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2 years ago  ::  Oct 03, 2011 - 1:23PM #21
whatami
Date Joined: Sep 4, 2009
Posts: 403
Hopefully I got it all right, the instrument is from Dragon 380, I can switch to something from a more standard source if you want 

character sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======


Vincent, level 1


Human, Bard


Bardic Virtue Option: Virtue of Cunning


Human Power Selection Option: Heroic Effort


Inquisitive (+2 to Insight)


 


FINAL ABILITY SCORES


STR 11, CON 15, DEX 11, INT 17, WIS 8, CHA 20


 


STARTING ABILITY SCORES


STR 11, CON 15, DEX 11, INT 17, WIS 8, CHA 18


 


 


AC: 17 Fort: 13 Ref: 16 Will: 17


HP: 27 Surges: 9 Surge Value: 6


 


TRAINED SKILLS


Acrobatics +4, Arcana +8, Bluff +10, Diplomacy +10, History +8, Streetwise +10


 


UNTRAINED SKILLS


Athletics +2, Dungeoneering +2, Endurance +4, Heal +2, Insight +4, Intimidate +8, Nature +2, Perception +2, Religion +6, Stealth +2, Thievery +2


 


POWERS


Basic Attack: Melee Basic Attack


Basic Attack: Ranged Basic Attack


Human Racial Power: Heroic Effort


Bard Feature: Majestic Word


Bard Feature: Words of Friendship


Bard Attack 1: War Song Strike


Bard Attack 1: Staggering Note


Bard Attack 1: Blunder


Bard Attack 1: Stirring Shout


 


FEATS


Level 1: Jack of All Trades


Level 1: Ritual Caster


Level 1: Improved Majestic Word


 


ITEMS


Ritual Book


Traveler's Chant


Conceal Dragon mark


Chainmail x1


Adventurer's Kit


Longsword


Light Shield x1


Wand Implement


Vistani Tambourine


Skald's Chainmail +1


Magic Longsword +1 x1


Siberys Shard of Radiance (heroic tier)


====== End ======


 

 
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1 year ago  ::  Nov 27, 2011 - 6:53AM #22
Zelkon
Date Joined: Oct 30, 2011
Posts: 614
====== Created Using Wizards of the Coast D&D Character Builder ======
Chalabran, level 2
Dragonborn, Paladin
Build: Protecting Paladin
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Constitution
Dragon Breath Damage Type: Dragon Breath Lightning
Inherent Bonuses
Occupation - Punisher (+2 to Intimidate)
 
FINAL ABILITY SCORES
STR 12, CON 14, DEX 10, INT 8, WIS 16, CHA 18
 
STARTING ABILITY SCORES
STR 12, CON 12, DEX 10, INT 8, WIS 16, CHA 16
 
 
AC: 22 Fort: 14 Ref: 14 Will: 16
HP: 40 Surges: 13 Surge Value: 12
 
TRAINED SKILLS
Religion +5,  endurance+7, Intimidate +14, insight +9
 
UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Athletics +0, Bluff +5, Diplomacy +5, Dungeoneering +4, Endurance +2, Heal +4, History +2, Nature +4, Perception +4, Stealth –1, Streetwise +5, Thievery –1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dragonborn Racial Power: Dragon Breath
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Paladin Attack 1: Bolstering Strike
Paladin Attack 1: Enfeebling Strike
Paladin Attack 1: Valorous Smite
Paladin Attack 1: Radiant Delirium
Paladin Utility 2: Virtue
 
FEATS
Level 1: Toughness
Level 2: Devoted Paladin
 
ITEMS
Heavy Shield
Thundering longsword +1 x1
Dwarven Plate Armor +1 x1
Magic Holy Symbol +1 x1
Adventurer's Kit
Siberys Shard of Radiance (heroic tier)


I was asked if I could make a healing defender, and wisdom is the most common paladin healing score, so that's why it's high. I might chose a theme soon.
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Stuff I Heard Mike Say (subject to change): Multiclassing will be different than in 3.5! That's important.
There is no level cap; classes advance ala 3.5 epic levels after a set level.
Mundane (AKA fighter and co) encounter and daily powers will probably not be in the PHB (for the lack of space), but nor will they be in some obscure book released halfway through the edition.

You can't please everyone, but you can please me.
I DO NOT WANT A FREAKING 4E REPEAT. I DO NOT WANT A MODULE THAT MIMICS MY FAVORITE EDITION. I WANT MODULES THAT MIMIC A PLAYSTYLE AND CAN BE INTERCHANGED TO COMPLETELY CHANGE THE FEEL, BUT NOT THE THEME, OF D&D. A perfect example would be an espionage module, or desert survival. A BAD EXAMPLE IS HEALING SURGES. WE HAVE 4E FOR THOSE! A good example is a way to combine a mundane and self healing module, a high-survival-rate module, and a separate pool of healing resource module.
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1 year ago  ::  Dec 07, 2011 - 11:25PM #23
whatami
Date Joined: Sep 4, 2009
Posts: 403
updated for level 2

====== Created Using Wizards of the Coast D&D Character Builder ======
Vincent, level 2
Human, Bard
Bardic Virtue Option: Virtue of Cunning
Human Power Selection Option: Heroic Effort
Inquisitive (+2 to Insight)

FINAL ABILITY SCORES
STR 10, CON 13, DEX 11, INT 16, WIS 8, CHA 18

STARTING ABILITY SCORES
STR 10, CON 13, DEX 11, INT 16, WIS 8, CHA 16


AC: 19 Fort: 13 Ref: 17 Will: 17
HP: 30 Surges: 8 Surge Value: 7

TRAINED SKILLS
Acrobatics +5, Arcana +9, Bluff +12, Diplomacy +12, History +9, Streetwise +10

UNTRAINED SKILLS
Athletics +4, Dungeoneering +4, Endurance +5, Heal +4, Insight +6, Intimidate +9, Nature +4, Perception +4, Religion +8, Stealth +4, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Bard Attack 1: War Song Strike
Bard Attack 1: Staggering Note
Bard Attack 1: Blunder
Bard Attack 1: Stirring Shout
Bard Utility 2: Song of Courage

FEATS
Level 1: Implement Expertise (Instrument)
Level 1: Ritual Caster
Level 1: Improved Majestic Word
Level 2: Bard of All Trades

ITEMS
Ritual Book
Traveler's Chant
Conceal Dragon mark
Chainmail
Adventurer's Kit
Longsword
Light Shield x1
Wand Implement
Vistani Tambourine
Skald's Chainmail +1 x1
Magic Longsword +1 x1
Acrobat Boots
Siberys Shard of Radiance (heroic tier)
Scroll of Animal Messenger
Scroll of Glib Limerick
Scroll of Create Campsite
Scroll of Comprehend Language
Scroll of Lullaby
====== End ======


 
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1 year ago  ::  Dec 08, 2011 - 10:01AM #24
TheHumanHydra
Date Joined: Apr 30, 2011
Posts: 175
Elyose of Cendriane, level 2 Show

Elyose of Cendriane, level 2
Elf, Ranger|Warlock
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Wand)
Eldritch Pact (Hybrid): Star Pact (Hybrid)
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Warlock: Hybrid Warlock Will
Elf Racial Power: Elven Accuracy
Background: Unwholesome Journey [Dungeoneering +2]

FINAL ABILITY SCORES
Str 8, Con 12, Dex 17, Int 10, Wis 13, Cha 17

STARTING ABILITY SCORES
Str 8, Con 12, Dex 15, Int 10, Wis 11, Cha 17

AC: 17 Fort: 14 Reflex: 17 Will: 17
HP: 29 Surges: 7 Surge value: 7

TRAINED SKILLS
Acrobatics +9, Insight +7, Perception +9, Stealth +9, Thievery +9

UNTRAINED SKILLS
Arcana +1, Athletics +0, Bluff +4, Diplomacy +4, Dungeoneering +4, Endurance +2, Heal +2, History +1, Intimidate +4, Nature +4, Religion +1, Streetwise +4

FEATS
Level 1: Versatile Expertise
Level 2: Improved Defenses

POWERS
Hybrid at-will 1: Eyebite
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Fox's Cunning
Hybrid daily 1: Crown of Stars
Hybrid [encounter] utility 2: Ethereal Stride
Shard-Mage Pact Bow longbow grants +2 implement keyword damage.

ITEMS
Shard-Mage Pact Bow longbow +1 + wand (forged into), leather Repulsion Armour +1, Cloak of Distortion +1, Acrobat Boots, Ghost Dance shortsword +1, magic shortsword +1, Potion of Resistance, riding horse, standard adventurer's kit, 5 quivers of 30 arrows each, 95 gp
Demogorgon ain't got nothin' on me.
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1 year ago  ::  Dec 10, 2011 - 2:06PM #25
Roglam
Date Joined: Dec 7, 2011
Posts: 22
Hey all!  Here is my character sheet submission.  Will work on this later today, but wanted to get it down for reference.


====== Created Using Wizards of the Coast D&D Character Builder ======
Nul'Zejn, level 2
Genasi, Psion
Build: Telepathic Psion
Discipline Focus Option: Telepathy Focus
Elemental Manifestation Option: Voidsoul
Theme:  Noble Adept
Inherent Bonuses
Early Life - Child Prodigy (+2 to History)
 
FINAL ABILITY SCORES
STR 10, CON 12, DEX 12, INT 18, WIS 10, CHA 16
 
STARTING ABILITY SCORES
STR 8, CON 12, DEX 12, INT 16, WIS 10, CHA 16
 
 
AC: 16 Fort: 14 Ref: 16 Will: 18
HP: 30 Surges: 7 Surge Value: 7
 
TRAINED SKILLS
Arcana +10, Bluff +9, History +12, Perception +6
 
UNTRAINED SKILLS
Acrobatics +2, Athletics 0, Diplomacy +4, Dungeoneering +1, Endurance +4, Heal +1, Insight +1, Intimidate +4, Nature +3, Religion +5, Stealth +2, Streetwise +4, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Genasi Racial Power: Void Assumption
Psion Feature: Distract
Psion Feature: Send Thoughts
Psion Attack 1: Mind Lock
Psion Attack 1: Dishearten
Psion Attack 1: Living Missile
Psion Utility 2: Intellect Fortress
Noble Adept:  Adept's Insight  
 
FEATS
Level 1: Alchemist
Level 1: Superior Implement Training (Accurate orb)
Level 2: Orb Expertise
 
ITEMS:
345gps
Adventurer's Kit
Repulsion Cloth Armor (Basic Clothing) +1 x1
Amulet of Mental Resolve +1 x1
Reading Spectacles x1
Siberys Shard of the Mage (heroic tier)
Magic Accurate orb +1 x1
====== End ======
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1 year ago  ::  Dec 27, 2011 - 7:43PM #26
Aeosculap
Date Joined: Feb 15, 2003
Posts: 16
Greetings and Salutations All, here is my

====== Created Using Wizards of the Coast D&D Character Builder ======
Babbit, level 2
Warforged, Artificer
Build: Warrior Forge Artificer
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Staff)
Inherent Bonuses
Self-Improvement Expert (+2 to Thievery)
Theme: Alchemist
 
FINAL ABILITY SCORES
STR 10, CON 14, DEX 11, INT 19, WIS 15, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 12, DEX 11, INT 17, WIS 15, CHA 8
 
 
AC: 17 Fort: 15 Ref: 16 Will: 16
HP: 31 Surges: 8 Surge Value: 7
 
TRAINED SKILLS
Arcana +10, Dungeoneering +8, Heal +8, History +10, Perception +8
 
UNTRAINED SKILLS
Acrobatics +1, Athletics +1, Bluff +0, Diplomacy +0, Endurance +5, Insight +3, Intimidate +2, Nature +3, Religion +5, Stealth +1, Streetwise +0, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warforged Racial Power: Warforged Resolve
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Ethereal Chill
Artificer Attack 1: Scouring Weapon
Artificer Attack 1: Punishing Eye
Artificer Utility 2: Swift Mender


Item: Force Staff
Item: Veteran’s Armor
 
FEATS
Alchemist
Level 1: Ritual Caster
Level 1: Versatile Expertise
Level 2: Master Mixer
 
ITEMS
Climber's Kit
Adventurer's Kit
Amulet of Health +1 x1
Force Staff +1 x1
Siberys Shard of the Mage +1
Catstep Boots x1
Reading Spectacles
Veteran’s Leather Armor +1 x1
Sling x2
Dagger x1
Crowbar
Flask (empty)
Oil (1 pint)
Belt Pouch (empty)
Sling Bullets x20
Alchemical Reagents (Arcana)
Alchemist's Frost empty)
Potion of Resistance (Fire (lvl4))
Potion of Resistance (Necrotic (lvl4))
Potion of Resistance (Poison (lvl4))
 20 gold

- Aeosculap
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1 year ago  ::  Mar 30, 2012 - 2:01PM #27
GreyICE
Date Joined: Nov 17, 2011
Posts: 731
Sarshana is a tall Kalashtar with dark black hair, dark skin, and the light silver eyes.  She wears loose purple robes that flow around her.  A long sword is strapped to her waist, and on her back she carries a large cloth-wrapped object that appears to be a greatsword of some sort.  

When she is traveling with a pack she usually carries a silver astrolabe strapped from the waistcord of her robe.  She frequently takes it out and contimplates it during the evenings, or when deep in thought.  She rarely takes it into battle, prefering to leave it behind to be recovered later.


====== Created Using Wizards of the Coast D&D Character Builder ======
Sarshana, level 2
Kalashtar, Swordmage/Psion
Swordmage Aegis (Hybrid) Option: Aegis of Assault
Discipline Focus (Hybrid) Option: Telekinesis Focus (Hybrid)
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hybrid Talent Option: Swordmage Warding
Kalashtar Option: Stealth Bonus
Astronomer (+2 to History)
Theme: Sentinel Marshal

FINAL ABILITY SCORES
STR 11, CON 14, DEX 10, INT 20, WIS 10, CHA 10

STARTING ABILITY SCORES
STR 11, CON 14, DEX 10, INT 18, WIS 10, CHA 8


AC: 20 Fort: 13 Ref: 16 Will: 13
HP: 32 Surges: 9 Surge Value: 8

TRAINED SKILLS
Arcana +11, History +13, Perception +6

UNTRAINED SKILLS
Acrobatics +1, Athletics +1, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +3, Heal +1, Insight +3, Intimidate +1, Nature +1, Religion +6, Stealth +3, Streetwise +1, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sentinel Marshal Utility: Marshal's Interdiction
Kalashtar Racial Power: Bastion of Mental Clarity
Swordmage Feature: Aegis of Assault
Psion Feature: Far Hand
Psion Attack 1: Dimensional Scramble
Swordmage Attack 1: Booming Blade
Psion Attack 1: Living Missile
Psion Utility 2: Dimensional Stowaway

FEATS
Hybrid Talent
Level 2: Mark of Sentinel
Level 2: Intelligent Blademaster

ITEMS
Magic Greatsword +1
Shimmering Cloth Armor (Basic Clothing) +1 x1
Adventurer's Kit
Climber's Kit
Honor Longsword of Surrounding +1 x1
====== End ======
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12 months ago  ::  Jun 25, 2012 - 3:44AM #28
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,517
====== Created Using Wizards of the Coast D&D Character Builder ======
Hana Tailya, level 2
Human, Cleric (Templar)
Build: Devoted Cleric
Cleric Option: Healer's Lore
Human Power Selection Option: Bonus At-Will Power
Inherent Bonuses
Resurrectionist (+2 to Diplomacy)
Theme: Knight Hospitaler
 
FINAL ABILITY SCORES
STR 10, CON 13, DEX 8, INT 10, WIS 18, CHA 14
 
STARTING ABILITY SCORES
STR 10, CON 11, DEX 8, INT 10, WIS 18, CHA 14
 
 
AC: 16 Fort: 13 Ref: 12 Will: 18
HP: 30 Surges: 9 Surge Value: 7
 
TRAINED SKILLS
Diplomacy +14, Heal +10, Insight +10, Religion +6
 
UNTRAINED SKILLS
Acrobatics –1, Arcana +1, Athletics +0, Bluff +4, Dungeoneering +5, Endurance +0, History +1, Intimidate +4, Nature +5, Perception +5, Stealth –1, Streetwise +4, Thievery –1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Knight Hospitaler Utility: Shield of Devotion
Cleric Feature: Turn Undead
Cleric Utility: Favor of the Gods
Cleric Utility: Healing Word
Cleric Attack 1: Lance of Faith
Cleric Attack 1: Sacred Flame
Cleric Attack 1: Bane
Cleric Attack 1: Beacon of Hope
Cleric Utility 2: Cure Light Wounds
 
FEATS
Durable
Level 1: Skill Focus (Diplomacy)
Level 1: Ritual Caster
Level 2: Pacifist Healer
 
ITEMS
Dagger 
Adventurer's Kit
Holy Symbol x1 
Ritual Book: (Choose two rituals) ( Know any useful ritual for healing cleric?)
Chainmail armor 
====== End ======
Healer's Weapon: Staff
Boon's Arcane of Might
Eladrin Chainmail +1
gp (no clue)
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12 months ago  ::  Jun 25, 2012 - 4:10PM #29
Outside_Thinker
Date Joined: Apr 13, 2012
Posts: 68
====== Created Using Wizards of the Coast D&D Character Builder ======
level 2
Vryloka, Paladin (Blackguard)
Vice: Vice of Domination
Auspicious Birth (Auspicious Birth Benefit)
Theme: Hordelands Nomad
 
FINAL ABILITY SCORES
STR 18, CON 10, DEX 10, INT 10, WIS 12, CHA 18
 
STARTING ABILITY SCORES
STR 16, CON 10, DEX 10, INT 10, WIS 12, CHA 16
 
 
AC: 19 Fort: 17 Ref: 13 Will: 17
HP: 39 Surges: 10 Surge Value: 9
 
TRAINED SKILLS
Arcana +6, Athletics +10, Bluff +10, Intimidate +10
 
UNTRAINED SKILLS
Acrobatics +1, Diplomacy +5, Dungeoneering +2, Endurance +1, Heal +2, History +1, Insight +2, Nature +2, Perception +4, Religion +1, Stealth +3, Streetwise +5, Thievery +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Vryloka Utility: Lifeblood
Paladin Attack: Dread Smite
Paladin Utility: Shroud of Shadow
Paladin Attack 1: Vengeance Strike
Paladin Attack 1: Dominator's Strike
Hordelands Nomad Utility 2: Steppe-Horse Spirit
 
FEATS
Mounted Combat
Level 1: Heavy Armor Agility
Level 2: Mighty Crusader Expertise
 
ITEMS
Vigilant Blade Longsword +1 x1
Reinforcing Scale Armor +1 x1
Cloak of Distortion +1 x1
Valenar Riding Horse
Standard Adventures Kit
====== End ======


Background (Highlights) Spoiler: Hide

- Lady Vol and several other mad Alchemist of her cult seek to find a way to turn Lady Vol living again to reclaim the long lost Mark of Death.
- Several experiments are done but to no success, save one involving a controlled breeding program involving mixing of human and vampiric blood.
- Many "test tube" beings are grown but do not survive past age 11 but one, a boy named Donavin. The first Vryloka is born.
- Lady Vol issues orders to collect the child but the boy escapes and eludes her grasp well into adulthood.
- Donavin is shunned by the world for what he is, and what he does; hunt the undead who are in some respects his kinfolk.
- Years pass and Donavin does find one who accepts him, a human named Doris. They sire a child calling the girl Daniel.
- Family life ensues but comes to an end when Lady Vol personally confronts Donavin to capture him and Daniel. Doris is killed but Lady Vol is defeated.
- Donavin trains Daniel not only to harness her powers, but to cope with what she is. Though both realize it is to dangerous to stay together. Thus Father and daughter part ways.
- Daniel, now 20, sets out to continue the hunt of the undead and also find a way to avenge her mother.
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12 months ago  ::  Jun 25, 2012 - 8:13PM #30
Karsaroth
Date Joined: Mar 9, 2009
Posts: 352
Azar Twiceborn's Character Sheet Show
====== Created Using Wizards of the Coast D&D Character Builder ======

Azar Twiceborn, level 2
Dwarf, Seeker
Build: Protecting Seeker
Seeker's Bond Option: Spiritbond
Birth - Omen (+2 to Arcana)

FINAL ABILITY SCORES
STR 16, CON 16, DEX 10, INT 11, WIS 16, CHA 10

STARTING ABILITY SCORES
STR 14, CON 14, DEX 10, INT 11, WIS 16, CHA 10


AC: 17 Fort: 15 Ref: 13 Will: 16
HP: 33 Surges: 10 Surge Value: 8

TRAINED SKILLS
Athletics +9, Insight +9, Nature +9, Perception +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +8, Endurance +6, Heal +4, History +1, Intimidate +1, Religion +1, Stealth +1, Streetwise +1, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dwarf Racial Power: Dwarven Resilience
Seeker Feature: Inevitable Shot
Seeker Feature: Spirits' Rebuke
Seeker Attack 1: Guardian Harrier
Seeker Attack 1: Elemental Spirits
Seeker Attack 1: Serpent Arrow
Seeker Attack 1: Spirit Rider
Seeker Utility 2: Stone Spirit Ward

FEATS
Level 1: Spiritbond Defense
Level 2: Stone Cunning

ITEMS
Cavern Explorer's Throwing hammer +1 x1
Magic Leather Armor +1 x1
Badge of the Berserker +1 x1
Adventurer's Kit
Potion of Healing
Eberron Shard of Lightning (heroic tier)
Wavestrider Boots x1
Headband of Perception (heroic tier) x1
====== End ======


Azar Twiceborn's Introduction Show

Azar's mother was trapped in a cavern colapse when she was nearly due to give birth. The shock of the injuries she recieved caused her to go into labour, and she gave Azar life as she lost her own, in the ultimate darkness. Azar's father tried desparately to get to his lost wife, when he broke into the small air pocket, all he could hear was the crying of the child. Through the tiny crack he had opened, he drew his new son - from the rock, like the first dwarves. His name since then had been Azar Twiceborn.

Azar is gruff and sometimes rude, but he is quite dependable. He tends not to associate with his dwarven kin as much as other dwarves might. Instead he wanders the world, looking for adventure. He has lived under the omen of his birth all his life, and still looks for what it might mean for his future.

Azar Twiceborn's IC Style Show
"Hmph. It's all the same to me." Gruff, and not at home in social situations, but dependable when it counts.

Stats Show
AC: 17 Fort: 15 Ref: 13 Will: 16
HP: 33 Surges: 10 Surge Value: 8

TRAINED SKILLS
Athletics +9, Insight +9, Nature +9, Perception +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +8, Endurance +6, Heal +4, History +1, Intimidate +1, Religion +1, Stealth +1, Streetwise +1, Thievery +1

ENCOUNTER POWERS
Serpent Arrow
Inevitable Shot
Spirit's Rebuke
Stone Spirit Ward


DAILY POWERS
Spirit Rider
CET Hammer


EXPENDABLES
Potion of Healing (3)
Adventurer's Kit
1pp; 95gp


 

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