Since roark is cruelly forcing me to do this the standard way, here is your out of character thread to clutter up my bookmarks with another link. Enjoy.
So disregard the things that were said in the IC thread and post your character sheets up here. All hell breaks loose Thursday. Or when all the characters are in. Whichever comes first.
I will put up the statistics for your Lair and your Astral Skiff in this post.
''So this knife is very good at separating the flesh from the bone and severing the tendons...'' Do you have to say it like that? ''Well, how else am I supposed to say it?'' I don't know...you could say "it's good for butchering." ''When did the word "butchery" become a euphemism?''
Attacks To Hit:+13 base, +1 if it has the fire type, +1 if it targets reflex. Damage: +12 base, +4 if it has the fire type.
Eldritch Blast:+14 vs Reflex, 1d10+12 damage. Hellish Rebuke: +15 vs Reflex, 1d6+16 fire damage. Eyebite: +13 vs Will, 1d6+12 psychic damage.
Other Attack & Damage Modifiers
+2d6 Warlock Curse +1 to attack if none other allies are closer to the target +1 racial bonus to attack against bloodied enemies +2 bonus to attack rolls if the enemy has you marked +2 bonus to damage if the enemy has you marked +6 bonus to damage rolls against bloodied enemies Other Abilities of Notice
+2 to all defenses against cursed foes Pact Boons can be triggered when foe is first bloodied. Doing so removes the curse from the target. Pact Boons: Teleport 5 squares, Gain 11 temp HP. Fire Resistance 10 Low Light Vision Gain CA while having concealment from Shadow Walk against any creature affected by my Warlock's Curse. Teleport Powers
Shadowrift Blade: Hit an enemy who grants you CA, take 5 damage and teleport 4 squares. Ethereal Sidestep: Teleport 3 as a move action. Misty Step: Teleport 5 as a free action when pact boon activates.
Attacks Eldritch Blast:+13 vs Reflex, 1d10+11 damage. Eyebite: +13 vs Will, 1d6+11 psychic damage.
Other Attack & Damage Modifiers
+2d8 Warlock Curse (Killing Curse) +3 damage against an enemy that grants CA (Subtle Weapon) +2 bonus to attack & damage if the enemy has you marked (Bracers of Enforced Regret) +1 bonus to attack & +5 damage if none other allies are closer to the target (Prime Shot, Called Shot, Cursed Shot) When determining who is nearest for the purposes of this feature, ignore all allies adjacent to you, as well as allies who are helpless, stunned, dominated, unconscious, or petrified. +1 racial bonus to attack against bloodied enemies Other Abilities of Notice
+2 to all defenses against cursed foes The Pact Boon can be triggered when foe is first bloodied. Doing so removes the curse from the target. Pact Boon: Teleport 5 squares Fire Resistance 10 Low Light Vision Gain CA while having concealment from Shadow Walk against any creature affected by my Warlock's Curse. (Shadow Warlock Armor) Always get CA against any non minion creature you can see who is not bloodied. (Seer of Endings) Teleport Powers
Ethereal Sidestep: Teleport 3 as a move action. Misty Step: Teleport 5 as a free action when pact boon activates.
Cruelly forcing is such as harsh phrase. Can we use persuade instead? Sorry, but I am alittle OCD, and I like kinda starting this over completely about the campaign, ya know? Thanks so much Larry, I very much appreciate your consideration
ITEMS Heavy Shield, Layered Plate Armor of Sacrifice +2, Sacrificial Bastard sword +3, Symbol of Fire and Fury +2, Necklace of Fate +3 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Riley was a normal devil, going through school and never appriciating what people did for me. However, Riley got picked on by a bully for standing up for a friend, and had to go to the hospital. Stygia felt that Riley would make a great peon, so he gave Riley a sliver of power. Riley enjoyed this new found power, and help as many people as he could, while spreading his faith in his leader to any who would listen.
Eben's current life began when he incarnated in a ruined shrine to Erathis deep in the slums of the city of Sanail. He had confused memories of fighting against the primordials and, among them, one stood out: he had fought alongside the forces of Asmodeus. He began researching the origin of his abilities as an Invoker and learned, to his initial horror, that - at least in this life - he was marked as a servant of the Lord of the Nine Hells.
His new life proved challenging to hold on to, and his remembered principles useless in a city ruled by a tyrant. Eventually, Eben joined the Five Black Crows, a band of monster-hunting adventurers. After several successes against creatures others couldn't best, they learned that someone was sneaking creatures into the city, apparently for little more than the joy of watching the havoc they created when loosed. After some investigation, they resolved to kill the city's ruler, known to the populace as the Lord Hangman; it seemed that he was at the root of their troubles.
Eben had learned more than the others, and not shared all of it: the Lord Hangman was the puppet of a devil whose plan was to turn the city into a breeding-ground for the desperate souls who are the foundation of the Nine Hells. Jaded by the misery around him and determined to find out what had happened in his past lives, Eben bought passage to Avernus with the blood of his comrades. Now he seeks entrance to the copper library of Taj Bari.
Here is my character complete. If there are any questions or any suggestions to make him better I'm all ears! He is currently a single target mbt(main battle tank!) If we want to up him to multi target let me know, but I think this will work nicely for now. I'll let roark deal with the multis and I'll just bluff them into attacking me! :P
Battlemind at-will 7: Psionic Speed (replaces Iron Fist)
Battlemind daily 9: Aspect of Disembodiment
Battlemind utility 10: Iron Warding
ITEMS
Adventurer's Kit, Heavy Shield, Manifester Craghammer +3, Imposter's Wyvernscale Armor +3, Deep-Pocket Cloak +2, Iron Armbands of Power (heroic tier), Gauntlets of Blood (heroic tier), Boots of Free Movement (heroic tier), Viper Belt (heroic tier), Helm of Opportunity (heroic tier), Bag of Holding (heroic tier), Potion of Healing (heroic tier) (3)
[]Battlemind's Demand (minor to mark, until end of encounter or dead)
[]Augment 1: One or two targets
[]Blurred Step (from marked creatures)
[]Mind Spike (from marked creatures)
[]Whirling Defence
[]Augment 1
[]Augment 2
[]Mind Snare
[]Augment 1
[]Augment 2
[]Psionic Speed
[]Augment 1
[]Augment 2
[]Aspect of Elevated Harmony
[]Nightmare Vortex
[]Aspect of Disembodiment
[]Psychic Vigor
[]Winged Weapon
[]Iron Warding
[]Potion of Healing (heroic tier) (3)
[]Viper Belt (heroic tier)
[]Boots of Free Movement
[]Manifester Craghammer +3
OTHER RELEVANT COMBAT INFORMATION:
Deceptive Mind: +2 to all defenses while battle resilience is in effect
Dwarven Weapon Training: gain prof. and +2 feat bonus to damage rolls with axes and hammers
Battering Shield: when you are wielding a heavy shield and push or slide a target with a melee attack you can move that target one additional square
Melee Training (Constitution): you can use con instead of str for mba's
Weapon Expertise (Hammer): +1 feat bonus to attack rolls with any weapon power you use with a hammer
Demand’s Reach: Battlemind’s Demand becomes close burst 5
Manifester Craghammer +3: (superior 1-handed, versatile, brutal 2) [](minor) gain 1 power point until the end of your next turn. You can use this pp only to augment a psionic attack power
Iron armbands of power: gain a +2 item bonus to damage
Gauntlets of Blood (heroic tier): You gain a +2 damage roll against bloodied enemies
Boots of Free Movement (heroic tier): gain a +2 item bonus against effects that apply the slowed, immobilized, or restrained condition [](minor) make a saving throw against a slow, immoblize, or restrained condition that a save can end
Viper Belt (heroic tier): Gain resist 5 poison [](no action) use this power when making a saving throw against on going poison damage. gain a +2 to the saving throw
Helm of Opportunity (heroic tier): gain a +1 to oa's
Cast-Iron Stomach: Gain +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor instead of a standard action.
Stand your ground: when an effect forces you to move-through a push, pull or a slide effect- you can move 1 square less than the effect specifies. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.
A sub commander in mephistopheles' army, Malach has fought, driven and worked his way to the position he is in now. His ambitions are to one day personally command mephistopheles personal elite guard. While he is mostly quiet, he is some what cocky, excitable and reckless in battle with the firm belief that he can not be beaten (as he hasn't yet, that he is going to admit to any how.) In battle he loves to taunt his opponents into either forcing them into a more advantageous position for him, or causing them to lose their cool and possibly drop their guard where he strikes relentlessly. As reckless as he maybe though underlies an amazing cunning that has outwitted many a devil, and has turned the tide more than a few times. He is tall and while not very muscular, he has learned to "throw" his weight around to much effect. When he isn't commanding his own troops, he leaves things in charge to his second and consort, a charming succubus to keep things in line. He is the sub commander of the fortresses defenses when he is not on away missions.
Edit: for his background think a slightly quieter duke nukem!
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
Pilot The pilot must stand at a control wheel at the rear of the astral skiff. Crew In addition to the pilot, an astral skiff requires a crew of three, all of whom use a standard action each round to control the skiff. Reduce the skiff ’s fly speed by 4 squares for each missing crew member. At fly speed 0, the astral skiff sails out of control.
Load: Ten Medium creatures; one ton of cargo.
Out of Control An out-of-control astral skiff moves forward at half speed (not including any modifiers for its astral sails).
Astral Attunement The astral skiff functions only in the Astral Sea.
Fragile Propulsion For every 25 damage the astral skiff takes, its speed is reduced by 2 squares. At fly speed 0, the ship comes to a stop.
Other Information -Your astral skiff is normally piloted and crewed by four infernal armor animates. They do not need to rest.
''So this knife is very good at separating the flesh from the bone and severing the tendons...'' Do you have to say it like that? ''Well, how else am I supposed to say it?'' I don't know...you could say "it's good for butchering." ''When did the word "butchery" become a euphemism?''
Rogue at-will 1: Deft Strike- Standard, Melee/Ranged Weapon, Attack: +19 (Dex) vs. AC, 1[w]+Dex damage. Special: You can move 2 squares before the attack.
Rogue at-will 1: Gloaming Cut- Standard, Melee/Ranged Weapon, Attack: +19 vs. AC, 1[w] damage. I can shift a number of squares equal to my Int. modifier and make a Stealth check to become hidden.
Rogue encounter 1: Unbalancing Shot- Standard, Melee/Ranged Weapon, Attack: +19 vs. AC, 2[w]+Dex damage, and the target is slowed until the end of my next turn.
Rogue daily 1: Blinding Barrage- Standard, Close burst 3, Attack: +19 vs. AC, 2[w]+Dex damage, and the target is blinded until the end of my next turn. Miss: ½ damage
Rogue utility 2: Lurker's Cloak- Encounter, Minor, Until the end of my next turn, you gain a +2 power bonus to all defenses while you have any concealment or cover.
Rogue encounter 3: Fleeting Spirit Strike- Standard, Melee/Ranged Weapon, Attack: +19 vs. AC, 2[w]+Dex damage. Before and after the attack, shift 3 squares and make a Stealth check to become hidden.
Rogue daily 5: Staggering Assault- Standard, Melee/Ranged Weapon, Attack: +19 vs. AC, 2[w]+Dex damage, and the target is slowed (save ends). If the target is not bloodied when you make this attack, the attack deals an extra 1[w] damage. Effect: Until the end of the encounter, when you hit the target, it is slowed (save ends).
Rogue utility 6: Ignoble Escape- Encounter, Move. If you are marked, that condition ends. You can shift your speed. Must be trained in Acrobatics.
Rogue encounter 7: Killer’s Ambush- Standard, Melee/Ranged Weapon, Attack: +19 vs. AC, 3[w]+Dex damage. Shift Int mod squares and make a Stealth check to become hidden. Special: You must target a creature from which you are hidden.
Rogue daily 9: Agonizing Shot- Standard, Ranged Weapon, Attack: +19 vs. Ref, 1[w]+Dex damage, and the target is slowed and takes ongoing 10 damage (save ends both). Aftereffect: Target is slowed and takes 5 ongoing damage (save ends both). Miss: ½ damage, no ongoing, and the target is slowed (save ends)
Rogue utility 10: Combat Tumbleset- Encounter, Move. You can shift your speed and can shift through squares occupied by enemies during this movement. Must be trained in Acrobatics.
Cloaked Sniper Encounter 11: Sudden Bolt- Standard, Ranged Weapon, Attack: +19 vs. Ref, 2[w]+Dex damage. If you were hidden from the target when you make this attack, the target is dazed until the end of your turn.
ITEMS: Elven Cloak +3 (lvl 12 item bonus to Stealth), Distance Superior Crossbow +3 (lvl 11, +5 range), Acrobat Boots (lvl 2 +1 acrobatics. At-will: Minor, stand up from prone), Elven Battle Armor +2 (lvl 8, +5 save vs. immobile/slow. Encounter, Move- +2 speed until end of your next turn), Bracers of the Perfect Shot (lvl 3, +2 damage with RBA), Diadem of Acuity (lvl 8, +2 Perception and Insight), Gloves of Piercing (lvl 3, Daily: Ignore resistances of 10 or lower for encounter), Belt of Vigor (lvl 2, +1 surge value), Adventurer’s Kit, Dagger (5), 980 gold
Class Abilities: First Strike: I have combat advantage against enemies who have not yet acted in that encounter Rogue Tactics: Cunning Sneak- I ignore the penalty to Stealth checks for moving more than 2 squares, and I only take a -5 penalty to Stealth checks when I run. If I move 3 or more squares from my starting position with a move action, I can make a Stealth check to become hidden if I have any cover or concealment, except cover granted by an ally. Rogue Weapon Talent: Sharpshooter Talent- +1 to attacks with crossbows, gain Far Shot as a bonus feat. Sneak Attack: Once per round, I can deal +3d8 damage to an enemy I attack that I have combat advantage against.
Paragon Path Abilities: Crossbow Savant: I add 5 squares to the normal range and 10 to the long range of any crossbow I wield. Treat a hand-crossbow as an offhand weapon, and treat any crossbow with the load minor property as having the load free property instead. Sniper Action: When I spend an action point to make a ranged basic attack and I have combat advantage versus the target of the attack, I can deal my Sneak Attack damage even if I have already dealt it this round. If the attack hits, I can shift 1 square.
Background: Jezebeth lived out his mortal days in the shadows, content to make quick friends but be attached to no one. An airy and noncommittal character, he was once a member of the Harrowing Swarm guild, but he was only in it for the money. He turned a blind eye to the more vicious of the guild’s dealings. He made good money as a simple pickpocket, or working as a hired guard. He left the guild after growing bored of following orders. He was killed weeks later by an assassin, stabbed in the back, he fell to his death off of a siege wall. When his body hit the ground, his soul just kept going. Having never bothered to do anything good, but also no true evil, he was placed in Limbo. But he quickly grew tired of sitting around bored for eternity, and made a pact with a demon to allow him to descend further into the Nine Hells. For Jezebeth, anything was better than eternal boredom.
Description/Personality: In his traveling through the Nine Hells, Jezebeth has lost much of his sense of self. He rarely speaks, and is unnaturally silent in his affairs, preferring to remain dark, mysterious, and haunting. Not that he is uncooperative, but he isn’t exactly an extrovert.
Jezebeth is average height, with black, smooth skin that seems to shift like liquid in the shadows. Two short black horns adorn his head, and his facial features are constantly impassive and frighteningly intense at the same time. He has no pupils, yet his stare has quelled even the fiercest sinners.
CoCo---The Core Coliseum, arena for Dungeons and Dragons dueling. Supports both 3.5e (1v1 duels) and 4e (2v2 fights). Make a character or team and join in the contest today!
"You're off the edge of the map mate. Here there be monsters..." ---Captain Barbossa (Pirates of the Caribbean: Curse of the Black Pearl)
I'm going on vacation 'til the 26th tomorrow. I should still be able to post due to the wonders of smart-phone technology, but I'll be out of range of books, so expect my actions to be uncomplicated at best. I'll take a copy of Eben's vital numbers with me so I'm up to date. We might consider adopting FF6Shadow's combat statblock for this game, too.
That's fine if you'd like to do that. Statblocks are kind of useful. Ottakun is busy so we'll start without him. On we go.
Oh and can I ask you to try to use sblocks for any out of character speech within the in character thread? It would help prevent me from making mistakes if I didn't have to take the time to distinguish between ooc and in-character dialogue. I do also have this shiny hardly been used out of character thread for you guys also. If we're going to be using this thread we might as well start getting some use out of it. Just a suggestion. A suggestion which may be accompanied by the image of my bloodshot, quivering eye leveraging a disconcerting ogle at your own. For just slightly too long.
''So this knife is very good at separating the flesh from the bone and severing the tendons...'' Do you have to say it like that? ''Well, how else am I supposed to say it?'' I don't know...you could say "it's good for butchering." ''When did the word "butchery" become a euphemism?''