Community

 
Jump Menu:
Page 1 of 13  •  1 2 3 4 5 6 ... 13 Next
Switch to Forum Live View
Locked: Hunters From The Eighth (OoC)
3 years ago  ::  Apr 13, 2010 - 4:06PM #1
LarryTheGuard
Date Joined: Jun 15, 2009
Posts: 496
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?''
Quick Reply
Cancel
3 years ago  ::  Apr 13, 2010 - 4:57PM #2
Otakkun
Date Joined: May 1, 2001
Posts: 1,574
Version 1.
Character Sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Morthos, level 11
Tiefling, Warlock, Turathi Highborn
Eldritch Pact: Fey Pact
Eldritch Blast: Eldritch Blast Charisma
Arcane Implement Proficiency: Arcane Implement Proficiency (light blade group)
Twofold Pact: Infernal Pact

FINAL ABILITY SCORES
Str 9, Con 12, Dex 14, Int 19, Wis 11, Cha 19.

STARTING ABILITY SCORES
Str 8, Con 11, Dex 13, Int 16, Wis 10, Cha 16.


AC: 23 Fort: 18 Reflex: 22 Will: 22
HP: 74 Surges: 7 Surge Value: 18

TRAINED SKILLS
Streetwise +14, Intimidate +14, Arcana +14, Religion +14

UNTRAINED SKILLS
Acrobatics +7, Bluff +11, Diplomacy +9, Dungeoneering +5, Endurance +6, Heal +5, History +9, Insight +5, Nature +5, Perception +7, Stealth +11, Thievery +7, Athletics +4

FEATS
Level 1: Hellfire Blood
Level 2: Arcane Implement Proficiency
Level 4: Superior Implement Training (Incendiary Dagger)
Level 6: Bloodied Boon
Level 8: Weapon Focus (Light Blade)
Level 10: Dual Implement Spellcaster
Level 11: Twofold Pact

POWERS
Eldritch Blast: Eldritch Blast
Warlock encounter 1: Witchfire
Warlock daily 1: Prophecy of Zhudun
Warlock utility 2: Caiphon's Leap
Warlock daily 5: Forceful Assault
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Lash of the Long Night
Warlock daily 9: Storm Countess's Kiss
Warlock utility 10: Ethereal Sidestep

ITEMS
Quickcurse Rod +1, Cannith Goggles (heroic tier), Demonskin Tattoo (heroic tier), Everburning Torch, Adventurer's Kit, Boots of Stealth (heroic tier), Bracers of Enforced Regret (heroic tier), Amulet of Protection +2, Shadow Warlock Leather Armor +2, Shadowrift Blade Dagger +3, Incisive Dagger Dagger +2, Muleback Harness (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

 
Additional Info Show


Gold: 390gp.
Height: 6'0''
Weight: 200lb
Alignment:  Evil

Speaks in bold blue

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.


Version 2
Character Sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Morthos, level 11
Tiefling, Warlock, Seer of Endings
Eldritch Pact: Fey Pact
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Eldritch Blast: Eldritch Blast Charisma

FINAL ABILITY SCORES
Str 9, Con 12, Dex 14, Int 21, Wis 11, Cha 21.

STARTING ABILITY SCORES
Str 8, Con 11, Dex 13, Int 16, Wis 10, Cha 16.


AC: 24 Fort: 18 Reflex: 23 Will: 23
HP: 74 Surges: 7 Surge Value: 18

TRAINED SKILLS
Streetwise +15, Intimidate +15, Arcana +15, Religion +15

UNTRAINED SKILLS
Acrobatics +7, Bluff +12, Diplomacy +10, Dungeoneering +5, Endurance +6, Heal +5, History +10, Insight +5, Nature +5, Perception +7, Stealth +11, Thievery +7, Athletics +4

FEATS
Level 1: Turathi Weapon Training
Level 2: Arcane Implement Proficiency
Level 4: Gaze of Ruin
Level 6: Lasting Decay
Level 8: Cursed Shot
Level 10: Killing Curse
Level 11: Called Shot

POWERS
Eldritch Blast: Eldritch Blast
Warlock encounter 1: Witchfire
Warlock daily 1: Prophecy of Zhudun
Warlock utility 2: Caiphon's Leap
Warlock encounter 3: Otherwind Stride
Warlock daily 5: Forceful Assault
Warlock utility 6: Unspeakable Bond
Warlock encounter 7: Lash of the Long Night
Warlock utility 10: Ethereal Sidestep

ITEMS
Quickcurse Rod +1, Cannith Goggles (heroic tier), Demonskin Tattoo (heroic tier), Everburning Torch, Adventurer's Kit, Boots of Stealth (heroic tier), Bracers of Enforced Regret (heroic tier), Amulet of Protection +2, Muleback Harness (heroic tier), Shadow Warlock Leather Armor +2, Incisive Dagger Dagger +2, Subtle Khopesh +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Additional Info Show


Gold: 390gp.
Height: 5'8''
Weight: 150lb
Alignment:  Evil

Speaks in bold blue

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.



Quick Reply
Cancel
3 years ago  ::  Apr 13, 2010 - 6:22PM #3
roark13
Date Joined: Mar 25, 2008
Posts: 765

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

Riley Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Riley, level 11
Legion Devil, Paladin, Champion of Levisyus
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Disbeliever (Bluff class skill)


FINAL ABILITY SCORES
Str 11, Con 18, Dex 15, Int 9, Wis 13, Cha 22.


STARTING ABILITY SCORES
Str 10, Con 13, Dex 14, Int 8, Wis 12, Cha 17.



AC: 30 Fort: 23 Reflex: 23 Will: 25
HP: 93 Surges: 14 Surge Value: 23


TRAINED SKILLS
Religion +9, Bluff +16, Diplomacy +18, Intimidate +16


UNTRAINED SKILLS
Acrobatics +3, Arcana +4, Dungeoneering +6, Endurance +5, Heal +6, History +4, Insight +8, Nature +6, Perception +6, Stealth +3, Streetwise +11, Thievery +3, Athletics +1


FEATS
Level 1: Versatile Expertise
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Group Defense
Level 6: Holy Dilettante (retrained to Action Recovery at Level 11)
Level 8: Power of the Sea
Level 10: Power of Madness
Level 11: Versatile Master


POWERS
Dilettante: Demoralizing Strike
Lay on Hands: Lay on Hands
Paladin at-will 1: Virtuous Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
Paladin utility 2: Call of Challenge
Paladin encounter 3: Call to Arms
Paladin daily 5: Unyielding Faith
Paladin utility 6: Shield the Virtuous
Paladin encounter 7: Divine Reverence
Paladin daily 9: Crown of Glory
Paladin utility 10: Cleansing Spirit


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 ======



Backround Show
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.


picture Show

This is his photo, though not a demon version yet.
RileyName.jpg

Quick Reply
Cancel
3 years ago  ::  Apr 14, 2010 - 5:48AM #4
Auralynx
Date Joined: Jan 15, 2003
Posts: 153
Eben
Spoiler: Show
Eben, level 11
Fallen Star Deva Invoker, Divine Philosopher
Divine  Covenant: Covenant of Malediction
Deity: Asmodeus
Versatile  Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile  Expertise (Rod)
Background: Apprentice of Sinister Cabal (Apprentice  of Sinister Cabal Benefit)

FINAL ABILITY SCORES
Str 9, Con  15, Dex 11, Int 19, Wis 22, Cha 11.

STARTING ABILITY SCORES
Str  8, Con 14, Dex 10, Int 14, Wis 17, Cha 10.


AC: 26 Fort: 21  Reflex: 23 Will: 24
HP: 65 Surges: 8 Surge Value: 16

TRAINED  SKILLS
Arcana +15, Religion +16, Insight +16, Dungeoneering +17

UNTRAINED  SKILLS
Acrobatics +4, Bluff +5, Diplomacy +5, Endurance  +6, Heal +11, History +11, Intimidate +8, Nature +11, Perception +11, Stealth +4,  Streetwise +5, Thievery +4, Athletics +3

FEATS
Invoker: Ritual  Caster
Level 1: Versatile Expertise
Level 2: Battle Intuition
Level  4: Crushing Doom
Level 6: Power of Tyranny
Level 8: Coordinated  Explosion
Level 10: Hafted Defense
Level 11: Invoker's Control

POWERS
Invoker  at-will 1: Visions of Blood
Invoker at-will 1: Divine Bolts
Student  of the Gods: Leading Strike
Invoker encounter 1: Whispers of Defeat
Invoker  daily 1: Brilliant Beacon
Invoker utility 2: Divine Call
Invoker  encounter 3: Knives of the Soul
Invoker daily 5: Grasping Chains of  the Justiciar
Invoker utility 6: Demand Justice
Invoker encounter  7: Baleful Eye of Judgment
Invoker daily 9: Malediction of Rigidity
Invoker  utility 10: Cloud of Locusts

ITEMS
Ritual Book, Magic Staff  +3, Cape of the Mountebank +2, Skull Mask (heroic tier), Curse Eye  Tattoo (heroic tier), Feytouched Earthhide Armor +3, 250 gp

RITUALS
Comprehend  Language, Hand of Fate, Enchant Magic Item, Transfer Enchantment

- Fixed my skills; History over Arcana was a relic of when I was considering getting the latter by multiclassing.

Background
Spoiler: Show

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.

Quick Reply
Cancel
3 years ago  ::  Apr 14, 2010 - 7:34AM #5
ZethEphdel
Date Joined: Aug 13, 2009
Posts: 53
Here's the character sheet again.
Lairen Isbel, the Succubus Bard Show
 

Changeling (Succubus)


Bard, Summer Rhymer (Infernal Speaker)


lv 11 M, NA, 5’7”


Ability Scores:


STR: 11 +1


CON: 14 +2


DEX: 9 -1


INT: 20 +5


WIS: 11 +1


CHA: 22 +6


 


HP: 86


Bloodied: 43


Surge Value: 21


Surges: 9


 


AC: 27 (15+9+3)


Fort: 20 (15+2+2)


Ref: 24 (15+5+1+2+1)


Will: 25 (15+6+1+2+1)


 


Action Points: 1


 


Initiative: 4 (5-1)


 


At Will Powers:


Change Shape (MM p276)


Guiding Strike (PH2 p68)


Vicious Mockery (PH2 p69)


 


Encounter Powers:


Majestic Word (PH2 p68)


Words of Friendship (PH2 p68)


Inspiring Refrain (PH2 p69)


Cunning Ferocity (PH2 p70)


Deflect Attention (PH2 p71)


Song of the Queen’s Protection (PH2 p79)


 


Daily:


Stirring Shout (PH2 p69)


Song of Discord (PH2 p71)


Hymn of the Daring Rescue (PH2 p72)


 


Utility:


Song of Defense (PH2 p70)


Trickster’s Healing (PH2 p71) 


Veil (PH2 p73)


 


Features:


Mental Defense


Change Shape


Bardic Training


Bardic Virtue of Cunning


Multiclass Versatility


Skill Versatility


Song of Rest


Words of Friendship


Feypath (Infernal Path)


Queen’s Grace (Hell’s Grace)


 


Languages: Common, Supernal, Elven, Deep Speech, Abyssal, Primordial


 


Feats:  


Lyric of Rejuvination (PH2 p191)


Improved Majestic Word (PH2 p186)


Psychic Lock (PH p205)


Versatile Expertise (PH3 p184)
Weapon Focus heavy blade (PH p201)


Linguist


Toughness


 


Skills:Trained: Arcana +15, Diplomacy +15, Insight +14, Bluff +17, History +15
+1 to all untrained, +2 to insight/ bluff (included)


 


Movement: 6


Senses: 


24 Insight


21 Perception


 


Equipment: 76g, hide, light shield, longsword, standard adventurer’s kit, 3 belt pouches, basic clothing, fine clothing


Magic Items: Harmonic Songblade lv12 (AV2 p19), Summoned Armor lv11 (AV p53), Healer’s Shield lv10 (AV p117), Amulet of Protection +3(PH p 249), Mac-Fuirmidh Cittern (PH2 p211)


Rituals:Glib Limerick (PH2 p215), Traveler’s Chant (PH2 p217), Aria of Revelation (PH2 p212), Lullaby (PH2 p215), Tune of Merriment (PH2 p217)

Quick Reply
Cancel
3 years ago  ::  Apr 15, 2010 - 4:02AM #6
joran1313
Date Joined: Jan 7, 2009
Posts: 1,597

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


Malach Show


Malach, level 11


Dwarf, Battlemind, Iron Guardian


Build: Resilient Battlemind


Psionic Study: Battle Resilience


 


FINAL ABILITY SCORES


Str 11, Con 22, Dex 11, Int 9, Wis 20, Cha 14.


 


STARTING ABILITY SCORES


Str 10, Con 17, Dex 10, Int 8, Wis 15, Cha 13.


 


 


AC: 29 Fort: 23 Reflex: 19 Will: 24


HP: 107 Surges: 15 Surge Value: 26


 


TRAINED SKILLS


Insight +15, Intimidate +12, Bluff +12


 


UNTRAINED SKILLS


Acrobatics +3, Arcana +4, Diplomacy +7, Dungeoneering +12, Endurance +11, Heal +10, History +4, Nature +10, Perception +10, Religion +4, Stealth +3, Streetwise +7, Thievery +3, Athletics +3


 


FEATS


Level 1: Deceptive Mind


Level 2: Dwarven Weapon Training


Level 4: Battering Shield


Level 6: Melee Training (Constitution)


Level 8: Toughness


Level 10: Weapon Expertise (Hammer)


Level 11: Demand’s Reach


 


POWERS


Battlemind at-will 1: Whirling Defence


Battlemind at-will 1: Iron Fist


Battlemind daily 1: Aspect of Elevated Harmony


Battlemind utility 2: Psionic Vigor


Battlemind at-will 3: Mind Snare


Battlemind daily 5: Nightmare Vortex


Battlemind utility 6: Winged Weapon


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)




stat block Show


Current stat block:


AC:29 FORT:23  REF:19  WILL:24 


HP:107/107  BLOODIED VALUE:53  HEALING SURGES:15/15


SURGE VALUE:26


STATUS:


SPEED:5


INIT:5


AP:1


PP:8/8


Passive Insight/Perception: 25/20


OTHER INFORMATION:


[]SECOND WIND


[]Battle resilience


[]Guardians might


[]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.




 


background Show


Background:


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!


Edit2:Changes added in

show Show







I am Red/Black
I am Red/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

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.


Quick Reply
Cancel
3 years ago  ::  Apr 18, 2010 - 3:35PM #7
LarryTheGuard
Date Joined: Jun 15, 2009
Posts: 496
Your Lair Show




Your Astral Skiff Show

Astral Skiff
Gargantuan vehicle
HP: 250
Space: 2 squares by 4 squares
AC 4; Fortitude 20, Reflex 2
Speed: fly 12 (hover), overland flight 15

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?''
Quick Reply
Cancel
3 years ago  ::  Apr 18, 2010 - 5:32PM #8
Araris
Date Joined: Jan 31, 2010
Posts: 267
Character Sheet
Jezebeth Show

Jezebeth Norroar
Level 11
Human, Rogue, Cloaked Sniper
Rogue Tactics: Cunning Sneak, Sharpshooter Talent (Crossbow)
Background:

 FINAL ABILITY SCORES                                      STARTING ABILITY SCORES
Str 11  (+0)                                                                 Str 10 (+1 advancement)
Con 12 (+1)                                                                 Con 11 (+1 advancement)
Dex 23 (+6)                                                                 Dex 20 (18+2 race)(+3 advancement)
Int 16 (+3)                                                                   Int 13 (+3 advancement)
Wis 9 (-1)                                                                    Wis 8 (+1 advancement)
Cha 13 (+1)                                                                 Cha 12 (+1 advancement)


 AC 25 (15 lvl+ 6 Dex+ 2 armor, +2 enhancement)
Fort 20 (15 lvl+ 1 Con+ 1 Human+ 3 item)
Ref 27 (15 lvl+ 6 Dex+ 2 class+ 1 Human+ 3 item)
Will 20 (15 lvl+ 1 Cha+ 1 Human+ 3 item)
HP: 84 Surges: 7 Surge Value: 22


Passive Perception: 21
Passive Insight: 16
Languages: Common, Supernal, Elven


Skills Show


TRAINED SKILLS:
Acrobatics +17, Athletics +10, Bluff +11, Perception +11, Stealth +22, Streetwise +11, Thievery +16


UNTRAINED SKILLS:
Arcana +8, Diplomacy +6, Dungeoneering +4, Endurance +6, Heal +4, History +8, Insight +6, Intimidate +6, Nature +4, Religion +8


Feats Show


FEATS:
Sharpshooter Talent Bonus: Far Shot
Level 1, Human: Backstabber
Level 1: Weapon Proficiency (Superior Crossbow)
Level 2: Weapon Expertise (Superior Crossbow)
Level 4: Distant Advantage
Level 6: Toughness
Level 8: Skill Focus: Stealth
Level 10: Improved Initiative
Level 11: Expert Sneak


Powers Show


POWERS:
Ranged Basic Attack: Ranged 35, Weapon, Attack: +19 vs. AC, 1d10+9(+2) damage. Sneak Attack +3d8


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 at-will 1 (Human): Sly Flourish- Standard, Melee/Ranged Weapon, Attack: +19 vs. AC, 1[w]+Dex +Cha damage.


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 Show


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.


Statblock Show


STATBLOCK


AC: 25 Fort: 20 Ref: 27 Will: 20
HP 84/84
Bloodied: 42
Healing Surges: 7
Surge Value: 22
Speed: 6
Initiative: +15
AP: 1


Deft Strike
Gloaming Cut
Sly Flourish
Unbalancing Shot
Tumble
Fleeting Spirit Strike
Ignoble Escape
Killer’s Ambush
Combat Tumbleset
Sudden Bolt
Blinding Barrage
Staggering Assault
Agonizing Shot
Acrobat Boots (at-will)
Elven Battle Armor (encounter)
Gloves of Piercing (daily)


Fluff Show


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)
Quick Reply
Cancel
3 years ago  ::  Apr 20, 2010 - 12:26PM #9
Auralynx
Date Joined: Jan 15, 2003
Posts: 153
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.
Quick Reply
Cancel
3 years ago  ::  Apr 20, 2010 - 6:13PM #10
LarryTheGuard
Date Joined: Jun 15, 2009
Posts: 496
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?''
Quick Reply
Cancel
Page 1 of 13  •  1 2 3 4 5 6 ... 13 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing