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2 years ago  ::  Jan 19, 2011 - 9:25PM #11
Xeadin
Date Joined: Feb 26, 2009
Posts: 3,726
Thread is being unlocked for any necessary changes to characters, and to allow a player to take Joe_Puff74's place if need be.

So, if you need to make any changes, now is the perfect time to do so  

Resident Paladin of Insane Imaginations



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Heroes' Last Stand; Worlds Abroad; City of Ruins

Currently playing in:

Worlds Abroad (Nelasene, Human Dreamweaver -- Lv. 22; Raiann Firescale, Dragonborn Arcane Monk -- Lv. 22)

Fable [4e] (Karinna, Dragonborn Warlord -- Lv. 1)

Lolth's Purging: Shadows of Treachery (Kuri Evanglar, Shardmind Wizard -- Lv. 15)

City of Ruins [Kobold City] (Karnat Lightsoul, Kobold Cleric -- Lv. 1)

City of Ruins [Frozen Citadel] (Xeadin, Human Paladin -- Lv. 1)



Mirthomir (Enara Harpsong, Eladrin Wizard -- Lv. 1)

Last Breaths of Ashenport (Malkary Runestone, Goliath Runepriest -- Lv. 8)


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Post your unique creations here in any one of the threads matching the first letter of your monster. You can post as many creations as you like.

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2 years ago  ::  Jan 19, 2011 - 9:45PM #12
joran1313
Date Joined: Jan 7, 2009
Posts: 1,594
To all:
 I want to make a general, yet very important reminder(one that yes I also forgot about.) 

For as long as Scott74's Character Corvale is in sight we all gain a +2 to initiative (warlord presence), and anytime any of us makes an attack with an AP we get to use half of his int. mod bonus on our attack roll (tactical warlord).

 Also looking up his PP has given me some nice insight as well, Battle Action: When he spend's an AP allies gain a +1 to attack rolls until the start of his next turn. Cry Havoc: On the first round of combat (or the first and suprise round if applicable) allies who start within 10 squares of you gain a +2 to attack rolls.

Stuff we all may want to keep in the back of our minds from now on for future encounters! Hopefully these items will help us bring down the baddies that much faster and allow us that much more loot quicker!

Sorry for the small wall, but I figured this is important enough to state, and I thought it applicable enough to place it here for easy access and reminders.
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2 years ago  ::  Jan 20, 2011 - 11:27AM #13
scott74
Date Joined: Aug 7, 2010
Posts: 135
Just to add to the above the iniative is in actual fact +4 due to Combat Commander, also if anyone can see me when spending an action point to make an attack they can add +4 to their attack damage roll Tactical Assault plus their are others that you can take advantage of when i take an action
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2 years ago  ::  Jan 21, 2011 - 9:03PM #14
crimson_vampr
Date Joined: Jan 17, 2010
Posts: 3,058
I heard you have an opening and I just happened to have a 15th level character handy...

Kadevesh Show

Dragonborn Hunter, Ocular Adept 
Background: Sentry (+2 Perception)
Ranged Assailant (+2 Dex -added- +1 damage with ranged, -2 attack melee)

Ability Scores
: Str-8/Con-13(racial bonus)/Dex-18/Int-10/Wis-14/Cha-12(racial bonus)
Final: Str-9/Con-14(racial bonus)/Dex-24/Int-11/Wis-18/Cha-13(racial bonus)

AC: 29, FD: 24, RD: 32, WD: 25
101 HP/50 Bloody/27 Surge, 8 Surges
13 Init. 6 Spd

Skills: Nature-17/Dungeoneering-17/Acrobatics-21/Perception-21/Stealth-19/Arcana-13

Powers
Race/ Dragon breath Show
Dexterity, Lightning
Encounter        Varies
Minor Action      Close blast 3
Target: Each creature in the blast
Attack: Strength, Constitution, or Dexterity vs. Reflex. You gain a +2 bonus to the attack roll.
    Level 11: The bonus increases to +4.
    Level 21: The bonus increases to +6.
Hit: 1d6 + Constitution modifier damage.
    Level 11: 2d6 + Constitution modifier damage.
    Level 21: 3d6 + Constitution modifier damage.

1st lvl Features/ Archery Style: Bow Hunter Show
You gain the Bow Expertise feat.
Weapon Talent Show
+1 to attack with weapons

Wilderness Knacks: Watchful Rest Show
When you take an extended rest, you and any allies also taking the rest  do not take the -5 penalty to Perception checks for sleeping.
Wilderness Tracker Show
During a short rest, you can make a Perception check (DC determined by  the DM) to inspect the area around you. This area can be as large as 10  squares on a side. If your check succeeds, you determine the number and  nature of the creatures that have moved through the area in the past 24  hours. You ascertain when and where they entered the area, as well as  when and where they left.
Ambush Expertise Show
Whenever you make a Stealth check, each ally within 10 squares of you  gains a +2 bonus to his or her next Stealth check before the end of your  next turn.
Beast Empathy Show
You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against  beasts. You can communicate simple concepts and commands to such  creatures, though they are under no compulsion to obey you. With a  successful Insight check (DC determined by the DM), you can read a  creature’s body language and vocalizations enough to understand basic  messages from it.

1st lvl At-Wills/ Expert Archer: Aimed Shot Show

At-Will        Martial
Standard Action      Personal
Effect:  You make a ranged basic attack with a weapon, ignoring the penalty to  attack rolls imposed by partial cover and partial concealment. In  addition, the penalty to attack rolls imposed by superior cover and  total concealment is no worse than -2 for this attack.
Clever Shot Show

At-Will        Martial
Standard Action      Personal
Effect:  You make a ranged basic attack with a weapon. If the attack hits, the  target is also subject to one of the following effects of your choice:
    * You slide the target up to 2 squares.
    * The target falls prone.
    * The target is slowed (save ends).
Rapid Shot Show

At-Will        Martial
Standard Action      Personal
Effect:  You make a ranged basic attack with a weapon against each creature in  or adjacent to a square within the attack’s range. You take a -2 penalty  to the attack rolls.

1st lvl Encounter/ Disruptive Shot Show
2 uses
Encounter        Martial, Weapon
Standard Action      Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (save ends) or dazed (save ends).
    Level 17: 2[W] + Dexterity modifier damage.
    Level 27: 3[W] + Dexterity modifier damage.
Miss: Half damage, and the target is slowed until the end of your next turn.

1st lvl Utility/ Aspects of the Wild: Aspect of the Dancing Serpent Show

At-Will        Primal, Stance
Minor Action      Personal
Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
    * You can take a free action at the end of each of your turns to shift 1 square.
    *  When you make a basic attack against an enemy that has none of its  allies adjacent to it, you gain a +1 power bonus to the attack roll and  damage roll.
        Level 11: The bonus to the damage roll increases to +2.
        Level 21: The bonus to the damage roll increases to +3.
Aspect of the Seeking Falcon Show

At-Will        Primal, Stance
Minor Action      Personal
Effect: You assume a stance, the aspect of the seeking falcon. Until the stance ends, you gain the following benefits.
    * You ignore the penalty to attack rolls for making a ranged weapon attack at long range.
    * You gain a +2 power bonus to speed.
    * You gain a +2 power bonus to Perception checks.
Aspect of the Lurking Spider Show

At-Will        Primal, Stance
Minor Action      Personal
Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
    * You gain a +2 power bonus to Stealth checks.
    * You gain a +5 power bonus to Athletics checks made to climb.
    * While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
        Level 11: The bonus to damage rolls increases to +3.
        Level 21: The bonus to damage rolls increases to +4.

2nd lvl Utility/ Stalker's Mist Show

Daily        Primal, Zone
Minor Action      Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.

5th lvl Utility/ Reactive Shift Show

Encounter        Martial
Immediate Reaction      Personal
Trigger: An enemy you can see ends its turn adjacent to you.
Effect: You shift a number of squares up to your Wisdom modifier.

5th lvl Feature/ Weapon Mastery Show
You gain a +1 bonus to the damage rolls of weapon attacks.

6th lvl Utility/ Healing Lore Show

Daily        Healing, Primal
Minor Action      Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge.

9th lvl Feature/ Close Combat Archery Show
Your ranged attacks don’t provoke opportunity attacks.

10th lvl Utility/ Root Gate Show

Daily        Primal, Teleportation, Zone
Minor Action      Close burst 10
Effect:  You create two zones, each one in an unoccupied square in the burst.  The zones last until the end of the encounter. When you or any of your  allies enters either of the zones, that character can teleport to the  other zone as a free action, as long as the destination zone is  unoccupied.

11th lvl Feature/ Spiriteye Manifestation Show
As a free action, you can transform your ranged weapon into a spiriteye.  Your spiriteye uses your ranged weapon’s proficiency bonus, properties,  powers, and enhancement bonus, but no longer requires ammunition or any  action to load it. This transformation lasts until you dispel it as a  minor action, or until the end of your next extended rest.
Blasting Action Show
When you spend an action point to make a ranged attack, you may make a  ranged basic attack with your spiriteye against a different target as a  free action.

11th lvl Encounter/ Totem Eye Beams Show

Encounter        Primal, Psionic, Weapon
Standard Action      Ranged weapon
Requirement: You must make this attack using your spiriteye.
Target: One or two creatures
Attack: Dexterity or Wisdom vs. Reflex
Hit: 2[W] + Dexterity or Wisdom damage, and roll 1d4 to determine the additional effect.
  1.: The target is dazed until the end of your next turn.
  2.: The target is immobilized until the end of your next turn.
  3.: The target takes 1d10 extra damage.
  4.: You slide the target 4 squares.
Effect: Until the end of your turn, you may fly 6 squares as a move action.

12th lvl Utility/ Soaring, All Seeing Show

Encounter        Polymorph, Primal, Psionic
Minor Action      Personal
Effect: Until the end of your next turn, you gain a fly speed of 4, and being flanked doesn't cause you to grant combat advantage.

13th lvl Feature/ Improved Disruptive Shot: Volley of Arrows Show
When you hit with disruptive shot, you can blind the target until the  end of your next turn, instead of immobilizing or dazing it.
    In addition, you gain a feature depending on your choice of ranged weapon.
When you hit with disruptive shot using a bow, each enemy adjacent to the target takes damage equal to your Wisdom modifier.

15th lvl Feature/ Paragon Weapon Mastery Show
The bonus to damage rolls granted by your Weapon Mastery class feature increases to +2.

16th lvl Feature/ Spiriteye Perfection Show
Your spiriteye floats above you when you manifest it, and you can  mentally control its attacks. It no longer requires any hands to wield  it, and when you use it to make a ranged basic attack, it does not  provoke opportunity attacks.

16th lvl Utility/ Howling Winds Show

Daily        Primal
Minor Action      Personal
Effect:  Until the end of the encounter, you are surrounded by howling winds.  Once on each of your turns, you can take a free action to slide an enemy  within 10 squares of you a number of squares equal to your Wisdom  modifier.


Feats: Bow Expertise(class bonus) Show
+2 attack rolls with bow and +2 damage rolls with bow against any creature that has no other creatures adjacent to it
Alertness(level 1) Show
+2 Perception, never be surprised
Hidden Sniper(level 2) Show
Gain CA while attacking from concealment
  Superior Reflexes(level 4) Show
Gain combat advantage against all enemies during your first turn in an encounter, gain +2/+3/+4 to your Reflex Defense
Weapon Focus: Bow(level 6) Show
+2 damage with bows
Far  Shot(level 8) Show
normal and long range increased by 5 squares each
Arcane Prodigy(level 10) Show
Free Action to add +3 damage once per encounter
Hurl Breath(level 11) Show
When you use your dragon breath, you can choose to make it an area burst 2 within 10 squares instead of a close blast 3.
Grazing  Shot(level 12) Show
When I miss with a ranged basic that doesn't deal damage on a miss, the target takes damage equal to my Dex mod.
Ritual Caster(level 14) Show
can master and cast rituals
Grounding  Shot(level 16) Show
Your ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.


Equipment: Forceful  Longbow +4(lvl 16) Show
Enhancement: +4 attack rolls and damage rolls
Critical: None
Property: Any arrow fired by this weapon also pushes the target 1 square when it hits.
Drowmesh Armor of Dark Deeds +3(lvl 14) Show
Enhancement: +3 AC
Property: When you attack an enemy that is granting combat advantage to you, you gain concealment until the end of your next turn.
Necklace of  Fireballs +3(lvl 15) Show
Enhancement: +3 Fortitude, Reflex, and Will
Power (Daily • Fire): Standard Action. Pull the ruby from the necklace and  throw it. Make an attack: Area burst 2 within 10 squares; Intelligence  or Dexterity vs. Reflex (add the necklace’s enhancement bonus to the  attack roll); on a hit, the target takes fire damage equal to 5d6 + the  necklace’s enhancement bonus (half damage on a miss). After an extended  rest, the necklace regrows a new ruby and can be used again.
Steadfast boots(purchased) Show
Price: 3,400 gp
Item Slot: Feet
Power (Encounter): Minor Action. As long as you stay in the same space that  you began the current turn, gain a +2 power bonus to AC and all defenses  until the beginning of your next turn. If you move or are moved from  your starting square at any time through any means, you lose these  bonuses.
Adv. Kit, 5 Smoke  Sticks, 1,300 of nature and 930 of arcana ritual components,  Rituals Show
Waterborn Show
Targets of the Waterborn ritual can explore the ocean’s depths at length  and with leisure. Up to eight creatures (including yourself if you  choose) gain the ability to breathe underwater. In addition to this  ability, targets can speak normally and gain a swim speed equal to their  land speed. Subjects are unaffected by the cold and pressure of the  deep ocean.
    This ritual does not negate the ability to breathe  air or move on land. Equipment and possessions, such as books and  scrolls, on a creature affected by the ritual remain undamaged by the  water.
Shadow walk Show
You and your allies walk through shadows stretching out of the  Shadowfell, taking advantage of the strange disparities between distance  in your realm and that one to travel quickly. Multiply your overland  travel speed by 5 for the duration. This ritual functions only in the  natural world.
Drawmij's Instant Summons Show
Use this ritual to attune one weapon, implement, or shield to yourself.  At any time in the future, you can summon that object to your hands as a  minor action, at which time the ritual is discharged. Through this  ritual, you can have only one weapon, implement, or shield attuned to  you at a time.
DemiCache Show
You create a small, personal demiplane that can store nonliving items of  up to 250 pounds. The demiplane has a portal that is 6 inches in  diameter and is always open. The portal floats near you or can be  affixed to your clothing (like a pocket), and you can retrieve items  from the portal as a minor action. The portal is visible to others, and  it moves with you at your speed.
    At the completion of the ritual,  make an Arcana check. The result determines how long the portal stays  open. If the portal closes before you retrieve the stowed objects, they  appear at your feet.
Linked Portal Show
You create a shortcut across the fabric of the world, linking your  location with a permanent teleportation circle somewhere else on the  same plane. With a step, you can move from one circle to the other. As  part of performing the ritual, you must sketch out a 10-foot-diameter  circle in various rare chalks and inks. This temporary teleportation  circle must exactly match the permanent teleportation circle at your  destination. It disappears at the end of the portal’s duration.
    At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open.
Shadow Bridge Show
You call forth a bridge from solid shadow. Both ends of the bridge must  connect to a solid surface. The Arcana check result determines the  bridge’s maximum length and width.
Darklight Show
You create a source of dim light that allows you and those around you to  see without your being seen because of your light source.
    The  Dark Light ritual creates a ball of shadow that floats with you as you  walk. It sheds dim light within 6 squares around it.
    In its  light, you can see everything clearly. Only creatures within the light’s  radius can see the Dark Light ball or the dim light it creates. Vision  within the Dark Light effect is in black-and-white, and color variations  appear in shades of gray.
Traveler's Feast Show
You create food and water, enough to feed five Medium or Small creatures  or two Large creatures for 24 hours. You designate the type of eaters  when performing the ritual, and the ritual creates appropriate food  (trail rations for people, grain for horses, and so on).
    Any food or water created but uneaten disappears at the end of the duration. 
Knock Show
The Knock ritual allows you to open a single locked door, chest, gate,  or other object. It even works against portals sealed with the Arcane  Lock ritual or doors secured with bolts or bars that are on the far  side, out of reach. You must defeat all the closures on a locked object  to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or  similar closure. The object you unlock does not open automatically; you  still must open it yourself after the ritual unlocks it.
    Make an  Arcana check with a +5 bonus in place of a Thievery check to open each  lock or closure. (See the Thievery skill description, page 189, for  example DCs.) To undo bolts or bars you normally couldn’t reach, you  must succeed on a DC 20 Arcana check.
    If you use this ritual  successfully against a portal protected by Arcane Lock, you destroy the  Arcane Lock and its effects end.
Enchant Magic Item Show
You touch a normal item and turn it into a magic item of your level or  lower. The ritual’s component cost is equal to the price of the magic  item you create. Alternatively, you can use the ritual to upgrade a  common, uncommon, or rare item to a more powerful version of the item  that is 5 levels higher. The new version must be your level or lower,  and the component cost equals the difference in gold piece value between  the old version and the new.
    You can also use this ritual to  resize magic armor (for example, shrink a fire giant’s magic armor to  fit a halfling). There is no component cost for this use.
Trailblaze Show
Natural wilderness moves aside so that you can pass, creating a clear  path 4 squares wide that extends 10 squares ahead and behind you. As you  travel, you ignore natural obstacles that would slow your overland  speed. The natural terrain returns to normal once you pass, and the  Perception check DC to track your party increases by 5 as though you had  obscured your tracks
Smokestick Show
A smokestick contains reagents that mix and ignite when it is cracked, creating an area of smoke.
Sending Show
You convey a mental message of up to 25 words to a person you know. If  the target is within range, he or she receives the message mentally and  can respond likewise. The ritual’s maximum range is determined by your  Arcana check result.
Phantom  Steed Show
This ritual conjures forth up to eight horselike creatures. Each one is  Large and can be ridden by you or any other character you designate  during the ritual.
Your Arcana check determines the speed of the  steeds you conjure and whether they have any special movement  capabilities. The steeds have the special movement capabilities  associated with your check result and all lower results.
Undead Servitor Show
You imbue a humanoid corpse of natural origin and Medium or smaller size  with the ability to move under its own power and an understanding of  one language of your choice. It has speed 6 and Strength 16, never  tires, and obeys you at all times.
    The undead servitor is a  noncombatant. When forced onto an active battlefield, treat the servitor  as an allied minion (1 hit point, never damaged on a missed attack)  with all defenses of 11. It acts just after you do and never makes  attacks.
    You cannot have more than one undead servitor at a time  from different performances of this ritual. If you attempt to create a  second servitor, that ritual fails without component expenditure.
Comprehend Language Show
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
    Using  this ritual on a language you have heard allows you to understand it  when spoken for the next 24 hours and, if your Arcana check result is 35  or higher, to speak the language fluently for the duration.
    Using  this ritual on a language you have seen as a piece of writing allows  you to read the language for the next 24 hours and, if your Arcana check  result is 35 or higher, to write the language in its native script or  in any other script you know for the duration.
    Using this ritual  on a language you have both heard and seen as a piece of writing within  the past 24 hours allows you to understand it in both forms for the next  24 hours, and an Arcana check result of 35 or higher allows you to  speak and write the language.


Done. YAY!
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2 years ago  ::  Feb 11, 2011 - 3:55PM #15
PapaMidnight
Date Joined: Nov 16, 2010
Posts: 1,456
Cleaned Up for a tour of duty:
Pine, Longtooth Shifter
Fighter 15 (Polearm Master)
Background: Occupation - Military.
Background Benefit: +2 Endurance

Attibutes and Defenses Show

built method 2,  custom scores with 22 points

23  Strength (initial 16 for 9pts, +2 for race, +1 for theme, +1 @4th,8th,11th,14th)
16  Constitution (initial 15 for 7pts, +1@11th)
15  Dexterity (initial 13 for 3 pts, +1 @ 11th, 14th)
  9  Intelligence (initial 8 for 0 pts, +1 @ 11th)
18  Wisdom (initial 13 for 3 pts, +2 for race, +1@4th,8th, 11th)
11  Charisma (initial 10 for 0 pts, +1@ 11th)

Initiative: +9 (7 lvl 2 Dex)
Hit Points: 120 (15 1stlvl + 16 Con + 14*6 + 5 brooch)
Bloodied: 60
Healing Surges:  12 of 30 HP
AC  29 (7 lvl 7 scale 3 enhcmt 1 shield 1 feat)
Fort 29 (7 lvl 6 Str 3 enhcmt 2 class 1 feat)
Refl 24 (7 lvl 2 Dex 3 enhcmt 1 shield 1 feat)
Will  25 (7 lvl 4 Wis 3 enhcmt 1 feat)
+2 (item) save vs. restraining and immobilizing effects.


Race, Class, Paragon and Theme Features Show

Longtooth Shifter
Height: 6'2"   Weight: 180 lbs.
Size: Med.    Speed: 6    Vision: Low-light
Languages: Common, Goblin
Ability Scores: +2 Str , +2 Wis    Skills: +2 Athletics, Endurance
Longtooth Shifting: See Powers.

Fighter - Martial Defender. 
Armor: cloth through scale, H and L shields
Weapons: simple and military melee and ranged
Defense: +2 Fortitude
Combat Challenge: Attack enemy to mark, lasts until EoynT. See Powers.
Combat Superiority: +4 to opportunity attacks.  an enemy hit by an opportunity     attack stops moving if a move provoked attack.
Fighter Weapon Talent: +1 with two-handed weapons.

Paragon Path: Polearm Master
Lunging Action: may spend an action point to increase the reach of your reach weapons by 1 square
          until the SoynT.
Forceful Reach: If a reach weapon power pulls, pushes or slides a target, increase by 1 sq.

Theme: Melee Tactician
+ 1 Strength and +1 to damage rolls with melee weapons.


Skills Show

+ 9 Acrobatics [+2 Dex  + 7 (1/2 lvl)]
+ 6 Arcana [-1 Int  + 7 (1/2 lvl)]
+20 Athletics [+6 Str  + 2 race + 5 trained + 7 (1/2 lvl)]
+ 7 Bluff [+0 Cha  + 7 (1/2 lvl)]
+ 7 Diplomacy [+0 Cha + 7 (1/2 lvl)]
+11 Dungeoneering [+4 Wis + 7 (1/2 lvl)]
+19 Endurance [+3 Con +2 race + 5 trained + 2 background + 7 (1/2 lvl)]
+16 Heal [+4 Wis + 5 trained + 7 (1/2 lvl)]
+ 8 History [-1 Int + 2 feat + 7 (1/2 lvl)]
+11 Insight [+4 Wis + 7 (1/2 lvl)]
+ 7 Intimidate [+0 Cha  + 7 (1/2 lvl)]
+11 Nature [+4 Wis + 7 (1/2 lvl)]
+11 Perception [+4 Wis + 7 (1/2 lvl)]
+ 6 Religion [-1 Int + 7 (1/2 lvl)]
+ 9 Stealth  [+2 Dex + 7 (1/2 lvl)]
+ 7 Streetwise [+0 Cha + 7 (1/2 lvl)]
+ 9 Thievery [+2 Dex + 7 (1/2 lvl)]


Feats Show


1st Hafted Defense (H): +1 shield bonus to Reflex, AC when using polearm in both hands
2nd Partisan Polearm Student (H): +2 feat to History.  Using a polearm with sure strike, a critical hit will
       knock the target prone.
4th Partisan Polearm Infantry (H): Using a polearm, when you hit and push an enemy you gain CA
       against him until EoynT.  Also, may use silverstep and stay down when charging.
8th Power Attack (H): take a -2 to hit and get +6 damage
10th  Weapon Focus Axe (H): +2 feat bonus to damage with axes.
11th Armor Specialization- Scale (P):  +1 feat bonus to AC and ignore speed penalty in scale
12th Paragon Defenses(P): +1 feat bonus to Fort, Ref, Will
14th Spear Push(P): Whenever you push a foe with a polearm, you may add one to the distance
        pushed.
6th (retrained) Polearm Gamble (P): When a nonadjacent enemy enters a square adjacent to you, you
        can make an opportunity attack with a polearm against that enemy, but you grant CA to him until
        the end of the enemy's turn.


Powers Show

Standard Str Attack w/ halberd = +20 (7 lvl, 2 prof. 6 Str, 4 enhcmt, 1 talent)
Standard Damage w/ halberd = d10 + 13 ( 6 Str, 4 enhcmt, 2 feat, 1 theme)
Melee Basic Attack: +20 attack for d10+17 damage (+4 bracers)
Opportunity Attack: +24 attack (+4 Wis) for d10 +19 damage (+4 bracers, +2 helm)

Longtooth Shifting: Racial Power. Encounter. Minor. Personal
Req: you must be bloodied. Effect: until EoEnc, you gain +2 damage and Regen. 4.

Combat Challenge: Fighter feature.  at-will, Imd Intrpt. Melee
         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.
Sure Strike: Fighter Attack 1. at-will. Melee
    +22 vs AC.  Hit: d10 + 7 damage, will knock prone on a crit.
Cleave: Fighter Attack 1. at-will. Melee
    +20 vs AC. Hit: d10 + 13 and an enemy adjacent to you takes 6 damage.

Probing Attack: Fighter Attack 3. Encounter. Melee.  May be used as an opportunity atack.
    +20 vs. Reflex.  Hit: d10 + 13 and gain +4 power bonus to attacks on the target until EoynT.
Stay Down: Fighter Attack 7. Encounter. Melee.
    +20 vs. AC. Hit: 2d10 + 13  if target is prone, attack does +2 damage and target can't stand up
       until EoynT.
Silverstep: Fighter Attack 13. Encounter. Melee. Target one or two creatures
     +20 vs AC, one attack per target. Hit: 2d10 + 13 and push 4 squares (Dex + 1 feat + 1 PP)
    Effect: Shift 2 sq.
Leveraging Strike: Polearm Master Attack 11. Encounter. Melee.  Req. 2H reach weapon
    +20 vs AC.  Hit: 2d10 + 13 and slide target 6 (Wis+1 sq + 1 PP)
    Miss: 1/2 damage and no slide.

Hounding Longarm: Fighter Attack 5. Daily. Melee.  Req> reach weapon
    +20 vs Fort.  Hit: 2d10 + 13 and push target 3 sq.
    Effect: Until the end of the encounter, each time the target shifts or makes an attack notyou,
           you can shift 1 sq and make a MBA on him as Imd Intrpt.
Fighter's Recovery: Fighter Attack 9. Daily. Melee.
    +20 vs AC. Hit: 3d10 + 13
    Effect: If you have used all your Enc. powers, you regain one.
Defender's Gambit: Fighter Attack 15. Daily. Melee.
    Primary Attack: +20. vs Will. Hit: Until EoyCT, +4 power bonus to atk/damage
    Effect: Target can make a MBA against you as an Imd Rxn, then
    Secndry Atk: +20 vs AC.  Hit: 5d10 + 13  Miss: 1/2 damage.

Get Over Here: Fighter Utility 2. Encounter. Melee 1.  Move action.
    Slide an adjacent ally two sq. to a square that's adjacent to you.
Rock Steady: Fighter Utility 6. Daily, Stance. Minor action.
    Until the stance ends, you cannot be knocked prone, reduce your forced movement by 1 sq.
Fighter's Grit: Fighter Utility 10. Encounter. Minor action.
    Until the EoynT, you ignore the effects of dazed, immobilized, slowed and weakened.
Reaching Stance: Polearm Master Utility 12. Daily. Stance, Personal. Minor action
    Req. 2H reach weapon.
    Effect: until the stance ends, you can make opportunity attacks against enemies within your reach.


Equipment Show

1080 GP, lvl 14, 15 and 16 items.
Armor: Anakore Scale (Lvl 14):+7scale +3 enhcmt.
      Property: +2 item bonus to save vs. restraining and immobilizing.  +3 to escape attempts
Weapon: Magic Halberd +4 (Lvl 16): +4 to attacks , + 4 damage, +4d6 crit.
     Prof. +2. d10 dam, Axe, Polearm, Reach.
Ranged Weapon: Sacrificial Handaxe +2 (Lvl 6, 1800 gp) +2 to attacks and dam., +2d6 crit.   
         Power(daily): Free. When you hit with the weapon, spend a healing surge and instead of
            regaining HP, the target is weakened until EoynT.
Neck: Brooch of Vitality (Lvl 15): +3 Fort, Refl, Will.  +5 to max. HP
Arms: Bracers of Mighty Striking (Lvl 12, 13000 gp): +4 item damage with a melee basic attack.
Feet: Boots of Bounding(Lvl 6, 1800 gp): +2 item bonus to Athletics when jumping.
      Power - Encounter: Move action. Athletics check as if with running start, add 3 sq for a long jump
       or 2 sq for a high jump.
Head: Helm of Exemplary Defense (Lvl 6, 1800 gp):
        Property: You and allies within 3 sq. deal +2 damage when you hit with opportunity attacks.
Waist: Ironskin Belt (Lvl 5, 1000 gp):
       Power -- Daily.  Minor. Gain resist 5 to all weapon damage until  EoynT.
Woundstitch Powder: lvl 1, 360 gp.
         Power - at-will, standard. Sprinkle dust n a creature, it stops making death saves until it takes
             damage and any untyped ongoing damage ends.
Hunter's Flint: lvl 2, 520 gp. 
Everburning Torch: 50 gp
Adventurer's Kit 15 gp.
Climber's Kit



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2 years ago  ::  Feb 12, 2011 - 4:41PM #16
AlexandrTheGreat
Date Joined: Jan 6, 2005
Posts: 1,642
Kalla, Storm Warrior

Extended Sheet Show

Kalla (Level 16)
Avenger|Swordmage, Paragon Hybrid
Githzerai (M)(Unaligned)(Kord)
Auspicious Birth
Languages: Common, Deep Speech
Vision: Normal

9 STR
12 CON
11 DEX
24 INT
20 WIS
11 CHA

+10 Initiative
128HP 35AC 22FORT 29REF 27 WILL
Surges: 32HP, 8/day
Resist 5 Necrotic/Poison
PI:23 PP:28
Speed: 6 (+2 towards enemy)
Bonus: +2 AC/Reflex after moving 4 squares.

Githzerai Bonus
+2 Wisdom, Intelligence
+2 Acrobatics, Athletics
Iron Mind power
Danger Sense: +2 Initiative
Defended Mind: +2 Saves VS. Daze, Dominate, Stun
Shifting Fortunes: Shift 3 on Second Wind

Class Features
Oath of Enmity
Aegis of Assault
Armor of Faith: +3 AC in Cloth
Censure of Retribution: +7(INT) Damage vs Oath when hit by non-Oath; cumulative
Swordbond
Hybrid Avenger Reflex
Versatile Expertise (Heavy Blades)
Versatile Expertise (Light Blades)
Arcane Admixture (Thunder: Sword Burst)

Feats
Hybrid Talent (Armor of Faith)
Avenging Resolution: 1 or 2 rolled on damage vs. Oath is considered 3
Escalating Assault: MBA granted by Aegis, +1 Attack (max +3)
Intelligent Blademaster: Use INT for MBA.
Versatile Expertise: +2 Attack with Light/Heavy Blades.
Unarmored Agility: +2 AC in cloth
Double Aegis: Mark two targets with Aegis of Assault.
Paragon Hybrid Talent (Censure of Retribution)
Arcane Admixture (Thunder: Sword Burst)
Resounding Thunder: Thunder Blast/Burst size increases by 1.
Danger Sense: Roll twice for Initiative, use highest result.

Skills
15 Acrobatics (T)
15 Arcana
14 Athletics (T)
 8 Bluff
 8 Diplomacy
13 Dungeoneering
 9 Endurance
13 Heal
15 History
13 Insight
 9 Intimidate
13 Nature
18 Perception (T)
15 Religion
 8 Stealth
 8 Streetwise
 8 Thievery

Equipment
Jagged Falchion +3 (Crit on 19 or 20)
Magic Feyweave Armor +4 (+1 AC)
Iron Armbands of Power (heroic) (+2 Melee damage)
Greaves of Maldeen (paragon) (+2 Speed as long as I move towards an enemy in LOS)
Gloves of Storing (heroic) (Minor: Can store/materialize item in glove)
Skull Mask (heroic) (Resist 5 Necrotic, +1 Intimidate, Enemies -2 Save VS Fear)
Amulet of Elusive Prey +3 (+2 AC/REF after moving 4 squares min on my turn)
Viper Belt (heroic) (Resist 5 Poison)
Handy Haversack (heroic)
Adventurer's Kit
1405gp

Action Point: 1

Powers
MBA (Standard): +23 vs AC, 2d4+12
Sword Burst (Standard)(Close burst 2; enemies): +20 vs Reflex; 1d6+9 Thunder/Force
Overwhelming Strike (Standard): +21 vs AC; 2d4+11, shift 1 square, slide target into square.

Second Wind (Standard): spend healing surge, +2 Defenses, shift 3 squares.
Iron Mind (Imm. Int.): hit by an attack, gain +2 Defenses.
Oath of Enmity (Minor)(Close burst 10; 1 enemy): Target under Oath grants two attack rolls on Avenger powers when no other enemy is adjacent to me.
Aegis of Assault (Minor)(Close burst 2; 2 enemies): Target is marked. If target doesn't attack me, -2 Attack, if hits teleport adjacent and MBA. 
Dimensional Vortex (Imm. Int.)(Range 10): +20 vs Will. Enemy hits ally with melee attack. Enemy teleported 5 squares, makes attack against choice creature.
Thunderclap Strike (Standard)(Close burst 2; creatures): +20 vs Fort; 2d6+10 Thunder, target is knocked prone.
Celestia Endures (Standard): +21 vs AC; 2d4+10. If Oath has been killed in encounter, spend healing surge. +5(WIS) Damage on next attack.
Crimson Stride (Standard): +21 vs AC; 4d4+10. Before the attack, teleport adjacent. After the attack, teleport 5 squares and target adjacent. If not creature adjacent to either of us after teleport, target takes 7(INT) damage.
Enduring Spirit (Minor): Bloodied. +4 Defenses.
Armathor's Step (Move): Teleport 5 squares. If adjacent to enemy, +2 Attack.
Viper Belt [Item](No Action): +2 Saving Throw vs Ongoing Poison.

Whirling Blade (Standard)(Range 5): +23 vs AC; 4d4+10. On miss, repeat attack against second, third, fourth target within 5. 
Nine Souls of Wrath (Standard): +21 vs AC; 4d4+10. Any enemy other than Oath adjacent to me, gains vulnerable 5. Last until encounter. On miss, half damage.
Oath of Many (Standard): +21 vs AC. Target gains Oath, does not remove previous Oath. 8d4+10.
Armor of Assault (Minor)(Stance): On weapon hit, +2 Defenses.
River of Life (Minor): Gain regen 5.
Refire the Forge (Minor)(Stance): Regain 7HP(INT) on hitting an enemy. Gain Reforge the Fire Attack.
~Refire the Forge Attack (Imm. Int.): +21 vs AC. Bloodied or reduced to 0 by enemy attack. 2d4+10, 5 OGD(SE).
Greaves of Maldeen [Item](Imm. React): Enemy shifts away, shift 3 squares.

CB Summary Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Kalla, level 15
Githzerai, Avenger|Swordmage, Paragon Hybrid
Hybrid Avenger: Hybrid Avenger Reflex
Swordmage Aegis (Hybrid): Aegis of Assault
Hybrid Talent: Armor of Faith
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)
Paragon Hybrid Talent: Avenger's Censure (Hybrid)
Avenger's Censure: Censure of Retribution
Arcane Admixture Damage Type: Arcane Admixture Thunder
Arcane Admixture Power: Sword Burst
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 9, Con 12, Dex 11, Int 23, Wis 22, Cha 11.
STARTING ABILITY SCORE
SStr 8, Con 11, Dex 10, Int 17, Wis 16, Cha 10.

AC: 33 Fort: 21 Reflex: 27 Will: 27
HP: 121 Surges: 8 Surge Value: 30

TRAINED SKILLS
Perception +18, Athletics +13, Acrobatics +14

UNTRAINED SKILLS
Arcana +13, Bluff +7, Diplomacy +7, Dungeoneering +13, Endurance +8, Heal +13, History +13, Insight +13, Intimidate +8, Nature +13, Religion +13, Stealth +7, Streetwise +7, Thievery +7

FEATS
Level 1: Hybrid Talent
Level 2: Avenging Resolution
Level 4: Escalating Assault
Level 6: Intelligent Blademaster
Level 8: Versatile Expertise
Level 10: Unarmored Agility
Level 11: Double Aegis
Level 12: Arcane Admixture
Level 14: Resounding Thunder

POWERS
Hybrid at-will 1: Overwhelming Strike
Hybrid at-will 1: Sword Burst
Paragon Hybrid: Celestia Endures
Paragon Hybrid: River of Life
Hybrid encounter 1: Whirlwind Charge
Hybrid daily 1: Whirling Blade
Hybrid utility 2: Enduring Spirit
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Nine Souls of Wrath
Hybrid utility 6: Armathor's Step
Hybrid encounter 7: Thunderclap Strike
Hybrid daily 9: Holy Ardor
Hybrid utility 10: Armor of Assault
Hybrid encounter 13: Crimson Stride (replaces Whirlwind Charge)
Hybrid daily 15: Oath of the Many (replaces Holy Ardor)

ITEMS
Magic Feyweave Armor +4, Amulet of Elusive Prey +3, Jagged Falchion +3, Greaves of Maldeen (paragon tier), Skull Mask (heroic tier), Gloves of Storing (heroic tier), Iron Armbands of Power (heroic tier), Viper Belt (heroic tier), Handy Haversack (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
A liar will not be believed, even when he speaks the truth.
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