought there was some known immediate threat to her when he was given the assignment). When he took the mission, he would have said a medium term goal is: Find out how to get back to work ; but in his time with Danae, he is finding his drive to return lessening. He is enjoying being out on his own with no one to report to. Perhaps a medium-term goal then is to figure out how to make this a long-term gig. Long-term: Retire and start a community center for impoverished kids. Teach them marketable skills with the proceeds feeding back to help the next generation. Sort of like his own little commune. Career Highlights Show Level 5 Show Child Slayer Show Slew children infested with lard worms making them hungry. Sick, hungry children. And we killed em. XP earned: 500 (at least it wasn't for nothing) Mad lewt: 150 gp, Heavy Bashing Shield Circlet of Arcane Extension (Mariz) Total XP: 6000; (1500 to next level) Coin: 280gp Army Builder Show Build alliances to help take out the Fatling. XP earned: 200 Mad lewt: 150 gp (not yet split) Total XP: 6200 (1300 to next level) Coin: 280gp The Dieteer Show Cut a few pounds from the Fatling (got to kill Mariz too!) XP earned: 1500 Mad lewt: here Total XP: 7700 (Level 6, 2300 to next level) Coin: 1626gp 4 vials of Antidote (need to get these checked) Danae's wealth (on Kane's person): 651 Temple of the Dead Show Fought of a legion of the undead to save the girl (but not the priest) XP earned: 600 Booty: here Coin: 1626 + 150/5 = 1626 + 30 = 1656 Danae's wealth (on Kane's person): 681
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2 years ago ::
Feb 10, 2011 - 5:19PM
#7
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Mariz, Earthsoul Genasi Swordmage
Ledean War College graduate Character Sheet Show Mariz, level 7 Combat Stat Block
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Genasi, Swordmage Build: Assault Swordmage Swordmage Aegis: Aegis of Assault Show Minor, Close Burst 2 Versatile Expertise: Versatile Expertise (Heavy Blade)Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to one mark at a time. A new mark supersedes the mark that was already in place. If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can't use this immediate reaction. Versatile Expertise: Versatile Expertise (Light Blade) Elemental Manifestation: Earthsoul Show You gain a +1 racial bonus to Fortitude defense, a +1 racial bonus to saving throws, and the Earthshock power. Earthshock: Earthshock (Strength)
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Minor, Close burst 1, Reliable Extra manifestation: Watersoul
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Target: Enemies in area that are touching the ground Attack: Strength +2 vs. Fortitude Hit: 1d8 damage and the target is knocked prone. You can breathe underwater. You also gain a +2 racial bonus to saving throws against ongoing damage and the swiftcurrent power. Swiftcurrent: Swiftcurrent
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Move, Personal Background: Auspicious Birth (Auspicious Birth Benefit)
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Effect: You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move accross would ordinarily deal damage to you. You substitute your highest ability score for Constitution to determine your initial hit points. Theme: Elemental InitiateFINAL ABILITY SCORES Str 19, Con 8, Dex 13, Int 19, Wis 11, Cha 10. STARTING ABILITY SCORES Str 16, Con 8, Dex 13, Int 16, Wis 11, Cha 10. AC: 26 Fort: 17 Reflex: 17 Will: 14 HP: 64 Bloodied: 32 Surges: 7 Surge Value: 14 Initiative: +4 Speed: 6 squares Languages: Common, Primordial Vision: Normal TRAINED SKILLS Arcana +12, Insight +8, History +12, Athletics +12, Diplomacy +8 UNTRAINED SKILLS Acrobatics +4, Bluff +3, Dungeoneering +3, Endurance +4, Heal +3, Intimidate +3, Nature +5, Perception +3, Religion +7, Stealth +4, Streetwise +3, Thievery +4 FEATS Level 1: White Lotus Riposte Show When an enemy you hit with an arcane at-will attack power attacks you before the end of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to that attack power's damage. Level 2: Versatile Expertise
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Gain a +1 feat bonus to one weapon group and one implement group Level 4: Earthshock Master
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Your earthshock power deals 1d8 damage when it hits, and it gains the Reliable keyword. Level 6: Extra Manifestation
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Select a new genasi elemental manifestation. When you take a short rest or an extended rest, you can adopt this new elemental manifestation instead of the one you had been exhibiting. POWERS Swordmage at-will 1: Greenflame Blade Show Standard, Melee weapon Swordmage at-will 1: Sword Burst
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Target: One creature Attack: Intelligence vs AC Hit: 1[W] + Intelligence modifier (+5) fire damage, and you deal fire equal to your Strength modifier (+4) to all enemies adjacent to your target. Standard, Close burst 1 Swordmage encounter 1: Lightning Clash
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Targets: Each enemy in burst Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier (+5) force damage. Standard, Melee weapon Swordmage daily 1: Dance of the Sword
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Target: One creature Attack: Intelligence vs AC Hit: 1[W] + Intelligence modifier (+5) damage. Make a secondary attack. Secondary Target: One creature within 5 squares of the primary target. Secondary Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier (+5) lightning damage. Standard, Close burst 2, Charm/Psychic Swordmage utility 2: Host of Shields
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Targets: Each enemy in burst Attack: Intelligence vs Will Hit: 1d8 + Intelligence modifier (+5) psychic damage, and the target cannot make opportunity attacks or shift (save ends). Miss: Half damage, and until the end of your next turn, the target cannot make opportunity attacks or shift. Minor, Personal Elemental Initiate 1: Disciplined Counter
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Effect: Until the stance ends, you gain a +2 power bonus to AC and Reflex. Immediate Reaction, Melee 1 Swordmage encounter 3: Dual Lightning Strike
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Trigger: An adjacent enemy misses you with a melee attack Target: The triggering enemy Attack: Highest ability mod vs Reflex Hit: 1[W] damage, and you slide the target up to 2 squares. The target grants Combat Advantage until the end of your next turn. Standard, Melee weapon Swordmage daily 5: Lingering Lightning
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Primary Target: One creature Primary Attack: Intelligence vs AC Hit: 1[W] + Intelligence modifier (+5) lightning damage, and the target is marked until the end of your next turn. Effect: You teleport 8* squares and make a secondary attack *Aegis of Assault: The number of squares you teleport equals 4 + your Strength modifier (+4). Secondary Target: One creature other than the primary target. Secondary Attack: Intelligence vs AC Hit: 1[W] + Intelligence modifier (+5) lightning damage, and the target is marked until the end of your next turn. Standard, Ranged 5 Swordmage utility 6: Swordmage's Decree
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Targets: One, two or three creatures Attack: Intelligence vs Reflex, one attack per target. Hit: 1d8 + Intelligence modifier (+5) damage, and ongoing 5 lightning damage (save ends). Miss: Half damage, and no ongoing damage. Minor Action, Close blast 3 Swordmage encounter 7: Spikes of Agony
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Target: Each enemy in blast Effect: The target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis. If you mark only one target with this power, you do not expend the power but cannot use it again during this encounter. Standard, Melee weapon Target: One creature Attack: Intelligence vs AC Hit: 2[W] + Intelligence modifier (+5) force damage. If the target moves before the endo fi its next turn, it takes force damage equal to 5 + your Strength modifier (+4). Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack. ITEMS Adventurer's Kit Clothborn Plate armor +2 Warded Vambraces (heroic tier) Show Item Set: Marjam's Dream Longsword of Arcane Bonds +1
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Item Slot: Arms Power (encounter) Show Minor Until the end of your next turn, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature (+3). Item Set: Marjam's Dream Marjam's Dream set
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Critical: +1d6 damage per plus Enhancement: +1 to attack and damage rolls Power (encounter) Show Free Trigger: You hit a target with an arcane attack power using this weapon. Effect: That enemy is marked by you (save ends). 2 pieces owned. Gift of Thirsting Salt
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Benefit (2): When you make an Arcana check to detect magic, you gain a bonus equal to the number of items you have from this set. Benefit (5): The area affected by your Swordmage Aegis class feature increases to a close burst 3. Elemental Gift Gift of Fire
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Power (Daily) Show Free Trigger: You hit and damage an enemy with a melee attack. Effect: You regain 10 hit points, or 20 hit points if you scored a critical hit. Elemental Gift Property: You gain resistance 5 fire Power (Daily) Show Minor Action Fire erupts from the weapon you are wielding. Until EONT attacks made with that weapon deal 1d6 extra fire damage REMAINING WEALTH: 160 gp
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2 years ago ::
Feb 10, 2011 - 5:21PM
#8
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Mariz
Background and concept elements Show 1) He is a Ledean War College graduate. He was an excellent student, graduating in the minimal amount of years required, although several professors frowned upon his desire to study the elements rather than explore the arcane influences one can exert on the brain. 2) He is friendly and seeks to serve the common man. He believes in honor and discipline, oft seeming almost old-fashioned in his ways, a relic of the slow-moving Earth from whence he was born. Over the years he has learned to temper the wild chaotic nature of the other elements residing within him, although he has yet to learn to manifest other natures than that of the Earth. 3) His skintone usually is the color of sand with white crystal energy lines, although his features are distinctively Human. He has no hair on his body, and the texture of his skin is rough yet soft, pleasant to the touch in the way bare feet can relish the feel of a sandy beach. His eyes resemble polished blue-and-green opals, a dark ring marking where the Human iris would reside. 5) Though he is still friends with most of his former fellow students and professors, many of them chose to remain in Glamerhill to further their studies after graduation, while the rest, like Mariz, chose to venture out into the world alone. Perhaps, one day, he will return to the college, be it as a teacher or as a researcher. Goals Show 1) I would like to have Mariz master a few more manifestations, maybe all of them (the natural ones). I'm already nearly completely decided on the Paragon path with which he can manifest two elements at once. 2) It could be nice to have Mariz meet up with former fellow students, perhaps aid them in quests or seek them out for their knowledge. 3) It would be cool to have Mariz come back to his roots. Perhaps fund a new school/location for the college, or work together with the college in exploring a dangerous area or defeating a new enemy, or have him retire into tutorship at the college. Maybe even become head of the Ledean War College! Secrets Show 1) Mariz has been accepted in a small subculture in the Ledean War College. Dedicated to the more damaging aspects of arcane magic, the Ledean Elemagi research and teach magic using tomes stolen from Calastian Battle-Mages. Openly banned by the College, the Elemagi are forced to gather in secret. 2) Of course the Ledean War College is aware of the Ledean Elemagi (among the few other 'secret' societies). They could have dismantled the group easily, but they too see the benefits of gathering and distributing this knowledge gained from the Calastians. The Elemagi themselves are unaware that they are, in fact, 'allowed' to conduct these banned practices. 3) Mariz has parents he has never known, nor even heard of. He believes he was born from the Earth itself, a true child of Denev. Well, actually... People tied to my character Show 1) Mariz' good friend Karishin Di Kuwith, a Human Wizard, currently resides in Mithril. A fellow member of the Ledean Elemagi, the man travelled back to his home right after graduating and is now a valued member of the city council, as well as the owner of one of the more successful smithies, with two of the best Dwarven smiths working for him, and coming in himself when weapons or armor need special enchantments placed on them. 2) Pannia Gilt, the Eladrin girl who heads the Ledean Elemagi. Hormally she lives in Glamerhill, working on her research and secretly mentoring the more advanced members of the Elemagi, but Mariz has heard rumours that the girl has chosen to leave Glamerhill, although the reasons given vary from personally trying to obtain new Calastian Battle-mage tomes to taking a vacation away from books and magic to simply vanishing in a portal to another plane. Similarly, none of his contacts have been able to tell Mariz where the girl has gone. 3) Yebin Mindartae is the current head of the Ledean War College. He is ancient, having been born from a Eladrin and a Half-Elf many many years back, and he is very experienced in both the ways of the arcane and that of the sword. Although he rarely teaches anymore, the man is very involved with his school, and Mariz is not the only student who has had long and heated discussions and conversations with the man. Mariz always found the man to be pleasant company. Memories Show 1) Mariz doesn't remember his youth. He knows a Human cared for him before the man brought him to the Ledean War College, but the Genasi cannot even remember what the man looked like, let alone what his name was. 2) Mariz often recalls the pranks he and his friends played on the professors, the captains, other students and the other residents of Glamerhill during their first years of attending the College. Even at the darkest of times, the memories bring a smile to his face. 3) Mariz has a clear memory of Dunaar's face when the Dragonborn professor nearly killed him. The merry glint in the man's eyes still haunts him in his sleep, but in his dreams no captain walks past to stop him. Background - Family/Class/Profession/Institutions Show Mariz doesn't remember much of his youth. He knows a Human male raised him, but his memories of the time are faded at best. He does not remember his name, his appearance, in fact, all he remembers is a vague recollection of a deep, male voice. At a fairly young age, Mariz was brought to the Ledean War College, already showing some skill with the arcane, and the strength in his arms was enough to make the captains believe he would someday be able to handle a sword properly, given the right training. Over the years it became obvious Mariz was a promising student indeed, and he easily progressed in both military and arcane studies, although the professors of magic would have preferred it if he bettered his studies in working the mind, rather than focus on wielding the elements in combat. During his studies he made many required travels, moving to the various lands and kingdoms to study their ways of life, combat, religion and government, so he is familiar with several of the nations of Ghelspad. Drives - Primary/Secondary/Tertiary Show Early during his years at Ledean War College Mariz was mostly driven by curiosity and the search for power. It served him perfectly, as it made him an eager student, keen on perfecting the new material given to him. Over the years this curiosity and desire for power has subsided somewhat, being replaced with a duty-driven honor-bound quest in search of personal excellence. He strives to serve the land and the various communities surviving on its surface. For him, this quest goes hand in hand with a quest for knowledge. Goals - Short-Term/Medium-Term/Long-Term Show Short term: Mariz is in search of Karishin, the Human Wizard who was one of his closest friends before graduation. He has never seen the Blood Sea, the red patch of water which fascinates Mariz to no end. He hopes that in Mithril he can find his friend, and perhaps learn more about the blood-red ocean. Medium term: Mariz hopes to master more elements, learning to manifest these in his own body. In addition, he desires to learn the fate of Pannia, the leader of the Elemagi. Long term: Mariz one day hopes to provide a large contribution to the Ledean War College, be it as becoming a notable professor, granting them new lands to extend the College, or providing source material for extensive studies. ooc Show because Harn ruined the first ![]()
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2 years ago ::
Mar 18, 2011 - 1:26PM
#9
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Esteru Oakdream, Minotaur Life Warden
Shrine Guardian No longer a PC Show Character Sheet
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Esteru Oakdream, level 5 Minotaur, Warden Build: Life Warden Guardian Might: Lifespirit Show While you are not wearing heavy armor, you can use your Wisdom modifier (+4) in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw. Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Holy Symbol) Background: Forest Warden (Forest Warden Benefit) - +1 to Nature and Perception checks. FINAL ABILITY SCORES Str 18, Con 15, Dex 9, Int 10, Wis 18, Cha 10. STARTING ABILITY SCORES Str 15, Con 15, Dex 9, Int 10, Wis 15, Cha 10. AC: 22 Fort: 18 Reflex: 15 Will: 18 HP: 60 Surges: 12 Surge Value: 15 Initiative: +1 Speed: 6 squares Languages: Common, Elven Vision: Normal TRAINED SKILLS Nature +14, Endurance +6, Heal +11, Perception +14, Religion +7 UNTRAINED SKILLS Acrobatics -2, Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +6, History +2, Insight +6, Intimidate +2, Stealth -2, Streetwise +2, Thievery -2, Athletics +3 FEATS Level 1: Initiate of the Faith Show Prerequisites: Wis 13 Level 2: Divine Channeler (Cleric)
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You gain training in the Religion skill. Once per day, you can use the cleric's healing word power. In addition, you can use a holy symblol as an implement. Prerequisites: Wis 13, trained in Religion Level 4: Versatile Expertise
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Choose a Channel Divinity power available as a class feature for clerics. If you don't already have the Channel Divinity class feature, you can use the selected Channel Divinity power once per day. If you already have the Channel Divinity class feature, add the selected Channel Divinity power to your list of available Channel Divinity powers. You are treated as having the Channel Divinity class feature for the purpose of meeting prerequisites. If you gain additional Channel Divinity powers by selecting divinity feats, you can use them in place of the power granted by this feat, but that doesn't change your normal limit on uses of Channel Divinity. Special: This feat counts as a class-specific multiclass feat for the cleric class. Gain a +1 feat bonus to one weapon group and one implement group POWERS Initiate of the Faith: Healing Word Show Minor, Close burst 5 Divine Channeler (Cleric): Healer's Mercy
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Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus. Standard action, Close burst 5 Warden at-will 1: Earth Shield Strike
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Target: Each bloodied ally in burst Channel Divinity: You can use only one channel divinity power per encounter Effect: The target can spend a healing surge. You are weakened until the end of your next turn. Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus. Standard, Melee weapon Warden at-will 1: Resilience of Life
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Target: One creature Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and you gain a +1 power bonus to AC until the end of your next turn. Standard, Melee weapon Warden encounter 1: Warden's Sacrifice
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Target: One creature Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and an ally adjacent to you gains temporary hit points equal to your Wisdom modifier (+4). Standard, Melee weapon Warden daily 1: Form of the Walking Conflagration
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Target: One creature Attack: Strength vs AC Hit: 2[W] + Strength modifier (+4) damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 temporary hit points. Lifespirit: Add your Wisdom modifier (+4) to the temporary hit points. Minor Action, Personal, Fire/Polymorph Warden utility 2: Guardian Thorns
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Effect: You assume the guardian form of the walking conflagration until the end of the encounter. While you are in this form, you gain resist 5 fire. Until the end of the encounter, when you mark an enemy using your Nature's Wrath class feature, that enemy gains vulnerable 3 fire damage until the mark ends. Once during this encounter, you can use the power Walking Conflagration Attack while you are in this form. Walking Conflagration Attack Show Standard, Melee weapon, Fire/Polymorph Target: One creature Attack: Strength vs AC Requirement: The power Form of the Walking Conflagration must be active in order to use this power. Hit: 1[W] + Strength modifier (+4) damage. Effect: The target takes ongoing 5 fire damage and is dazed (save ends). While a target is dazed by this effect, whenever an enemy starts its turn in a square adjacent to the target, that enemy takes fire damage equal to your Constitution modifier (+2) or your Wisdom modifier (+4). Minor, Close burst 5 Warden encounter 3: Strongskin Clash
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Target: One ally in burst Effect: Until the end of your next turn, when any enemy marked by you hits or misses the target, that enemy takes 5 damage. Standard, Close burst 1 Warden daily 5: Wellspring Strike
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Target: Each enemy you can see in burst Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and each ally in the burst gains resist 3 to all damage until the end of your next turn. Lifespirit: The resistance equals 2 + your Wisdom modifier (+4). Standard, Close burst 2 Targets: Each enemy in burst Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and ongoing 5 damage (save ends.) Miss: Half damage. Effect: Until the end of the encounter, you gain regeneration 5 while bloodied. At the start of each of your turns, you can forgo regaining the 5 hit points to allow a bloodied ally adjacent to you to regain them instead. ITEMS Adventurer's Kit Riding Horse Foe Fending Shield Heavy Shield (heroic tier) Show AC Bonus: +2 Healer's Hide Armor +1
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Check: -2 Item Slot: Arms Power (Daily) Show Immediate Interrupt. Trigger: An attack that targets AC or Reflex hits an ally adjacent to you. Effect: The triggering attacker is marked (save ends). If the attacker is already marked by you or an ally, the attacker instead takes a -2 penalty to the attack. AC Bonus: +3 Vigilant Blade Rapier +1
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Check: -1 Enhancement: +1 AC Property: When you use a healing power that lets a creature spend a healing surge to regain hit points, the target regains additional hit points equal to the armor's enhancement bonus. Critical: +1d8 fire and radiant damage Collar of Recovery +1
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Enhancement: +1 attack rolls and damage rolls Property: Paladins and avengers can use this weapon as an implement for paladin or avenger powers and paladin or avenger paragon path powers. Power (At-Will) Show Minor Action Power (Encounter)
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Effect: The weapon casts bright light out to 4 squares until you end this effect as a minor action. Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn. Item Slot: Neck Enhancement: +1 Fortitude, Reflex and Will Property: Gain extra hit points equal to this item's enhancement bonus when you spend a healing surge to regain hit points. REMAINING WEALTH: 70 GP Combat Stat Block Show []Minor Combat Stat Block (sexy version)
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[]Move []Standard []Immediate AC: 22 Fort: 18 Reflex: 15 Will: 18 HP: 60/60 Bloodied Value: 30 Healing Surges: 12/12 Surge Value: 15+1 Initiative Modifier: +1 Status: Other Relevant Information: Action Points: 1/1 Powers and Features Standard, Melee weapon (Vigilant Blade Rapier +1) Ranged Basic Attack
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Target: One creature Attack: Strength vs AC (+11) Hit: 1[W] + Strength modifier (+4) damage. (1d8+5) Standard, Ranged weapon (unarmed) Earth Shield Strike
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Target: One creature Attack: Dexterity vs AC (-1) Hit: 1[W] + Dexterity modifier (-1) damage. (1d4-1) Standard, Melee weapon Resilience of Life
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Target: One creature Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and you gain a +1 power bonus to AC until the end of your next turn. Standard, Melee weapon Nature's Wrath
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Target: One creature Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and an ally adjacent to you gains temporary hit points equal to your Wisdom modifier (+4). Free, Close burst 1 Warden's Fury
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Target: Each enemy in burst Effect: You mark the target. The mark lasts until the end of your next turn. Immediate Interrupt, Melee weapon Warden's Grasp
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Target: The triggering enemy Attack: Strength vs Fortitude Trigger: An enemy marked by you makes an attack that does not include you as a target. Hit: 1[W] + Strength modifier (+4) damage, and the target grants combat advantage to you and your allies until the end of your next turn. Immediate Reaction, Close burst 5 Vigilant Blade Rapier +1
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Target: The triggering enemy in burst Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target. Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. Minor Action EncounterEffect: The weapon casts bright light out to 4 squares until you end this effect as a minor action. [] Action Point [] Second Wind/Collar of Recovery [] Goring Charge Show Standard, Melee 1 [] Warden's Sacrifice
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Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Strength, Constitution or Dexterity +4 vs AC Hit: 1d6 + Strength modifier (+4), Constitution modifier (+2) or Dexterity modifier (-1) damage, and you knock the target prone. Standard, Melee weapon [] Guardian Thorns
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Target: One creature Attack: Strength vs AC Hit: 2[W] + Strength modifier (+4) damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 temporary hit points. Lifespirit: Add your Wisdom modifier (+4) to the temporary hit points. Minor, Close burst 5 [] Strongskin Clash
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Target: One ally in burst Effect: Until the end of your next turn, when any enemy marked by you hits or misses the target, that enemy takes 5 damage. Standard, Close burst 1 [] Vigilant Blade Rapier +1
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Target: Each enemy you can see in burst Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and each ally in the burst gains resist 3 to all damage until the end of your next turn. Lifespirit: The resistance equals 2 + your Wisdom modifier (+4). Immediate Reaction. DailyTrigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn. [] Healing Word Show Minor, Close burst 5 [] Healer's Mercy
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Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus. Standard action, Close burst 5 [] Form of the Walking Conflagration
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Target: Each bloodied ally in burst Channel Divinity: You can use only one channel divinity power per encounter Effect: The target can spend a healing surge. You are weakened until the end of your next turn. Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus. Minor Action, Personal, Fire/Polymorph [] Wellspring Strike
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Effect: You assume the guardian form of the walking conflagration until the end of the encounter. While you are in this form, you gain resist 5 fire. Until the end of the encounter, when you mark an enemy using your Nature's Wrath class feature, that enemy gains vulnerable 3 fire damage until the mark ends. Once during this encounter, you can use the power Walking Conflagration Attack while you are in this form. Walking Conflagration Attack Show Standard, Melee weapon, Fire/Polymorph Target: One creature Attack: Strength vs AC Requirement: The power Form of the Walking Conflagration must be active in order to use this power. Hit: 1[W] + Strength modifier (+4) damage. Effect: The target takes ongoing 5 fire damage and is dazed (save ends). While a target is dazed by this effect, whenever an enemy starts its turn in a square adjacent to the target, that enemy takes fire damage equal to your Constitution modifier (+2) or your Wisdom modifier (+4). Standard, Close burst 2 [] Foe Fending Heavy Shield (heroic)
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Targets: Each enemy in burst Attack: Strength vs AC Hit: 1[W] + Strength modifier (+4) damage, and ongoing 5 damage (save ends.) Miss: Half damage. Effect: Until the end of the encounter, you gain regeneration 5 while bloodied. At the start of each of your turns, you can forgo regaining the 5 hit points to allow a bloodied ally adjacent to you to regain them instead. Immediate Interrupt. Trigger: An attack that targets AC or Reflex hits an ally adjacent to you. Effect: The triggering attacker is marked (save ends). If the attacker is already marked by you or an ally, the attacker instead takes a -2 penalty to the attack. Other Combat Relevant information
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2 years ago ::
Mar 21, 2011 - 11:13PM
#10
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Hi All,
I will be joining up ![]() I'm working on a Dwarf Scout. I'm having trouble finding the "Nations" section of block text to find out about races, so I hope dwarf works out ok. I'll post the character tomorrow once completed. - Orbin
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