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Switch to Forum Live View [4e] [OOC] Keep on the Shadowfell with Essentials
2 years ago  ::  Apr 20, 2011 - 9:46AM #1
Astromath
Date Joined: Sep 20, 2007
Posts: 6,209
General OOC.

Please let your first post here be your character.

Do use this thread to let us know if you are going to be absent.  There's also an absent thread here:  community.wizards.com/play-by-post_haven...

For IC posting colors, see here:  community.wizards.com/go/thread/view/758...[Read_This_First]?num=10&pg=1
You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.
Keep on the Shadowfell PbP Group 1 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483461/4e_IC_Keep_on_the_Shadowfell_with_Essentials
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483501/4e_OOC_Keep_on_the_Shadowfell_with_Essentials
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483565/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials

Keep on the Shadowfell PbP Group 2 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947981/4e_IC_Keep_on_the_Shadowfell_with_Essentials_Group_2
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947997/4e_OOC_Keep_on_the_Shadowfell_with_Essentials_Group_2
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27948001/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials_Group_2
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2 years ago  ::  Apr 20, 2011 - 3:01PM #2
Vsteel
Date Joined: Jan 11, 2009
Posts: 1,316
My color will be Dark Green.

Character Sheet Show

Immerul Riurdon
Eladrin, Mage
School: Nethermancy School
 
FINAL ABILITY SCORES
STR 10, CON 14, DEX 15, INT 18, WIS 14, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 13, INT 16, WIS 14, CHA 8
 
 
AC: 14 Fort: 12 Ref: 14 Will: 15
HP: 24 Surges: 8 Surge Value: 6
 
TRAINED SKILLS
Arcana +11, History +11, Insight +7, Religion +9, Stealth +7
 
UNTRAINED SKILLS
Acrobatics  +2, Athletics 0, Bluff -1, Diplomacy -1, Dungeoneering +2, Endurance  +2, Heal +2, Intimidate -1, Nature +2, Perception +2, Streetwise -1,  Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Eladrin Racial Power: Fey Step
Wizard Cantrip: Spook
Wizard Cantrip: Suggestion
Wizard Cantrip: Ghost Sound
Wizard At-Will Attack 1: Unraveling Dart
Wizard At-Will Attack 1: Beguiling Strands
Wizard At-Will Attack 1: Magic Missile
Wizard Encounter Attack 1: Twilight Falls
Wizard Encounter Attack 1 (Spellbook): Darkening Flame
Wizard Daily Attack 1: Spirit Rend
Wizard Daily Attack 1 (Spellbook): Ray of Fatigue
 
FEATS
Level 1: Staff Expertise
Level 2: Leather Armor Proficiency
 
ITEMS
Magic Staff +1
Cloth Armor (Basic Clothing) x1
Dagger
Adventurer's Kit
76 GP


Background Show

Immerul  Riurdon was born to a proud Eladrin house only a month before forbidden  magical experimentation forced his household into exile. Driven to the  depths of the feywild, the Riurdon house unwittingly settled near a  conduit to the Shadowfell. The energies of the conduit slowly warped his  family from the tall, proud, bright eyed Eladrin they once were to pale  and stooped shadows of their former glory. The energies had the most  startling effect on the young Immerul.

From an early age, strange  things happened around the young scion. Shadows would flit in and out  of existence. Unearthly howling would be heard howling just outside of  the manor house at night, but nothing was there when the watchmen went  out. Immerul's hair slowly turned from blonde to jet black, and his eyes  followed suit. His skin became pale and waxlike, to the point where he  could hardly bare to be out in the sunlight. To the rest of the house,  to whom the creatures of shadow were now common place, Immerul was  feared.

Immerul's uncle, however, was intelligent enough to  realize that these occurences were not simply chance. He brought the  young scion under his wing, and conducted experiments upon him until he  was convinced that Immerul was intricately connected to the energies of  the planes, and the shadowfell in particular. He began to teach the  young eladrin the ways of magic, hoping to tap his talent for his own  uses. However, one night he pushed Immerul a step too far, torturing him  with vicious spells hoping to snap the scion's gift into focus.  Unfortunately for him, it worked. Shadow beasts formed from nothingness  and leaped on the would be master, tearing him to pieces then vanishing.

Immerul  fled from his family of outcasts. He ran through the night forest and  unwittingly stepped through the boundery to the material plane. He made  his way to a small town, cloaked and hooded. He had taken a small  fortune in coin with him, and was unused to the customs of other  humanoids. He bought a night at the inn, but a man strangling him on his  bed while another searched through his belongings. In a panic, he cast  his most basic spell into the face of his assailent, a bolt of energy  that sloughed away most of the skin on his face. As the man fell back  screeching, Immerul grabbed his few belongings and fled.

From  that point forward, he wandered from town to town, never staying long  and always cautious. Eventually, he found other like minded souls and  misfits and they formed a small group, relying on numbers for mutal  protection. With a semblence of order in his life, he found time to  resume his studies into the planes and other forbidden lore. While the  others of the group tolerate him, they cannot truly understand the dark  depths that his powers draw upon, and that which is unknown is feared.  He treds a dangerous path between the darkness and the light, and has  yet to find his way.


Description Show

Age: 29
Race: Eladrin

Immerul  Riurdon remains cloaked and hooded in black clothing, especially during  the day. Those who have seen his face are reminded of a corpse: Pale,  waxlike skin with jet black eyes that are eerily reminiscent of empty  sockets. His black hair is long and unkept, and when not hooded sticks  out in many directions. He walks with a stoop, and carries a staff made  of soot coated ash, which seems to focus his power. He is untrusting of  others, and has a cynical outlook on life, which can make him hard to  deal with at times. Belying his grating personility is a keen intellect,  and he often offers insight on the most esoteric of topics. His  knowledge of the arcane is unmatched, making him extremely useful in a  world where magic is often ill-understood.


Immerul's Combat Statblock Show

AC: 17
Fort: 13 Reflex: 15 Will: 16
HP: 28/28
Surges: 8/8
Surge Value: 7
Initiative: +3
[ ] Action Points: 1
[ ] Second Wind
Status:

Nethermancy Apprentice: Creatures   hit by your arcane nethermancy attack powers treat enemies  more than 2   squares away from them as having partial concealment until  the end of   your next turn.


Staff Expertise: You do not provoke opportunity attacks with ranged or area attacks when using a staff as an implement.

Attack Powers Show


Melee Basic Attack Show

Standard Action, Staff
Target: One Creature
Attack: +4 vs AC
Hit: 1d8 + 1 damage


Magic Missile Show

Standard Action, Implement (Staff), Arcane, Evocation, Force
Ranged 20
Target: One Creature
Effect: 2 + Intelligence modifier force damage (7)
Special:  If the implement used with this power has an enhancement bonus, you may  add that enhancement bonus to the damage. You may use this power as a  ranged basic attack.


Beguiling Strands Show

Standard Action, Implement (Staff), Arcane, Charm, Enchantment, Psychic
Close Blast 5
Target: Each enemy in blast
Attack: +7 vs Will
Hit: Intelligence modifier psychic damage (4), and you push the target 3 squares.


Unraveling Dart Show

Standard Action, Implement (Staff), Arcane, Nethermancy, Shadow
Ranged 10
Target: One or Two creatures
Attack: +7 vs Fort
Hit: 1d4 + 5 damage. If the target has vulnerability to any types of  damage, this attack deals damage of those types. If the target has no  vulnerabilities, you gain a power bonus to the damage roll equal to your  wisdom modifier (2).


[ ]Twilight Falls Show

Standard Action, Implement (Staff), Arcane, Nethermancy, Psychic, Shadow, Zone
Area Burst 1 Within 10
Target: Each enemy in burst
Attack: +7 vs Will
Hit: 1d6 + 5 psychic damage. If the target is in the origin square, the target is also dazed until the end of your next turn.
Effect:  The burst creates a zone that lasts until the end of your next turn.  When any enemy in the zone attacks a creature, that creature has partial  concealment against that enemy.


[ ]Darkening Flame (Spellbook) Show

Standard Action, Implement (Staff), Arcane, Fire, Necromancy, Necrotic, Shadow
Ranged 10
Target: One Creature
Attack: +7 vs Reflex
Hit: 2d8 + 5 necrotic damage.
Effect: Each creature adjacent to the target takes fire damage equal to your intelligence modifier (4).


[ ]Spirit Rend Show

Standard Action, Implement (Staff), Arcane, Necromancy, Necrotic, Shadow
Area Burst 1 Within 10
Target: Each enemy in burst
Attack: +7 vs Will
Hit: 3d6 + 5 necrotic damage, and the target is immobilized (Save  Ends). If the target is undead, it takes no damage and is not  immobilized. Instead, the target must use a free action to move as far  as its speed allows to a square further away from you, and it is dazed  (Save Ends).
Miss: Half Damage


[ ]Ray of Fatigue (Spellbook) Show

Standard Action, Implement (Staff), Arcane, Necrotic, Nethermancy, Shadow
Ranged 20
Target: One Creature
Attack: +7 vs Fort. You have combat advantage against the target if the target is bloodied.
Hit: 2d8 + 5 necrotic damage, and the target is weakened (Save Ends).
Miss: Half damage, and the target is weakened until the end of your next turn.




Utility Powers Show


Ghost Sound Show

Minor Action, Arcane, Illusion
Effect:
You  cause a sound as quiet as a whisper or as loud as a yelling or   fighting creature to emanate from the target. You can produce nonvocal   sounds such as the ringing of a sword blow, jingling armor, or scraping   stone. If you whisper, you can whisper quietly enough that only   creatures adjacent to the target can hear your words.


[ ]Spook Show

Minor Action, Arcane, Nethermancy, Shadow
Trigger: You would make an intimidate check
Effect:
You make an Arcana check instead, using that result to determine the outcome of the intimidate check


[ ]Suggestion Show

Minor Action, Arcane
Trigger: You would make a diplomacy check
Effect:
You make an Arcana check instead, using the result to determine the outcome of the intimidate check


[ ]Fey Step Show

Move Action, Teleportation
Effect: Teleport up to 5 squares.





Triggered Powers Show


[ ]Shield Show

Immediate Interrupt, Arcane
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.




Skills Show

Passive Perception: 13
Passive Insight: 18

Trained Skills:
Arcana: 12
History: 12
Insight: 8
Religion: 10
Stealth: 8

Untrained Skills:
Acrobatics: 3
Athletics: 1
Bluff: 0
Diplomacy: 0
Dungeoneering: 3
Endurance: 3
Heal: 3
Intimidate: 0
Nature: 3
Perception: 3
Streetwise: 0
Thievery: 3


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2 years ago  ::  Apr 20, 2011 - 7:38PM #3
TonyF1330
Date Joined: Aug 27, 2010
Posts: 67
Cador Reedspinner (Halfling Knight)

Dark Red
looks like a good choice (are there any reserved colors that we can't use?).

Detailed iplay4e Character Sheet

Character Sheet Summary Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Halfling, Knight
Knight Option: Shield Finesse
 
FINAL ABILITY SCORES
STR 10, CON 16, DEX 20, INT 8, WIS 10, CHA 11
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 18, INT 8, WIS 10, CHA 11
 
 
AC: 20 Fort: 15 Ref: 17 Will: 10
HP: 31 Surges: 12 Surge Value: 7
 
TRAINED SKILLS
Athletics +4, Endurance +7, Intimidate +5
 
UNTRAINED SKILLS
Acrobatics +6, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +0, Heal +0, History –1, Insight +0, Nature +0, Perception +0, Religion –1, Stealth +4, Streetwise +0, Thievery +6
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Halfling Racial Power: Second Chance
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Cleaving Assault
Fighter Utility: Battle Wrath
Multiple Class Attack: Power Strike
 
FEATS
Shield Finesse
Level 1: Melee Training (Dexterity)
 
ITEMS
Hide Armor x1
Heavy Shield x1
Adventurer's Kit
Climber's Kit
Dagger
Rapier x1

Description Show
Cador is short even by the standards of a Halfling. He has warm brown eyes and often carries a friendly smile on his face. His dark brown hair is pulled back into a tight pony tail and often has several reeds woven into braids running along his scalp. He is well tanned from frequenting the outdoors and is otherwise plain for a Halfling.

When out adventuring he dresses in a chestnut brown suit of hide armor that’s marked with many large water stains. A sizable, beaten metal shield is lashed to his left forearm and a pristine, well-maintained rapier dances as an extension of his right hand. The symbol of Avandra crafted out of woven green reeds graces the protected side of his shield. Several small daggers are tucked neatly into easily accessible sheaths on his belt and armor [OOC: one dagger is hidden in the left bracer of his armor]. He completes his kit with a leather backpack and a light drab-green cloak to keep out the elements.


In combat his attacks are precise and certain - requiring nearby enemies to heed his presence or risk a quick, if not powerful, sting from his rapier. His movements are smooth and quick as is required by his small stature and slight build when dodging the blows of his often larger attackers.


Background Show

Coming Soon

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2 years ago  ::  Apr 21, 2011 - 12:08PM #4
Astromath
Date Joined: Sep 20, 2007
Posts: 6,209

Not really, but I wouldn't use any colors that have contrast problems with the forum background.  They would be too hard to read.

I'm waiting for one more person before we get fully immersed in the game since Blanket bowed out.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.
Keep on the Shadowfell PbP Group 1 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483461/4e_IC_Keep_on_the_Shadowfell_with_Essentials
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483501/4e_OOC_Keep_on_the_Shadowfell_with_Essentials
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483565/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials

Keep on the Shadowfell PbP Group 2 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947981/4e_IC_Keep_on_the_Shadowfell_with_Essentials_Group_2
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947997/4e_OOC_Keep_on_the_Shadowfell_with_Essentials_Group_2
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27948001/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials_Group_2
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2 years ago  ::  Apr 21, 2011 - 7:50PM #5
TonyF1330
Date Joined: Aug 27, 2010
Posts: 67
I'm assuming the characters don't know each other (unless the players conspire in our backgrounds) at the start of the obligatory tavern scene. Is this the correct approach to take?
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2 years ago  ::  Apr 21, 2011 - 10:10PM #6
Orbin
Date Joined: Feb 9, 2007
Posts: 3,269
Posting color Purple

Dredge, Revenant(dwarf) Warpriest of Death (Raven Queen) Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Revenant, Warpriest
Domain: Death Domain
Choose your Race in Life: Dwarf
Theme: Ordained Priest 
 
FINAL ABILITY SCORES
STR 9, CON 18, DEX 15, INT 10, WIS 17, CHA 10
 
STARTING ABILITY SCORES
STR 9, CON 16, DEX 13, INT 10, WIS 16, CHA 10
 
 
AC: 22 Fort: 17 Ref: 16 Will: 16
HP: 46 Surges: 11 Surge Value: 11
 
TRAINED SKILLS
Heal +10, History +7, Insight +8, Religion +7, Stealth +6
 
UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Athletics -2, Bluff +2, Diplomacy +2, Dungeoneering +5, Endurance +6, Intimidate +4, Nature +5, Perception +5, Streetwise +1, Thievery +1
 
POWERS
Theme Power: Smiting Symbol Show
Standard Action Melee weapon
Target: One enemy
Attack: +9 vs. AC
Hit: 1d4+4
Effect: Choose one ally within 3 squares of you. That ally gains a +2 bonus to all defenses until the end of your next turn. He or she also gains temporary hit points equal to 3 + one-half your level (4).
 
Basic Attack: Melee Basic Attack (Dagger) Show
Standard Action      Melee 1
Target: One creature
Attack: +4 vs AC
Hit: 1d4-1 

Basic Attack: Ranged Basic Attack (Dagger) Show
Standard Action      Melee 1
Target: One creature
Attack: +7 vs AC
Hit: 1d4+2

Revenant Utility: Dark Reaping Show
Free Action 
Trigger: A creature within 5 squares of you is reduced
to 0 hit points
Effect: One creature of your choice that you hit with an
attack before the end of your next turn takes extra necrotic damage equal to 1d8
+ 4.

Channel Divinty Show
Channel Divinty: Smite Undead Show
Standard Action      Melee weapon
Target: One undead creature
Attack: +9 vs Will
Hit: 2d4 + 4 radiant damage, and you push the target up to 7 squares. The target is immobilized until the end of your next turn.
Miss: Half damage.

Channel Divinty Stay the Hand of Death Show
Minor Action      Close burst 2
Target: You or one ally in the burst; the target must
be bloodied
Effect: The target gains 5 temporary hit points.

Cleric Utility: Healing Word Show
Minor Action      Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain
1d6 additional hit points.
Effect: Dredge gains 5 temp hp 
Special: You can use this power twice per encounter, but only once per
round.

Assassin Feature: Shadow Step Show
Move Action      Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to
a different creature.

Cleric Attack 1: Death's Shadow Show
Standard Action      Melee 1
Target: One creature
Attack: +7 vs. Reflex
Hit: 1d8 + 4 cold and necrotic damage.
Effect: The target takes a -2 penalty to all defenses
against the next attack made against it before the end of your next turn.

Cleric Attack 1: Tenebrous Blessing Show
Standard Action      Melee 1
Target: One creature
Attack: +7 vs. Will
Hit: 1d8 + 4 psychic damage.
Effect: Until the end of your next turn, the target takes -4 penalty to damage rolls.

Cleric Utility 1: Eye of the Vulture Show
Minor Action      Close burst 3
Target: Each bloodied enemy in the burst
Effect: You learn which targets have current hit point totals lower than your healing surge value.

Cleric Attack 1: Inevitable Doom Show
Standard Action      Melee 1
Target: One enemy
Effect: The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.

Cleric Attack 1: Lesser Aspect of Wrath Show
Standard Action      Melee weapon
Target: One creature
Attack: +9 vs. Will
Hit: 1[W] + 3 radiant damage.
Effect: You gain 10 temporary hit points. Until the end of the encounter, you gain a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to you takes 4 radiant.

Cleric Utility 2: Bless Show
Minor Action    Close burst 20
Target: You and each ally in burst
Effect: Each target gets a +1 power bonus to attack rolls until the end of the encounter  
 
Cleric Attack 3: Death Surge Show
Immediate Reaction Close burst 3
Trigger: A creature within 3 squares of you drops to 0 hit points.
Target: Each enemy in the burst
Attack: +5 vs. Fortitude
Hit: 1d8 + +4 psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.
 
Cleric Utility 4: Holy Cleansing Show
Minor Action   Close Burst 5
Target: You or one ally in the burst
Effect: The target makes a saving throw with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges.
 
 
FEATS
Level 1: Acolyte of the Veil Show
Benefit: You gain training in the Acrobatics or Stealth skill. Once per encounter, you can use the shadow step power. In addition, you can wield assassin implements

Level 2: Holy Symbol Expertise Show
Benefit: You gain a +1 feat bonus to attack rolls with a holy symbol.  When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage.

Level 4: Ritual Caster Show
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
  
 
ITEMS
Holy Symbolx1
Holy Symbol of Battle + 1
Dwarven Chainmail +1
+2 Delver's Chain
Shield of Protection x1
Light Shield x1
Dagger x1
Thieves' Tools
Adventurer's Kit
====== End ======


Combat Stat Block Show
AC: 22 Fort: 17 Reflex: 16 Will: 16
HP: 46/46
Bloodied Value: 23
Healing Surges Used: 0/11
Surge Value: 11
Initiative Modifier: +4
Status:
Other Relevant Information:
* 5 Resist Necrotic
* when at 0hp can choose to remain concious and take 1 standard action until I make my first death saving throw.
Action Points Used: 0/1

[] Second Wind
[] Shadow Step
[] Channel Divinity (Smite Undead / Stay the Hand)
[] Inevitable Doom
[][] Healing Word
[] Dark Reaping
[] Eye of the Vulture
[] Death Surge 
[] Smiting Symbol 
[] Lesser Aspect of Wrath
[] Bless
[] Holy Cleansing 
[] Delver's Armour 
[] Symbol of Battle
[] Shield of Protection
  
Background Show
Coming soong


Description Show
Coming soong


Wishlist Show
Coming soong


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2 years ago  ::  Apr 22, 2011 - 3:49AM #7
Astromath
Date Joined: Sep 20, 2007
Posts: 6,209
@TonyF:   If you want to start out knowing each other, that's fine.  Not knowing each other is also fine.

I've been thinking (dangerous, I know).  Even if you do not know each other, I will say all of you have crossed paths sometime in your past.  Maybe the revenant & halfling were best buddies before Dredge died and the halfling went to Dredge's funeral.  You may not know he's Dredge when you meet in the tavern.  Up to you.

The same goes for the rest of you.  Just remember all of you have crossed paths at one point in time, just only briefly for some, others had longer associations. 
You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.
Keep on the Shadowfell PbP Group 1 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483461/4e_IC_Keep_on_the_Shadowfell_with_Essentials
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483501/4e_OOC_Keep_on_the_Shadowfell_with_Essentials
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483565/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials

Keep on the Shadowfell PbP Group 2 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947981/4e_IC_Keep_on_the_Shadowfell_with_Essentials_Group_2
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947997/4e_OOC_Keep_on_the_Shadowfell_with_Essentials_Group_2
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27948001/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials_Group_2
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2 years ago  ::  Apr 22, 2011 - 4:01AM #8
Astromath
Date Joined: Sep 20, 2007
Posts: 6,209
Here is Levicat's PC.

Rolen Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Half-Elf, Sentinel
Season: Druid of Summer
Druid Wilderness Knacks Option: Beast Empathy (Druid)
Druid Wilderness Knacks Option: Herb Lore (Druid)
Half-Elf Power Selection Option: Knack for Success
 
FINAL ABILITY SCORES
STR 12, CON 17, DEX 12, INT 10, WIS 18, CHA 10
 
STARTING ABILITY SCORES
STR 12, CON 15, DEX 12, INT 10, WIS 16, CHA 10
 
 
AC: 16 Fort: 15 Ref: 11 Will: 14
HP: 29 Surges: 10 Surge Value: 7
 
TRAINED SKILLS
Heal +9, Insight +11, Nature +11, Perception +11
 
UNTRAINED SKILLS
Acrobatics +0, Arcana +0, Athletics +2, Bluff +0, Diplomacy +2, Dungeoneering +4, Endurance +2, History +0, Intimidate +0, Religion +0, Stealth +0, Streetwise +0, Thievery +0
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Half-Elf Racial Power: Knack for Success
Druid Attack: Combined Attack
Cleric Utility: Healing Word
Druid Attack 1: Tending Strike
Druid Attack 1: Heat Metal
 
FEATS
Level 1: Wasteland Wanderer
 
ITEMS
Adventurer's Kit
Staff Implement x1
Mace
Hide Armor x1
====== End ======
You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.
Keep on the Shadowfell PbP Group 1 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483461/4e_IC_Keep_on_the_Shadowfell_with_Essentials
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483501/4e_OOC_Keep_on_the_Shadowfell_with_Essentials
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483565/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials

Keep on the Shadowfell PbP Group 2 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947981/4e_IC_Keep_on_the_Shadowfell_with_Essentials_Group_2
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947997/4e_OOC_Keep_on_the_Shadowfell_with_Essentials_Group_2
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27948001/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials_Group_2
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2 years ago  ::  Apr 22, 2011 - 10:03AM #9
Vsteel
Date Joined: Jan 11, 2009
Posts: 1,316
@Astromath: Do you want us to go ahead and roll initiative/place our characters for the encounter?
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2 years ago  ::  Apr 22, 2011 - 10:23AM #10
crimson_vampr
Date Joined: Jan 17, 2010
Posts: 3,076
Here is my pc, I'll be using my typical color.
Gyrdain Cruxthell Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Vryloka, Vampire
 
FINAL ABILITY SCORES
STR 8, CON 11, DEX 18, INT 11, WIS 12, CHA 18
 
STARTING ABILITY SCORES
STR 8, CON 11, DEX 16, INT 11, WIS 12, CHA 16
 
 
AC: 16 Fort: 11 Ref: 14 Will: 15
HP: 28 Surges: 2 Surge Value: 7
 
TRAINED SKILLS
Acrobatics +9, Bluff +9, Perception +8, Stealth +11
 
UNTRAINED SKILLS
Arcana +0, Athletics –1, Diplomacy +4, Dungeoneering +1, Endurance +0, Heal +1, History +0, Insight +1, Intimidate +4, Nature +1, Religion +0, Streetwise +4, Thievery +4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Vryloka Utility: Lifeblood
Vampire Attack: Blood Drinker
Vampire Attack 1: Swarm of Shadows
Vampire Attack 1: Dark Beckoning
Vampire Attack 1: Taste of Life
Vampire Attack 1: Vampire Slam
 
FEATS
Level 1: Toughness
 
ITEMS
Ki Focus x1
Backpack (empty)
Riding Horse
Silk Rope (50 ft.)
Climber's Kit
Tent
Cloth Armor (Basic Clothing)
====== End ======

By the way, where is Levicat? I figured he'd have posted by now since it is your game and all.
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The Haven Play By Post Games [4e] [OOC] Keep on the Shadowfell with Essentials
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