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Locked: D&D 4e-- Shadows of War: The Five Dragon Chronicles OOC
3 years ago  ::  Aug 03, 2010 - 2:14PM #1
Xeadin
Date Joined: Feb 26, 2009
Posts: 3,726
Current players: LaughingLaughingLaughing|SmileLaughingLaughing|LaughingLaughing
Xeadin (DM): Karel Nightstorm, Deva Avenger [S]
Brys: Kane, Half-Orc Rogue/ Shock Trooper [S/D]
ff6shadow: Barin, Human Fighter Lyrandar Wind-Rider [D]
Rich_the_Mad: , Dwarf Invoker of Wrath [C]
Joe_Puff74: Alauniira Baenre, Drow Paladin [D]
Harn_Winterfell: Hope of the Ninth Gate, Tiefling Warlock [S]
Paulos: Francois, Half-Elf Rogue|Warlord [S/L]
Orbin: Aramil, Eladrin Tactical Warlord [L]

This is the OOC thread for Shadows of War. It is a campaign chat page, and it can also become a general chat page.

Rules may be added, thrown out, or even changed, so such changes will go here. Quick OOC responses can be handled in the IC thread in sblocks to reduce clutter.

OOC Show
A quick way to get OOC responses or to simplify character's actions in a way that I and a few others can understand.

---
Karel Nightstorm, Deva Avenger Show
Level: 12 | XP: 32,100
Alignment: Unaligned
Deity: Erathis
Build: Isolated Avenger | Paragon Path: Unveiled Visage
Immortal

Stats Show
Abilities: 16, 15, 14, 14, 13, 13 (+2 INT, WIS); Lv. 4 (+1 WIS, DEX); Lv. 8 (+1 INT, CON); Lv. 11 (+1 All)
STR: 15 +2 (+8) | CON: 15 +2 (+8) | Fortitude: 19
DEX: 16 +3 (+9) | INT: 19 +4 (+10) | Reflex: 21
WIS: 20 +5 (+11) | CHA: 14 +2 (+8) | Will: 22
(+1 Fortitude, Reflex, Will)
(+1 Defenses/ bloodied creatures)

HP: 105 | Bloodied: 52
Healing Surge: 26
Surges/ day: 9
Resistance: Necrotic/ Radiant 11 (5+ 1/2 Lv) damage

AC: 27 (10+6+3+3+3+2)
Armor: Cloth

Initiative: +15
Speed: 8
Passive Insight: 21
Passive Perception: 26
AP: 1

Base Attack Bonus: Melee +8 ; Ranged +9
Weapons:
 Broadsword | +12 vs. AC | 1d10 +5 damage | Main hand
Shortsword | +13 vs. AC | 1d6 +5 damage | Off-hand
Repeating Crossbow | +11 vs. AC | Range 10/20 | 1d8 +3 damage

Skills
: (+2 History, Religion)
Acrobatics +14 ; Heal +16 ; History +12 ; Perception +16 ; Religion +17

Feats:
- Toughness: +5 Hit Points per Tier
- Improved Initiative: +4 to Initiative Checks
- Harmony of Erathis: Use Channel Divinity to invoke Harmony of Erathis
- Two-weapon Fighting: +1 damage while fighting with one weapon in each hand
- Quick Draw: Draw a weapon with Attack Action; +2 Initiative
- Improved Armor of Faith: Gain a +2 (Paragon) feat bonus to AC
- Fleet-footed: +1 to Speed
- Ascendant Lineage: Memory of a Thousand Lifetimes is not expended on a failed roll. However, you cannot use the power again until the start of your next turn.

Powers Show
Racial Powers:
♦ Memory of a Thousand Lifetimes | Encounter
No action
Trigger: You make and attack roll, a saving throw, a skill check, or an ability check and you dislike the result.
Effect: You add 1d6 to the triggering roll

Class Features:
Armor of Faith: +3 bonus to AC
Avenger's Censure: Censure of Retribution: +4 (INT) bonus to damage rolls against your Oath of Enmity target if another target hits you. This bonus is cumulative.
Oath of Enmity
Channel Divinity
Paragon Path:
Unveiled Action: When you spend an action point to take an extra action, you also gain an extra use of one of your Channel Divinity powers during this encounter.
Soaring Charge: When you charge, you can fly your speed as part of the charge. You also gain a +2 bonus to all defenses against opportunity attacks you provoke while moving during the charge.

Class Powers:
Features:
Oath of Enmity
Encounter (Special) | Minor Action
Close burst 10 (One enemy you can see)
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.

Channel Divinity: Abjure UndeadImplement, Radiant
Encounter | Standard Action
Close burst 5 (One undead creature in burst)
Attack: +5 (WIS) vs. Will
Hit: [5]d10 +5 Radiant damage, and the target is pulled 6 (1 +WIS) squares toward you. The target is also immobilized until the end of your next turn.

Channel Divinity: Divine Guidance
Encounter | Immediate Interrupt
Trigger: An ally within 10 squares of you attacks your Oath of Enmity target
Close burst 10 (Triggering Ally)
Effect: The target makes a second attack roll and uses either result

Channel Divinity: Harmony of Erathis | Feat Power
Encounter | Minor Action
Ranged 10
Effect: If you have at least three allies in range, grant one of those allies a +2 bonus to the first attack roll he or she makes before the start of your next turn.

At-will:
Bond of RetributionRadiant
Standard Action
Attack: +5 (WIS) vs. AC
Hit: 1[W] +5 damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 4 (INT) Radiant damage.

Overwhelming Strike
Standard Action
Attack: +5 (WIS) vs. AC
Hit: 1[W] +5 damage. You shift 1 square and slide the target 1 square into the space you occupied.

Encounter:
Avenging EchoRadiant
Standard Action
Attack: +5 (WIS) vs. AC
Hit: 1[W] +5 damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 9 (5 +INT) Radiant damage - Censure of Retribution

Halo of FireFire
Standard Action
Attack: +5 (WIS) vs. AC
Hit: 2[W] +5 damage. Until the end of your next turn, an enemy that ends its turn adjacent to the target takes 9 (5+ INT) Fire damage - Censure of Retribution

Blade StepTeleportation
Standard Action
Attack: +5 (WIS) vs. AC
Hit: 2[W] +5 damage, and you teleport 10 squares to a space that must be adjacent to an enemy

Paragon: Radiant VisageImplement, Radiant
Standard Action
Close blast 5
Attack: +5 (WIS) vs. Reflex
Hit: 3d6 +5 Radiant damage

Daily:
Temple of LightRadiant, Zone
Standard Action
Attack: +5 (WIS) vs. AC
Hit: 2[W] +5 damage
Effect: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves along with it, remaining centered on it. Whenever you hit a creature within the zone, that attack deals 1d6 extra Radiant damage.

Bond of Foresight
Standard Action
Attack: +5 (WIS) vs. AC
Hit: 2[W] +5 damage
Miss: Half damage
Effect: When the target hits or misses you or shifts, the target provokes an attack of opportunity from you (save ends).

Aspect of Speed
Standard Action
Effect: Before and after the attack, you shift 5 squares
Attack: +5 (WIS) vs. AC
Hit: 2[W] +5 damage
Miss: Half damage

Utility:
♦ Resonant EscapeTeleportation
Encounter | Immediate Reaction
Trigger: An enemy hits or misses you with a melee attack
Effect: You teleport 3 squares

 Wrath of the Divine ♦ Radiant
Daily | Immediate Reaction
Close burst 10 (Oath of Enmity target within burst)
Trigger: An enemy scores a critical hit against you
Effect: The target takes Radiant damage equal to the Critical Hit's damage

♦ River of LifeHealing
Daily | Minor Action
Effect: You gain Regeneration 5 until the end of the encounter

Paragon: ♦ Divine Vigilance
Encounter | Move Action
Effect: You shift your speed. You don't grant Combat Advantage to any enemy until the end of yur next turn.

Items & others Show
Items:
Mundane
---
Magic
Armor: +3 Magic Cloth
Weapons:
- +2 Lightning Broadsword | Crit: +2d6 Lightning damage
-- Power (At-will): Free action. All damage dealt by this weapon is Lightning damage.
-- Power (Daily): Free action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target takes 1d6 Lightning damage.
- +2 Flaming Shortsword | Crit: +2d6 Fire Damage
-- Power (At-will): Free action. All damage dealt by this weapon is Fire damage.
-- Power (Daily): Free action. Use this power when you hit with the weapon. Deal and extra 1d6 Fire damage, and the target takes ongoing 5 Fire damage (save ends).
-
-
Implement- ---
Arms:
Feet: Boots of Striding: +1 Item bonus to Speed
Hands:
Head:
Neck:
Rings:
- Left:
- Right:
Waist:
Wondrous:
-
-
-

Languages: Common, Elven, Supernal

Money:
cp-
sp-
gp-
pp-
ad-

Personal Background Show
One of the members of the Old Civilization, and one of the few Avengers left in the lands of Morena. The people revere him as the Prophet of Fate. He is an astounding figure despite his slight lack of intuition. He makes it up for his great combat-oriented skills. He is a force to be reckoned with.

The Sword of Ages (broadsword) was passed down by the people of Tarena-- the old civilization that held the Council of Five. Karel was the chosen defender for the council. The War of Silence broke the council when Karel was separated from the Pact of Erathis during the climax of the war. After the downfall of the Council of Five, Tarena was left to ruins. Karel sought revenge against the Cultists whom had destroyed Tarena and the Council-- whose next target is the beloved city of Earenbark and the King's Throne.

Karel had sworn another divine pact with Erathis to rid the world of Bane's followers.


---

--NPC's--

Kormani Sherefire, Deva Rogue Show
Lv. 12
Immortal
Build: Brawny Rogue
Paragon Path: Shadow Assassin
Deity: Erathis
Alignment: Neutral

Stats Show
Ability Scores: 16, 15, 14, 14, 13, 13 (+2 INT, WISLv. 4: +1 DEX, WIS; Lv. 7: +1 CHA, +1 STR; Lv. 10: +1 All
STR: 17 +3 (+9) | CON: 15 +2 (+8) | Fortitude: 22
DEX: 18 +4 (+10) | INT: 16 +3 (+9) | Reflex: 25
WIS: 17 +3 (+9) | CHA: 16 +3 (+9) | Will: 22
+2 Reflex

HP: 92 | Bloodied: 46
Surge Value: 23
Surges/ day: 8

AC: 25 (10+6+4+2+3)
Armor: Leather
Resistance 16 Radiant | 11 Necrotic

Speed: 7 squares
Initiative: +14
Passive Insight: 24
Passive Perception: 24
AP: 1

Base Atk Bonus: Melee +9 | Ranged +10
 Dagger | +16 vs. AC | 1d4 +8
 Dagger | +17 vs. AC | 1d4 +4 | Range 5/10 | Qty 5
 Hand Crossbow | +12 vs. AC | 1d6 +4 | Range 10/20
+1 Attack Rolls/ Bloodied Targets
+3 Attack Rolls/ OA's

Skills: (+2 History, Religion)
Acrobatics +15 ; History +11 ; Insight +14 ; Perception +14 ; Religion +11 ; Stealth +15 ; Streetwise +14 ; Thievery +15

Feats:
Backstabber: Sneak Attack damage dice becomes d8's
Auspicious Lineage: Roll d8 instead of d6 for Memory of a Thousand Lifetimes
- Blade Opportunist: +2 to OA's with Light Blade
Combat Reflexes: +1 to OA's
Improved Initiative: +4 to Initiative checks
Weapon Focus (Light Blade): +1 damage with Light Blades
Defensive Advantage: +2 AC when you have Combat Advantage against enemy
Ascendant Lineage: Memory of a Thousand Lifetimes is not expended on a failed roll. However, you cannot use the power again until the start of your next turn.

Powers Show
Racial Powers:
♦ Memory of a Thousand Lifetimes | Encounter
No action
Trigger: You make and attack roll, a saving throw, a skill check, or an ability check and you dislike the result.
Effect: You add 1d6 to the triggering roll

Class Features:
First Strike: You have Combat Advantage over any targets that have not acted yet at the start of the encounter.
Rogue TacticsBrutal Scoundrel; You gain a +3 (STR) bonus to Sneak Attack damage
Rogue Weapon TalentDagger; +1 Attack rolls
Sneak Attack: Once per round, when you have combat advantage against an enemy and are using a light blade, crossbow, or sling group, an attack against that enemy deals extra damage if the attack hits.
Sneak Attack damage: +3d8 +3

Paragon Path Features:
Shadow Assassin's Action: When you spend an Action Point, you gain a +4 bonus to next attack roll until the start of your next turn.
Shadow Assassin's Riposte: Any adjacent enemy that misses you with a melee attack takes 4 (DEX) damage.

Class Powers
At-will Show
 Piercing Strike
Standard Action
Attack: +4 (DEX) vs. Reflex
Hit: 1[W] +4 damage

 Riposte Strike
Standard Action
Attack: +4 (DEX) vs. AC
Hit: 1[W] +4 damage. If the target attacks you before the start of your next turn, you make a Riposte attack against the target
Riposte: +3 (STR) vs. AC
Hit: 1[W] +3 damage

Encounter Show
 Torturous Strike
Standard Action
Attack: +4 (DEX) vs. AC
Hit: 2[W] +7 (DEX + STR) damage -- Brutal Scoundrel

 Topple Over
Standard Action
Attack: +7 (DEX + STR) vs. AC -- Brutal Scoundrel
Hit: 1[W] +4 damage, and the target is knocked prone

 Imperiling Strike
Standard Action
Attack: +4 (DEX) vs. Fortitude
Hit: 1[W] +4 damage, and the target takes a -3 (STR) penalty to AC and Reflex defenses until the end of your next turn -- Brutal Scoundrel

Paragon Show
/  Killer's Eye
Standard Action
Attack: +4 (DEX) vs. Reflex
Hit: 2[W] +4 damage
Special: If the attack is made before the target acted at the start of the encounter, increase the damage die to 3[W]

Daily Show
/  Easy Target
Standard Action
Attack: +4 (DEX) vs. AC
Hit: 2[W] +4 damage, and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

 Clever Riposte
Standard Action
Attack: +4 (DEX) vs. AC
Hit: 2[W] +4 damage
Effect: Until the end of the encounter, the target takes 4 (DEX) damage each time it hits you, and you can shift as an immediate reaction after such an attack.

 Crimson Edge
Standard Action
Attack: +4 (DEX) vs. Fortitude
Hit: 2[W] +4 damage, and the target takes ongoing 8 damage and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage

Utility Show
♦ Fleeting Ghost
Move Action | At-will
Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.

♦ Ignoble Escape
Move Action | Encounter
Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.

♦ Shadow Stride
Move Action | At-will
Effect: You must be hiding to use this power. You can move your speed. At the end of the movement, if you have cover, you can make a Stealth Check with no penalty for moving. If you make the Stealth Check, you stay hidden during the movement.

Paragon Show
♦ Bad Idea, Friend
Immediate Interrupt | Daily
Trigger: An adjacent enemy makes a melee attack against you for the first time during the encounter
Special: If you are granting combat advantage, you cannot use this power
Effect: Gain a +10 power bonus to all defenses against the enemy's attack. If the attack misses, the target takes double your Shadow Assassin's Riposte damage (8 damage).

Items & Others Show
Items Show

Mundane Show
Thieve's Tools

Magic Show
Armor: +3 Sunleaf Leather | Resists 5 Radiant
-- Power (Daily ♦ Radiant) Free Action. You can use this power as an immediate reaction when an enemy hits you with an OA. Deal 2d10 +4 (DEX) Radiant damage.
Weapons:
- +3 Vicious Dagger | Crit: +3d12 damage



Implement- ---
ArmsBracers of Mighty Striking (Paragon): +4 damage with melee weapons
FeetBoots of Striding: +1 Item bonus to Speed
Hands
Head
NeckCloak of Resistance +3
-- Power (Daily): Minor Action. Gain Resistance 10 to all attacks until the start of your next turn.
Rings:
Left
Right
WaistIronskin Belt (Heroic): Minor; Daily-- Gain Restistance 5 to all weapon attacks until the end of your next turn.
Wondrous


-

Specs Show
Kormani stole the Boots of Striding and the Ironskin Belt from a few Cultists, but the other items were passed down to her as a symbol to her undaunting lineage by keeping to the shadows and to strike fear into her opponents. She is an efficient assassin, who is currently a mercenary looking to defend her fallen or displaced comrades after the calamity that struck Tarena.


Languages: Common, Elven, Supernal

Money Show
cp- 
sp- 5
gp- 22
pp- 2
ad-



---
Just a helpful bio of the game (in case you missed it)

There once lived a powerful nation of warriors and divine figures (mainly the Deva) called Tarena-- where the Outlands are currently. The civilization relied upon the Council of Five-- powerful Aristocrats that guarded the sacred power before the War of Shadows. The war had left Tarena into ruin, and the Council was split apart. The sacred power was safely hidden on an island not too far from the mainland, guarded by five mighty dragons.

The Cultists of Blackmoor, evil Warlocks and Paladins under the guidance of Bane, were the ones who had ignited the War of Shadows. Soon, they will start up another war-- a War of Chaos upon Earenbark, the City of Kings. First, they'd need all five Relics of the Five to unleash its powers and to command the dragons to Bane's bidding. The survivors of Tarena (Karel is one of them) sought revenge over the Cultists and have a plan of their own with the Relics of the Five to use Erathis's wishes to wreak vengeance upon the Cultists and to restore Tarena.

Of course, with great power comes great responsibilities. In the event the Relics do find themselves in someone's hands, it'd be very difficult for one person just to handle the business. The Cultists have already figured out their chosen handler; the Deva are still in furious debate. Without a chosen handler, the Relics will have nasty side effects and consequences.

---

So technically, the Cultists are essentially the Shadows of War, as the nickname best suits them. The five dragons are not only the defenders of the Relics of Five, but are also powerful Chroniclers. Their powers are based on the different environments (and somewhat influenced by the nations) of Morena. The five dragons worship Avandra, Bahamut, Erathis, Moradin, Pelor, and Sehanine; the deities give them strength and hope when times are grim.

The Five Dragons Show
Hardnaris, the Black Dragon of Destiny: Hardnaris protects the lone wanderers of the old civilization of Tarena, and oversees the travelling nomads of the Valleys. He is the Venturing Chronicler, as he leaves the island to oversee the lands below periodically. His symbol is a swilrling black cloud upon a golden mountain. He uses the powers granted from Avandra and Sehanine to look upon the lands that he can see.

Rexxi'se, the Blue Dragon of Serenity: Rexxi'se is the protector of harmony, and the bringer of serenity. She commonly brings clashing nations to peace with the swift beats of her wings. Her symbol is a White Blossom on a pink blossom tree. She uses the powers from Pelor and Sehanine to invoke protection over the forests.

Faah'nurut, the Green Dragon of Prosperity: Fahh'nurut is the overseer of life, and the seed of creation. He is the defender of the most precious lifeforce known as Balance. His symbol is a sword caught upon fire. He looks over the Caverns of Toradega and the Dwarves, and he invokes the powers of Erathis and Moradin and to guide the Dwarves to prosperity.

Lehinera, the Red Dragon of Justice: Lehinera is the defender of Law and Civility. She is the justiciar of Order, and she is the lifeforce of Liberty itself. Her symbol is the double crossed swords behind a golden shield wrapped arund a fiery red ribbon. She invokes the powers of Erathis and Pelor to maintain Law and Order.

Xh'rodin, the White Dragon of Knowledge: Xh'rodin is the protector of the most fundamental aspect of life, which is knowledge. Civilization cannot flourish without the knowledge to claim, cultivate, and build strong nations. His symbol is an open book with a white feather pen. He invokes the powers of Avandra and Sehanine to provide the nations with suitable knowledge.

---
The different realms of Morena Show
Earenbark Show
The capitol city next to the Lake of Serenity. Earenbark is a large bustling city built upon the side of the Mountain of Tears. The mountain itself is filled with the most complex caverns that allows glacial water to flow down into the lake.
The city is the home of the Clerics of Athis, powerful warriors of Avandra-- the guardians against the Cultists of Blakmoor. The cultists are followers of Bane, and their numbers consists of mainly warlocks-- some evil paladins as well.
Earenbark is the central trading post, and an idealistic opportunity to find plenty of adventure. This is essentially the central Hub of the adventure.

Toradega Show
Toradega is a mountainous region northwest of the capitol city of Earenbark. It is a common trade route that many travel through, but many think twice before walking through some of its dark caverns, and gleaming glaciers. The lower end of Toradega near the mainland is the edge of what is known as the Outlands, a place to be reckoned with.

The Outlands Show
The Outlands is essentially a dry and desolate landscape with next to no vegetation and little water. It is the frontier of many legends-- ne of which tells of a great civilization that once flourished through the lush valleys of the Outlands of today. The War of Shadows had decimated the civilization, leaving it  as dry and dangerous as it was after the war.
Now the lone survivors of the lost civilization wants to use the powers of the Dragon Relics to restore the Outlands to their magnificent splendor-- only to find out that such use would cause uncontrollable calamity upon the entire lands of Morena.

Forests of Eldarain Show
The Lake of Serenity and the Lake of Sorrow are the twin sisters of the lush Forests of Eldarain. The forests are home to the fey-- particularly the Eladrin, Elves, Gnomes, and the Fairy nations of Willow Wood, Berry Bog, and Sea Swirl. The forests are never silent, as strange creatures lurk about, and clans of goblins & kobolds scourge the edges of northern Eldarain for refuges to mobilize marauder outposts upon distant trade routes.

Feygrove Valley Show
East of Earenbark is the Feygrove Valley, which spans from the Lake of Sorrow all the way to the Alderin Sea. It is a land full of nations and bands of rogue organization causing ruckus against important trade routes. There are plenty of caverns and underground dungeons to explore in this expansive section of land.

Island of Relics Show
South of Morena lies the Island of Relics-- forbidden to outsiders. It is an ancient island that holds a few peices of the Dragon Relics. The other two pieces are scattered amongst the landscapes of Morena. A few outsiders have explored the island, but to their own avail. They have suffered the consequences of intruding upon the dragon's sacred lands.
As such, no one has visited the island for over 100 years...

Nations of Morena Show
Dwarven Nation of Mal'dhurenet Show
Deep within the mountains of Toradega, lay an intricate maze of caverns, which is home to the Dwarves of Mal'dhurenet. They are the legendary leaders of the trading routes from Toradega to Earenbark. Moradin is their main deity, and they use his words of prayer to carve their homes and create communities for newcomers. Grimlocks and Earth elementals commonly ravage through some of the caverns, making travel a little more treacherous.

Fey nations of Alhur'handa Show
Alhur'handa is a connection of several nations joined together to form one powerful supernation. The Elves of Tyris, the Eladrin of Nohork'ri, the Gnomes of Grunshire, the Nymphs of Alhandris, the Wilden of Spiritwood, and the Fairies of Willow Wood. Together, the fey nations function as a metropolis, without the large structures or any fancy streets. The metropolis is constructed within the natural landscapes of the forests.

Guardians of the Outlands Show
The Guardians of the Outlands are a mixture of several different races-- mainly the Shardminds, Goliaths, Dragonborn, and the Githzerai. They are outsiders, but are welcomed by the citizens of Earenbark. The Guardians are the keepers of peace in the Outlands, maintaining order while the old civilization begins anew.

Arcane Lords of Terrai Show
The Arcane Lords are a band of Wizards, Sorcerers, Psions, and Warlocks trained to overcome the influences of the Cultists. They are a secret organization created by the king and queen of Earenbark, but they are physically separate from the nation itself. The Arcane Lords are essentially a reinforcement if the Clerics were to fall before the Cultist's ways.

Valley wanderers Show
These groups have no static nation, and are therefore deemed as outsiders to the kingdom of Earenbark. Most wanderers consist of barbaric tribes, Avengers, Seekers, Monks, and Rogues.

Resident Paladin of Insane Imaginations



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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)



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


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3 years ago  ::  Aug 03, 2010 - 4:33PM #2
Brys
Date Joined: Jan 10, 2008
Posts: 4,538
Kane, Half-Orc Rogue/Shock Trooper

Kane Show

======  Created Using Wizards of the Coast D&D Character Builder ======
Kane,  level 12
Half-Orc, Rogue, Shock Trooper
Rogue Tactics: Brutal  Scoundrel
Rogue: Rogue Weapon Talent
Background: Occupation -  Criminal (+2 to Stealth)

FINAL ABILITY SCORES
Str 21, Con 17,  Dex 21, Int 9, Wis 15, Cha 11.

STARTING ABILITY SCORES
Str 16,  Con 16, Dex 16, Int 8, Wis 14, Cha 10.


AC: 28 Fort: 26  Reflex: 28 Will: 22
HP: 94 Surges: 9 Surge Value: 23

TRAINED  SKILLS
Stealth +17, Thievery +15, Perception +13, Dungeoneering +13,  Acrobatics +15, Athletics +15, Heal +13

UNTRAINED SKILLS
Arcana  +5, Bluff +6, Diplomacy +6, Endurance +10, History +5, Insight +8,  Intimidate +8, Nature +8, Religion +5, Streetwise +6

FEATS
Level  1: Battle Awareness
Level 2: Toughness
Level 4: Backstabber
Level  6: Weapon Expertise (Light Blade)
Level 8: Weapon Focus (Light  Blade)
Level 10: Armor Proficiency (Hide)
Level 11: Deft Blade
Level  12: Paragon Defenses

POWERS
Rogue at-will 1: Riposte Strike
Rogue  at-will 1: Clever Strike
Rogue encounter 1: Torturous Strike
Rogue  daily 1: Handspring Assault
Rogue utility 2: Sneak in the Attack
Rogue  encounter 3: Low Slash
Rogue daily 5: Bloodbath
Rogue utility 6:  Chameleon
Rogue encounter 7: Sand in the Eyes
Rogue daily 9:  Knockout
Rogue utility 10: Combat Tumbleset

ITEMS
Marauder's  Earthhide Armor +3, Badge of the Berserker +3, Jagged Short sword +3,  Rhythm Blade Dagger +2
====== Copy to Clipboard and Press the Import  Button on the Summary Tab ======



Combat  Stat Block Show

AC: 28 Fort: 25 Reflex: 27 Will: 21
HP:  92/92
Bloodied   Value: 46
Healing Surges: 8/8
Surge Value: 24
Initiative    Modifier: +11
Status:
Other Relevant Information:
  Deft Blade:  Melee Basic attacks can target either AC or Reflex
  Footwork  Action: When you spend an action point to gain an action, until the end  of your next turn, gain a +2 to AC and Reflex and shift 1 if a melee  attack misses you
  Sneak Attack:  +3d8+5 to damage once per round  with CA
  Badge of the Berserker: Movement from charging does not  provoke attacks of opportunity
  Boots of Adept Charging: Kane can  shift 1 square after a charge attack before his turn ends
  Horned  Helm:  +1d6 damage when charging
  Jagged Short Sword: Attacks with  this weapon can score a critical hit on a roll of 19 or 20.
Action   Points:  1

Melee Basic Attack Show
+18 vs AC or Reflex
Hit:  1d8+12 damage
  +1d6 damage if charging

Ranged   Basic  Attacks Show
+18 vs AC
Hit: 1d6+9 damage


At-Will  Powers Show

Clever Strike Show
+18 vs AC
Hit: 1d8+12 damage
Special:  If an ally is adjacent to the target and is able to attack it, Kane has  combat advantage against the target for this attack.

Riposte  Strike Show
+18 vs AC
Hit: 1d8+12 damage;  If the target attacks Kane  before the start of his next turn, he makes an attack as an immediate  interrupt
  Riposte: +18 vs AC
  Hit: 1d8+12 damage



Encounter  Powers Show

[]Torturous Strike Show
+18 vs AC
Hit: 2d8+17 damage.  

[]Low Slash Show
+18 vs Reflex (Minor Action)
Hit:  1d8+12 damage and Kane slides the target 1 square and the target is  slowed until the end of his next turn.
  Special:  +5 damage if  flanking the target.

[]Sand in the Eyes Show
+18 vs  Reflex
Hit: 1d8+12 damage and the target is blinded until the end of  Kane's next turn.

[]Shocking Twister Show
+20 vs AC
Hit:  1d8+12 damage and make a secondary attack against the target.
   Secondary Attack: +18 vs AC
  Hit:  1d6+11 damage and Kane can shift 1  square and make a tertiary attack against the target.
    Tertiary  Attack: +18 vs AC
    Hit: 1d8+12 damage and Kane can shift 1 square  and the target is dazed until the end of his next turn

[]Second   Wind Show
Spend a healing  surge.  Regain 24 HPs and gain  a  +2 bonus to  all defenses until the  start of your next turn.

[]Battle  Awareness Show
Trigger: An enemy that is adjacent to Kane shifts or makes an  attack that does not include him as a target.  He can make a melee  basic attack against that enemy as an immediate interrupt.

[]Furious  Assault Show
Free Action
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.

[]Sneak in the Attack Show
Minor Action; Melee  1; Target: One Creature
Effect: Until the start of Kane's next turn,  the next ally who hits the target and has combat advantage deals extra  damage against it equal to his Sneak Attack damage (3d8+5)

[]Combat  Tumbleset Show
Move Action
Effect: Kane can shift his speed and can shift  through squares occupied by enemies during this movement.



Daily  Powers Show

[]Handspring Assault Show
+18 vs AC (Reliable)
Hit:  3d8+12 damage and Kane can shift 2 squares.
Special: When charging,  you can use this power in place of a melee basic attack.

[]Bloodbath Show
+18  vs Fortitude
Hit: 1d8+12 damage and ongoing damage equal to any  sneak attack damage Kane deals with this attack (save ends)
Effect:  1d8+12 damage

[]Knockout Show
+18 vs Fortitude
Hit:  2d8+12 damage and the target is knocked unconscious (save ends).  If the  unconscious target takes any damage, it is no longer unconscious.
Miss:  Half damage and the target is dazed until the end of Kane's next  turn.

[]Assault Footwork Show
Minor Action; Stance
Effect:  Until the stance ends, once during each of Kane's turns when his misses  with a melee attack, he can either shift 1 square or gain a +1 power  bonus to AC until the end of his next turn.



Magic  Item Powers Show

[]Gloves of Piercing Show
Minor Action
Until the  end of the encounter, Kane's attacks ignore any resistance of 10 or  lower.




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3 years ago  ::  Aug 04, 2010 - 10:32PM #3
Xeadin
Date Joined: Feb 26, 2009
Posts: 3,726
We've got enough players to at least start the IC.

[EDIT] The IC thread has been created.

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3 years ago  ::  Aug 05, 2010 - 1:45AM #4
Paulos
Date Joined: Nov 13, 2008
Posts: 723
So the game starts in the Outlands?  Are we all headed toward Earenbark or minding our own business wherever we choose, or just neighbors/companions in the hamlets on the far side of the Outlands?

(Sorry for all my questions)  Is there a broad story reason why the PCs are so much stronger than others (high level, high pt. buy)?  Or is everybody strong in this world, and the PCs are just a little above, being heroes of course?
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3 years ago  ::  Aug 05, 2010 - 1:47AM #5
Xeadin
Date Joined: Feb 26, 2009
Posts: 3,726
There are definitely strong foes in this adventure-- mainly the Cultists themselves.

And no-- the story does not start in the Outlands for everyone. You may choose to start wherever. That is the goal of the introduction for this adventure. 

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3 years ago  ::  Aug 05, 2010 - 3:32PM #6
Paulos
Date Joined: Nov 13, 2008
Posts: 723
Sartezalb, if you're keeping your eladrin taclord, I bet Francois could be long-time friends, or companions with him.
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3 years ago  ::  Aug 05, 2010 - 3:38PM #7
Orbin
Date Joined: Feb 9, 2007
Posts: 3,281
Paulos, Sartezalb is working on an invoker, I've posted the Eladrin Taclord

If I keep the Taclord, unless Rich speaks up soon I will, then I would love to have Francois be a long-time friend/companion.

- Orbin
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3 years ago  ::  Aug 05, 2010 - 6:19PM #8
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,588

Character Sheet Show

Barin, level 12
Human, Fighter, Lyrandar Wind-Rider
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Windrise Ports Benefit: Windrise Ports (Perception)
Background: Windrise Ports (Windrise Ports Benefit)


FINAL ABILITY SCORES
Str 21, Con 19, Dex 15, Int 11, Wis 17, Cha 9.


STARTING ABILITY SCORES
Str 16, Con 16, Dex 14, Int 10, Wis 16, Cha 8.



AC: 30 Fort: 26 Reflex: 23 Will: 22
HP: 100 Surges: 13 Surge Value: 25


TRAINED SKILLS
Intimidate +10, Athletics +14, Endurance +13, Perception +14


UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +9, Heal +9, History +6, Insight +9, Nature +9,


Religion +6, Stealth +6, Streetwise +5, Thievery +6


FEATS
Human: Weapon Expertise (Heavy Blade)
Level 1: Mark of Storm
Level 2: Battering Shield
Level 4: Vigilante Justice Style
Level 6: Mobile Challenge
Level 8: Deadly Draw
Level 10: Shield Push (retrained to Heavy Blade Opportunity at Level 11)
Level 11: Deadly Axe
Level 12: Repel Charge


POWERS
Bonus At-Will Power: Brash Strike
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Hack and Hew
Fighter daily 1: Villain's Menace
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Boundless Endurance
Fighter encounter 7: Come and Get It
Fighter daily 9: Bedeviling Assault
Fighter utility 10: Reactive Surge


ITEMS
Lightning Khopesh +2, Imposter's Wyvernscale Armor +3, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Heavy Shield, Rushing Cleats (heroic tier), Eberron Shard of Lightning (paragon tier), Coif of Mindiron (heroic tier), Eager Hero's Tattoo (heroic tier), Hedge Wizard's Gloves (heroic tier), 2450 GP remaining


Basic Attacks Show

Melee Basic Attack
At-Will * Lightning, Weapon
Standard Action * Melee Weapon
Target: One creature
Attack: +18 vs. AC
Hit: 1d8+16 lightning damage and slide the target 3 squares.


At-Will Powers Show

Brash Strike
At-Will * Lighting, Martial, Weapon
Standard Action * Melee Weapon
Target: One creature
Attack: +20 vs. AC
Hit: 1d8+20 lightning damage and slide the target 3 squares.
Effect: You grant combat advantage to the target until the start of your next turn.


Footwork Lure
At-Will * Lighting, Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: +18 vs. AC
Hit: 1d8+16 lighting damage. You can shift 1 square and slide the target 3 squares into the space you left. Slide the target 3 squares.


Tide of Iron
At-Will * Lighting, Martial, Weapon
Standard Action * Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: +18 vs. AC
Hit: 1d8+16 lighting damage, and you push the target 3 square if it is your size, smaller than you, or one size


category larger. You can shift into the space that the target occupied. Slide the target 2 squares.
Increase damage to 2[W] + Strength modifier at 21st level.


Encounter Powers Show
Hack and Hew
Encounter * Invigorating, Lightning,  Martial, Weapon
Standard Action * Melee weapon
Primary Target: One creature
Primary Attack: +18 vs. AC
Hit: 1d8+16 lightning damag e and slide the target 3 squares
Effect: Make a secondary attack.
  Secondary Target: One creature other than the primary target
  Secondary Attack: +18 vs. AC
  Hit: 1d8+16 lighting damage and slide the target 3 squares.


Sweeping Blow
Encounter * Lightning, Martial, Weapon
Standard Action * Close burst 1
Target: Each enemy in burst you can see
Attack: +20 vs. AC
Hit: 1d8+14 lightning damage and slide the target 2 squares.


Come and Get It
Encounter * Lightning, Martial, Weapon
Standard Action * Close burst 3
Target: Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.
Attack: +18 vs. AC
Hit: 1d8+14 lightning damage and slide the target 2 squares.


Wind Burst
Encounter * Implement
Standard Action* Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +10 vs. Fortitude
Hit: 3d6+4 damage, and you push the target 2 squares away from the attack’s origin square. A target in the burst’s origin square is knocked prone instead of pushed.


Daily Powers Show
Villain’s Menace
Daily * Lighting, Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: +18 vs. AC
Hit: 2d8+16 lighting damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. Slide the target 3 squares.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. Slide the target 2 squares.


Rain of Steel
Daily * Lighting, Martial, Stance, Weapon
Minor Action      Personal
Effect: Any enemy that starts its turn adjacent to you takes 1d8+6 damage, as long as you are able to make opportunity attacks.


Bedeviling Assault
Daily * Lightning, Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: +18 vs. AC
Hit: 2d8+16 lighting damage and slide the target 3 squares.
Effect: Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.


Utility Powers Show
Mage Hand
At-Will * Arcane, Conjuration
Minor Action * Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
    As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.


Prestidigitation
At-Will * Arcane
Standard Action * Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
    •Move up to 1 pound of material.
    •Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
    • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
    • Instantly light (or snuff out) a candle, a torch, or a small campfire.
    • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
    • Make a small mark or symbol appear on a surface for up to 1 hour.
    • Produce out of nothingness a small item or image that exists until the end of your next turn.
    • Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.


Boundless Endurance
Daily * Healing, Martial, Stance
Minor Action * Personal
Effect: You gain 6 when you are bloodied.


Battle Fury Stance
Encounter * Martial, Stance
Minor Action * Personal
Effect: You gain a +2 power bonus to damage rolls with weapon attacks but suffer a -2 penalty to AC. The bonus damage from this stance increases to +4 at 11th level and +6 at 21st level.
Special: This stance ends when you spend a healing surge. You can end this stance as a free action during your turn but not on the same turn that you activated it.


Reactive Surge
Encounter * Healing
Immediate Reaction * Personal
Trigger: An attack bloodies you
Effect: You spend a healing surge.


Zephyr Wings
Daily 
Minor Action * Personal
Effect: You gain a fly speed equal to your speed until the end of your next turn.
Sustain Minor: The effect persists.

Item Powers Show

Lightning Weapon
At-Will * Lightning
Free Action * Personal
Effect: All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.


Lightning Weapon
Daily * Lightning
Free Action * Personal
Trigger: Use this power when you hit with the weapon.
Effect: The target and each enemy within 2 squares of the target take 1d6 lightning damage.


Imposter's Armor
At-Will * Polymorph
Minor Action * Personal
Effect: You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action


Periapt of Cascading Health
Encounter *
Minor Action * Personal
Effect: You end one condition that a save can end.


Coif of Mindiron
Encounter *
Immediate Interrupt * Personal
Effect: Use this power when you would be dazed by an attack that targets your Will defense. You are not dazed by


the attack.


Current Stats Show
AC: 30 Fort: 26 Reflex: 23 Will: 22
HP: 100/100
Bloodied Value: 11
Healing Surges: 13/13
Surge Value: 25
Status:
Speed: 5
Initiative: +8
Other Relevant Information:
Action Points: 1


[]Second Wind
[]Hack and Hew
[]Sweeping Blow
[]Come and Get It
[]Wind Burst
[]Battlefury Stance
[]Reactive Surge

[]Villain's Menace
[]Rain of Steel
[]Debeviling Assault
[]Boundless Endurance
[]Zephyr WIngs

Other Relevant Combat Information Show

Combat Superiority - +3 bonus to opportunity attack rolls. Opponents hit on an opportunity attack stop their movement.


One-Handed Weapon Talent - +1 to hit with one-handed weapons.


Storm Adept - You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers.


Wind-Rider Action - When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn.


Mark of Storms - When you hit with a lightning or thunder power, slide the target 1 square. You gain a +1 bonus to your fly speed. You can master and perform the following rituals: Endure Elements, Enhance Vessel, Summon Winds, and Water Walk


Vigilante Justice Style - Use Brash Strike as my Combat Challenge attack.


Heavy Blade Opportunity - Use at-wills on opportunity attacks.


Mobile Challenge - Shift 1 square after hitting with Combat Challenge


Deadly Draw - When you pull or slide an opponent to a square adjacent to you, you gain CA against that opponent.


Repel Charge - When an enemy charges me, I can make an opportunity attack against that target.


Deadly Axe - My axe is a high crit weapon.


Eager Hero's Tattoo - When you take a short rest, you gain temporary hit points equal to 5 + the number of healing surges you have spent since your last extended rest.



I'll polish and add backstory and such later, but I wanted to get up the basics of my character.

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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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3 years ago  ::  Aug 05, 2010 - 7:13PM #9
Xeadin
Date Joined: Feb 26, 2009
Posts: 3,726
Isn't Rich_the_Mad working on a Invoker of Wrath, or was it sartezalb?

I thought I saw Rich say something about a Dwarf Invoker of Wrath in the Recruitment thread somewhere...

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3 years ago  ::  Aug 05, 2010 - 9:23PM #10
Xeadin
Date Joined: Feb 26, 2009
Posts: 3,726
So, I take it that Dwarf Invoker of Wrath is your character, not Rich's?

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