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Locked: A Walk Thru for the Pier -- Encounter Thread & PC's Stat Block
2 years ago  ::  Nov 13, 2011 - 10:58AM #1
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472

MAP

View Full-Sized <--click here="">


 
H = Primary Healer   h=Functional Healer

(Map postition) Title -- Name {RemainingHPs/Max,HPs} --(Initiative)
(P14) Human Guard -- Bret                                 {87/87} -- (I=26)
Has a partial from the barrel on P13 from Scworrz and Evanae and now has L.O.S to Evanae
(O39) Human Guard -- Maverick                          {87/87} -- (I=26)
BG - (E15) Big Guard -- Piter                             {128/128} -- (I=26)
Human Guards: Def Show

Bret/Maverick: AC-24 Fort-21 REF-20 Will-19
Picard: AC- 22 Fort-22 REF-19 Will-17
Artis: AC-24 Fort-22 REF-22 Will-22
(Charm Ray's Recharging: {X}{X})

-------------------------------------------------------------------------
(V06) Striker /Evamitte                                          {/61} -- (I=23)
Undiscovered. (No L. O.S 2-ways) from all other enemies.

-------------------------------------------------------------------------
(Q03)         Controller /Scworrz,                            {/53} -- (I=19)
Discovered by G1, 1, 2,
--------------------------------------------------------------------------
(T18)          Defender /Jonvin                                 {/75} -- (I=19)
Undiscovered.

--------------------------------------------------------------------------
(Y13) Taskmaster - H /Starchaul                             {/63} -- (I=14)
Undiscovered.

--------------------------------------------------------------------------
(U16) Team Commander - h /Theebacht                  {/52} -- (I=11)
Undiscovered.


---------------------------------------------------------------------------
1 - (G18) Human Archer -- Ceche                            {62/62} -- (I=09)
2 - (G34) Human Archer -- Quee                              {62/62} -- (I=09)
3 - (L40) Human Archer -- Milly                               {62/62} -- (I=09)

Human Archers: Def Show
AC-19 Fort-18 REF-19 Will-17

--------------------------------------------------------------------------
(L05)         Leader- h /Evanae                                 {/53} -- (I=08)
Swimming. has cover from G1 and has blocking terrain (No L. O.S 2-ways) from all other enemies.



DO - (P35) Dock's Overseer -- Artie {180/180} -- (I=??)


UO - (Q35) Quick Whip Bugbear -- Mokie {83/83} -- (I=??)
B1 - (S35) Darguun Strangler -- Shuzzy {88/88} -- (I=??)
B2 - (Q37) Darguun Strangler -- Kobo {88/88} -- (I=??)
Bugbears Def. Show


Wuzzy/Bobo AC-22 Fort-21 REF 20 Will 19 (Body Shield's Recharging: W={X}/B={X})
Smokie AC-24 Fort-24 REF-23 Will-22 (Snared and Thrown's Recharging: {X})

Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

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Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
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2 years ago  ::  Nov 13, 2011 - 11:21AM #2
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472

The Extraordinaire SCWORRZ Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Scworrz, level 8
Wilden, Psion/Wizard
Discipline Focus (Hybrid) Option: Telekinesis Focus (Hybrid)
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hardy Form Option: Hardy Form Fortitude
Inherent Bonuses
Eternal Seekers (+2 to Insight)
Theme: Noble Adept

FINAL ABILITY SCORES
STR 10, CON 14, DEX 16, INT 20, WIS 12, CHA 8

STARTING ABILITY SCORES
STR 10, CON 13, DEX 13, INT 18, WIS 10, CHA 8

AC: 23 Fort: 19 Ref: 21 Will: 19
HP: 53 Surges: 8 Surge Value: 13

TRAINED SKILLS
Arcana +14, Perception +10, Religion +14
UNTRAINED SKILLS:
Acrobatics +7, Athletics +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +6, Heal +5, History +9, Insight +7, Intimidate +3, Nature +7, Stealth +9, Streetwise +3, Thievery +7

POWERS:
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Adept Feature: Adept's Insight
Wilden Racial Power: Voyage of the Ancients
Wilden Racial Power: Wrath of the Destroyer
Wilden Racial Power: Pursuit of the Hunter
Psion Feature: Far Hand
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Wizard Attack 1: Force Orb
Wizard Attack 1: Magic Missile
Psion Attack 1: Living Missile
Wizard Attack 1: Cloud of Daggers
Wizard Utility 2: Float
Psion Attack 3: Force Hammer
Noble Adept Attack 5: Imperious Torture
Psion Utility 6: Mind Shadow
Psion Attack 7: Kinetic Buffer

FEATS:
Level 1: Armor Proficiency: Leather
Level 2: Blade Initiate
Level 4: Melee Training (Intelligence)
Level 6: Weapon Proficiency (Rapier)
Level 8: Superior Implement Training (Accurate wand)

ITEMS:
Hand crossbow
Adventurer's Kit
Dagger
Rapier x1
Antipathy Gloves x1
Amulet of Vigor +2
Cloak of Translocation +2 x1
Leather Armor of Sudden Recovery +2 x1
Accurate wand of Swarming Force +2 x1
====== End ======


AC: 23 Fort: 19 Ref: 21 Will: 19
{An enemy must spend 1 extra square of movement to enter a square adjacent to Scworrz when no forced movement is use to enter them.}

HP: 53 Surges: 8 Surge Value: *14  {*+1 to saving throws against ongoing damage.}

(*=Item bonus.)

Skills Scores Show

Acrobatics +7, Arcana +14, Athletics +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +6, Heal +5, History +9, Insight +7, Intimidate +3, Nature +7, Perception +10,  Religion +14, Stealth +9, Streetwise +3, Thievery +7

At Will Powers & Basic Attacks Show

Rapier: Melee +12vsAC; 1d8+5
Dagger: Melee +12vsAC; 1d4+5
Hand Crossbow: Ranged 10/20 +9vsAC; 1d6+4
Magic Missile: Ranged 20 Auto-hit; 7 damage
Magic Missile Wiz1 Show

Standard Action      Arcane, Evocation, Force, Implement
Ranged 20 Target: One creature
Effect: 9 force damage.

Kinetic Buffer (Psn7) Show

Standard Action  Augmentable, Force, Implement, Psionic
Close burst 1  Target: Each creature in the burst
Attack: +12 vs. Fortitude Hit: 1d6+7 force damage, and you push the target 1 square. In addition, you gain a +2 power bonus to all defenses until the start of your next turn.
Aug1: Target: Each enemy in the burst
Aug2:  Range: Close burst 2
Target: Each enemy in the burst Hit: 2d6+2+5 force damage, and you push the target 1 square. In addition, you gain a +2 power bonus to all defenses until the start of your next turn.

Encounter Powers Show
Adept's Insight(1) (Noble Adept's Feature) Show

Free Action    Psionic
Close burst 5   Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check.
Effect: (Augmented to 1 automatically) You add 1d4+1 to the triggering roll.

Force Orb(1)(Wiz1) Show

Standard Action  Arcane, Force, Implement
Ranged 20          Primary Target: One creature or object
Attack: +12 vs. Reflex Hit: 2d8+7 modifier force damage and make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +11 vs. Reflex
Hit: 1d10+7 force damage.

Cloud of Daggers(1)(Item) Show

Standard Action      Arcane, Force, Implement
Area
1 square within 10 squares    Target: Each creature in square
Attack: +12 vs. Reflex Hit: 1d6+7 force damage.
Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.

Wilden Racial Power(1/*2) Show

Can use one of the following per encounter:
*Voyage of the Ancients Show

Free Action       Teleportation
Personal     Trigger
: You hit an enemy with a close or area attack
Effect: You teleport 3 squares and gain a +2 bonus to AC and Reflex until the end of your next turn Also choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn.

Wrath of the Destroyer Show

Immediate Reaction 
Personal        Trigger: A bloodied enemy attacks you or your ally adjacent to you
Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.

Pursuit of the Hunter Show

Immediate Reaction
Personal          Trigger
: An enemy within 2 squares of you moves on its turn
Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don’t take the –2 penalty to attack rolls for attacking it when it has cover or concealment.

Translocation: (Of Voyager of the Ancients Racial Power) (Item Daily Power) Show

Minor Action
Requirement: Must have expended the Voyager of the Ancient racial encounter power during the encounter to use this daily power. 
Effect: Regain the use of the Voyager of the Ancients racial power that you have already used during this encounter.

Daily Powers Show

Living Missile(1) (Psn1) Show

Standard Action  Implement, Psionic
Ranged 10   Primary Target: One creature
Primary Attack: +12 vs. Fortitude
Hit: The target is immobilized (save ends).
Miss: The target is slowed (save ends).
Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.
Requirement: The power Living Missile must be active in order to use this power. This power may be used once per round.
Minor Action    Implement, Psionic
Effect: Before the secondary attack, you slide the primary target 10 squares.
Ranged 10 Secondary Target: One creature adjacent to the primary target at any point during the slide
Secondary Attack: +12 vs. Reflex  Hit: 2d6 + Intelligence modifier damage, and the secondary target falls prone. The primary target takes half damage and falls prone.
Miss: Half damage, and the primary target falls prone.

Float(1) (Wiz2) Show

MinorAction   Arcane
Personal
Effect
: You hover 6 inches above the ground until the end of the encounter or until you fall. You ignore movement penalties and restrictions due to terrain, do not set off pressure-sensitive traps, and cannot be detected with tremorsense. You also gain a +1 bonus to Stealth checks. You can float over only a solid surface or a liquid surface directly beneath you. For example, you cannot use this power to cross a chasm or a pit; if you try to do so, you fall normally.

Imperious' Torture(1)(Noble Adept5) Show

Standard Action     Implement, Psionic, Psychic
Ranged 10  Target: One creature
Attack: +12 vs. Will  Hit: 2d6+7 psychic damage.
Effect: The target is affected by imperious torture (save ends). While the target is affected by imperious torture, once per round whenever an enemy within 5 squares of the target takes damage, the target takes 5 psychic damage. If the enemy was bloodied by that damage, the target also falls prone.

Mind Shadow(1) (Psn6) Show

Minor Action   Psionic
Personal
Effect
: Until you hit any creature with an attack or until the end of the encounter, you are invisible to your enemies if you are not their nearest enemy.

Antipathy(1)(Item) Show

Standard Action
Ranged 10    Target one
+13 vs. Reflex Hit: The target is restrained (save ends)

Vigor(1)(Item) Show

Free Action   Healing 
Trigger: You spend a healing surge to regain hit points.
Effect: You regain additional hit points as if you had spent another healing surge.

Sudden Recovery(1)(Item) Show

Minor Action    Healing
Requirement: Must be taking ongoing damage that a save can end.
Effect: The ongoing damage ends, and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.


Psion Feature: Far Hand
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation

Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
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@MTG Forums.
Contestant: A Contest Like No Other hosted by Fakeartist.
An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum.
Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
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2 years ago  ::  Nov 14, 2011 - 5:58PM #3
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472
The Persistent EVANAE Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Evanae, level 8
Goliath, Invoker/Warlord
Covenant Manifestation Option: Manifestation of Wrath
Hybrid Invoker Option: Hybrid Invoker Reflex
Warlord Leadership Option: Battlefront Leader (Hybrid)
Hybrid Warlord Option: Hybrid Warlord Fortitude
Hybrid Talent Option: Channel Divinity (Hybrid Invoker)
Versatile Expertise Option: Versatile Expertise (Axe)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Defender of the Oppressed (+2 to Streetwise)
Theme: Iron Wolf Warrior
 
FINAL ABILITY SCORES
STR 18, CON 14, DEX 8, INT 14, WIS 19, CHA 10
 
STARTING ABILITY SCORES
STR 15, CON 14, DEX 8, INT 13, WIS 15, CHA 10
 
 
AC: 25 Fort: 21 Ref: 21 Will: 21
HP: 53 Surges: 8 Surge Value: 13
 
TRAINED SKILLS
Arcana +11, Endurance +10, Religion +11, Intimidate +9
 
UNTRAINED SKILLS
Acrobatics +3, Athletics +7, Bluff +4, Diplomacy +4, Dungeoneering +8, Heal +8, History +6, Insight +8, Nature +12, Perception +10, Stealth +3, Streetwise +6, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Iron Wolf Warrior Attack: Iron Wolf Charge
Goliath Racial Power: Stone's Endurance
Warlord Feature: Inspiring Word
Warlord Feature: Battlefront Shift
Covenant of Wrath  Power: Armor of Wrath
Paladin Utilty: Shroud of Shadow
Feat Utility: Melora's Tide
Invoker Attack 1: Sun Strike
Warlord Attack 1: Intuitive Strike
Warlord Attack 1: Hammer and Anvil
Invoker Attack 1: Summon Angel of Fire
Invoker Utility 2: Wall of Light
Iron Wolf Warrior Attack 3: Wolf's Rend
Warlord Attack 5: Create Opportunity
Warlord Utility 6: Rousing Words
Iron Wolf Warrior Attack 7: Wolf's Bound
 
FEATS
Level 1: Hybrid Talent
Level 2: Walker Of The Dark Path
Level 4: Versatile Expertise
Level 6: Melora's Tide
Level 8: Master at Arms
 
ITEMS
Adventurer's Kit
Handaxe
Climber's Kit
Identification Papers with Portrait
Battleaxe x1
Greataxe x1
Rod of Divinity +2
Dwarven Chainmail +2
Enchanted Bearskin (attached as an underlining to chainmail and grants +2 to all dwarven wearer defenses not accrued above)
Amulet of Protection +2 x1
Symbol of Vengeance +2 x1
Heavy Shield x1
====== End ======


Rituals Show


Skills Scores Show
Acrobatics +0, Arcana +11, Athletics +7, Bluff +4, Diplomacy +4, Dungeoneering +8, Endurance +10, Heal +8, History +6, Insight +8, Intimidate +9, Nature +12, Perception +10, Religion +11, Stealth +0, Streetwise +6, Thievery +0

Basic Attack: Melee Basic Attack Show

Basic Attack: Ranged Basic Attack Show


Paladin Utility: Shroud Of Shadow (1) Show

Daily   Shadow
Minor Action      Personal
Effect: You gain partial concealment until the end of your next turn. You also gain 5 temporary hit points

Iron Wolf Warrior Attack: Iron Wolf Charge (1) Show

Encounter  Fear, Martial, Primal
No Action      Close burst 2
Trigger: You hit an enemy with a charge attack.
Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack.
Target: Each enemy in the burst
Attack: Highest ability modifier vs. Will
Hit: You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.


Goliath Racial Power: Stone's Endurance (1) Show

Encounter
Minor Action      Personal
Effect: You gain resist 5 to all damage until the end of your next turn.


Goliath Racial Trait: Powerful Athlete Show

At Will   Racial
No Action          Personal
Effect: When you make an Athletics check to jump or climb, roll twice and use either results.


Warlord Feature: Inspiring Word (1) Show

Encounter          Healing, Martial
Minor Action      Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 2d6 additional hit points.


Warlord Feature: Battlefront Shift (1) Show

Encounter     Martial
No Action      Close burst 3
Trigger: You roll initiative
Target: You or one ally in the burst
Effect: The target shifts half his or her speed.


Channel Divinity Powers/Divine Covenant Feature (1/*) Show

Covenant of Wrath: Armor of Wrath (*) Show

Encounter      Divine, Radiant
Immediate Reaction      Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter.
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy in the burst
Effect: The target takes radiant damage equal to your Constitution modifier + for each target, an additional 1 radiant damage, and you push the target 2 squares.

Feat Utility: Melora's Tide(*) Show

Encounter      Channel Divinity, Divine, Healing
Minor Action      Ranged 5
Target: You or one ally (the target must be bloodied)
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.

* = Special: You can use only one channel divinity power per encounter.
Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.


Invoker Attack 1: Sun Strike Show

At-Will   Divine, Implement, Radiant
Standard Action      Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier radiant damage.
Special: You can use this power as a ranged basic attack.

Warlord Attack 1: Intuitive Strike Show

At-Will        Martial, Weapon
Standard Action      Melee weapon


Target: One creature


Attack: Strength vs. Will


Hit: 1[W] damage. Until the start of your next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.



Warlord Attack 1: Hammer and Anvil (1) Show

Encounter        Martial, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage. One ally adjacent to the target can make a melee basic attack against it as a free action, with a bonus to the damage roll equal to your Charisma modifier.

Invoker Attack 1: Summon Angel of Fire (1) Show

Daily        Divine, Fire, Implement, Summoning
Minor Action      Ranged 5
Effect: You summon a Medium angel of fire in an unoccupied square within range. The angel has speed 6 and fly 6 (hover). You can give the angel the following special commands.
Standard Action: Close burst 1; targets each creature in the burst; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.

Invoker Utility 2: Wall of Light (1) Show

Daily   Conjuration, Divine
Minor Action      Area wall 5 within 10 squares
Effect: You conjure a wall of divine energy. The wall is 1 square high, and it lasts until the end of your next turn. While within the wall, any ally gains a +1 power bonus to AC, and each ally who starts his or her turn in the wall gains 5 temporary hit points.
Sustain Minor: The wall persists.

Iron Wolf Warrior Attack 3: Wolf's Rend (1) Show

Encounter   Martial, Primal, Weapon
Standard Action      Melee weapon
Target: One creature
Primary Attack: Highest ability modifier vs. Reflex
Hit: The target takes damage equal to your highest ability modifier and falls prone.
Effect: Make the secondary attack against the target.
Attack: Highest ability modifier vs. AC
Hit: 2[W] + 4 + highest ability modifier damage.
Effect: If you hit with both the primary and the secondary attack, you can shift up to 2 squares after the attacks.

Warlord Attack 5: Create Opportunity (1) Show

Daily   Martial, Weapon
Standard Action      Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Until the end of the encounter, whenever you hit the target with a ranged attack, one ally adjacent to it can either make a melee basic attack against it as a free action or shift a number of squares equal to your Intelligence modifier or Wisdom modifier as a free action.

Warlord Utility 6: Rousing Words (1) Show

Encounter        Healing, Martial
Minor Action      Close burst 5
Target: You or one ally in the burst
Effect: The target can spend two healing surges.

Iron Wolf Warrior Attack 7: Wolf's Bound (1) Show

Encounter   Fear, Martial, Primal, Weapon
No Action      Melee weapon
Trigger: You hit an enemy with a melee attack.
Primary Target: The enemy you hit
Effect: You knock the primary target prone and shift up to 3 squares. Then make the secondary attack.
Secondary Target: One creature other than the primary target
Attack: Highest ability modifier vs. AC
Hit: 2[W] damage. You push the secondary target up to 2 squares, and it takes a -2 penalty to attack rolls until the end of your next turn.

Rod of Divinity +2 Show

Critical: +1d6 damage per plus


Power Daily (Free Action)


Trigger: hit with a divine attack power using this rod.


Effect: You gain one extra use of your Channel Divinity class feature during this encounter



Dwarven Chainmail +2 Show

Power (Healing) Daily (Free Action)


You regain hit points as if you had spent a healing surge



Symbol of Vengeance +2 Show

Critical: +1d6 damage per plus


Power Daily (Free Action)


Use this power when you hit with an attack using this holy symbol. If the target of your attack dealt damage to you or an ally since the end of your last turn, you deal an extra 1d8 damage. If the target of your attack reduced you or an ally to 0 or fewer hit points since the end of your last turn, you instead deal an extra 2d8 damage.



Second Wind Show
Spend a Healing Surge: Spend a healing surge to regain hit points.

+2 Bonus to All Defenses: You gain a +2 bonus to all defenses until the start of your next turn

Action Point Show
During your turn: You can spend an action point only during your turn, but never during a surprise round.

Gain an extra action: You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action.

Total Defense Show
+2 Bonus to All Defenses: You gain a +2 bonus to all defenses until the start of your next turn.




Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
html_removed
What I Doing Here? Show

@MTG Forums.
Contestant: A Contest Like No Other hosted by Fakeartist.
An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum.
Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
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2 years ago  ::  Nov 14, 2011 - 6:03PM #4
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472
The Reliable EVAMITTE Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Evamitte, level 8
Elf, Ranger
Build: Hunter Ranger
Fighting Style Option: Beast Mastery
Beast Companion Type: Cat
Inherent Bonuses
Early Life - Child Prodigy (+2 to History)
Theme: Noble Adept
 
FINAL ABILITY SCORES
STR 18, CON 14, DEX 19, INT 10, WIS 12, CHA 8
 
STARTING ABILITY SCORES
STR 17, CON 13, DEX 15, INT 10, WIS 10, CHA 8
 
 
AC: 24 Fort: 21 Ref: 22 Will: 17
HP: 61 Surges: 8 Surge Value: 15
 
TRAINED SKILLS
Acrobatics +12, Athletics +12, Nature +12, Perception +12, Stealth +12, Streetwise +8
 
UNTRAINED SKILLS
Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Religion +4, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Adept Feature: Adept's Insight
Elf Racial Power: Elven Accuracy
Beast Basic Attack: Beast Melee Basic Attack
Hunter's Quarry  Power: Hunter's Quarry
Ranger Attack 1: Twin Strike
Ranger Attack 1: Circling Strike
Ranger Attack 1: Fox's Cunning
Ranger Attack 1: Partnered Savaging
Ranger Utility 2: Pack Alertness
Ranger Attack 3: Cut and Run
Ranger Attack 5: Spitting-Cobra Stance
Nature Utility 6: Practiced Rider
Ranger Attack 7: Surprising Throw
 
FEATS
Level 1: Beast Protector
Level 2: Manticore's Fury
Level 4: Mounted Combat
Level 6: Scion of Onat
Level 8: Lethal Hunter
 
ITEMS
Climber's Kit
Adventurer's Kit
Raise Beast Companion
Defensive Hide Armor +2 x1
Rhythm Blade Short sword +1 x1
Chatkcha x2
Amulet of Warding +2 x1
Dire Wolf
Targeting Longbow +1
Arrow
Friend's Gift (heroic tier)
Dagger
Manifester Longsword +1 x1
====== End ======

 


SKILLS Show
Acrobatics +12, Arcana +4, Athletics +12, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Nature +12, Perception +12, Religion +4, Stealth +12, Streetwise +8, Thievery +7

Basic Attack: Melee Basic Attack Show

Dagger
Shortsword's
(+1 bonus to AC/Reflex while in off-hand.) Critical: +1d6 damage per plus
Longsword's Critical: +1d6 psychic damage per plus

Basic Attack: Ranged Basic Attack Show

Dagger
Chatkcha
Longbow's Critical:
+1d6 damage per plus, and the target grants combat advantage until the end of your next turn.

Noble Adept Feature: Adept's Insight/Manifester Longsword Show

Encounter        Psionic
Minor Action      Close burst 5
Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check.
Effect: (Automactically augmented) Add 1d4+1 to the triggering roll

Elf Racial Power: Elven Accuracy Show

Encounter  
Free Action      Personal
Trigger: You make an attack roll and dislike the result.
Effect: Reroll the attack roll. Use the second roll, even if it’s lower.

Beast Stats Show

Cat                                                                             Level 8 Skirmisher
Medium natural beast (Companion)                                


Hit Points: 78 Bloodied 39
AC 22, Fortitude 19, Reflex 21, Will 20,
Speed: 7 squares


Traits:


Scion of Onat   Feat


Whenever cat’s ranger companion is in an adjacent square and spends a healing surge , cat regains hit points equal to one-half +5 of the ranger companion healing surge value, in addition to any other benefit a healing surge.
Friend's Gift Bonus: Cat regains an extra 5 hit points when spending a healing surge or everytime cat's ranger companion spend a healing surge for cat to regain hit points.


Standard Actions:


Claw  At Will     Weapon


Attack: +12 vs. AC ; 1d8+7 damage.


Immediate Actions:


Beast Protector   At-Will   Feat


(Immediate Reaction) Trigger: An enemy makes a melee attack against cat.
Effect: Triggering attacker provokes an basic attack from cat’s ranger companion. If the ranger companion is in an adjacent square to cat, the ranger companion makes this attack even with a melee weapon that can’t reach the attacker.


Trained Skills: Athletics +11, Stealth +12
Str 14 (+6)                Dex 16 (+7)                Wis 14 (+6)
Con 12 (+5)                Int 6 (+2)                Cha 6 (+2)



Hunter's Quarry Show

At-Will
Minor Action  
Effect: You can designate the nearest enemy to you that you can see as your quarry's target.
Once per round: Whenever you hit your quarry's target with an attack, the attack deals an additional extra 1d8 damage.
If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry's target at a time.

Ranger Attack 1: Twin Strike Show

At-Will        Martial, Weapon
Standard Action      Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.

Ranger Attack 1: Circling Strike Show

At-Will        Beast, Martial, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Before or after the attack, your beast companion can shift 1 square

Ranger Attack 1: Fox's Cunning Show

Encounter        Martial, Weapon
Immediate Reaction      Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.

Ranger Attack 1: Partnered Savaging Show

Daily        Beast, Martial
Standard Action      Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 2[b] + beast’s Strength modifier damage.
Miss: Half damage.
Effect: If the target is your quarry, you can shift 3 squares and make a basic attack against it.

Ranger Utility 2: Pack Alertness Show

At-Will        Beast, Martial
Minor Action      Close burst 10
Targets: You and your beast companion in the burst
Effect: The targets each make a Perception check and share the better result. Also, if your beast companion becomes aware of a target, you do as well, and vice versa.
Beast: If your companion is a cat, a raptor, or a wolf, the targets gain a +2 bonus to the Perception checks.

Ranger Attack 3: Cut and Run Show

Encounter        Martial, Weapon
Standard Action      Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.

Ranger Attack 5: Spitting-Cobra Stance Show

Daily        Martial, Stance, Weapon
Minor Action      Personal
Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.

Nature Utility 6: Practiced Rider Show

At-Will
Minor Action      Personal
Effect: You mount or dismount a willing, adjacent creature that has the mount keyword.

Ranger Attack 7: Surprising Throw Show

Encounter        Martial, Weapon
Standard Action      Ranged weapon
Requirement: You must be wielding a thrown weapon.
Target: One creature
Attack: Strength vs. AC (thrown weapon). The target grants combat advantage to you if it is adjacent to an ally of yours who can take free actions.
Hit: 3[W] + Strength modifier damage

Raise Beast Companion Show

Component Cost: 50 gp
Market Price: None
Key Skill: Nature (no check)
Level: 1
Category: Restoration
Time: 4 hours
Duration: Instantaneous
This ritual allows you to restore life to your slain beast companion. This ritual works only for rangers who have the Beast Mastery class feature.

    The ritual functions as the Raise Dead ritual, with the following exceptions:
    You need not have any part of your beast companion’s corpse.
    The death penalty lasts until you have reached three milestones.

Dire Wolf Show

Dire Wolf                                                                     Level 5 Skirmisher
Large natural beast (mount)                                                         XP 200


HP 67; Bloodied 33 Initiative +7
AC 19, Fortitude 18, Reflex 17, Will 16 Perception+9
Speed 8 Low-light vision


Traits


Pack Harrier


The wolf has combat advantage against any enemy that is adjacent to two or more of the wolf’s allies.


Pack Hunter (mount)


The wolf’s rider has combat advantage against any enemy that is adjacent to one of the rider’s allies other than the wolf.


Standard Actions


Bite At-Will


Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8 + 4 damage, or 3d8 + 4 against a prone target. The target falls prone if the wolf has combat advantage against it.


Str 19 (+6)                Dex 16 (+5)                Wis 14 (+4)
Con 19 (+6)                Int 5 (-1)                Cha 11 (+2)


Alignment unaligned        Languages -



Friend's Gift (heroic tier) Show

Targeting Longbow +2 Show

Power Daily (Free Action)
Trigger: You hit an enemy with an attack using this weapon.
Effect: Until the end of your next turn, you and your allies can roll twice on attack rolls against that enemy and use either result.

Defensive Hide Power + Noble Adept Power Point Show

Power (Augmentable) Daily (Immediate Interrupt)
Trigger: An enemy hits you.
Effect: Automatically augmented and until the start of your next turn, you gain a +5 bonus to the defense that the triggering enemy hit.

Rhythm Blade Short sword +2 x1 Show

Spoiler: Show

Handaxe x3 Show

Amulet of Warding +2 Show

Power Daily (Immediate Interrupt)
Trigger: An ally adjacent to you is hit by an attack.
Effect: The ally gains a power bonus to all defenses equal to the amulet's enhancement bonus until the start of your next turn.

Spoiler: Show
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2 years ago  ::  Nov 14, 2011 - 6:07PM #5
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472
JONVIN The Defender Show
 
====== Created Using Wizards of the Coast D&D Character Builder ======
JonVin, level 8
Genasi, Battlemind/Fighter
Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: One-handed Weapon Talent (Hybrid)
Versatile Expertise Option: Versatile Expertise (Axe)
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Elemental Manifestation Option: Earthsoul
Earthshock Option: Earthshock Constitution
Inherent Bonuses
Occupation - Scholar (+2 to Arcana)
Theme: Noble
 
FINAL ABILITY SCORES
STR 18, CON 18, DEX 10, INT 10, WIS 13, CHA 13
 
STARTING ABILITY SCORES
STR 17, CON 14, DEX 10, INT 8, WIS 12, CHA 13
 
 
AC: 26 Fort: 22 Ref: 18 Will: 18
HP: 75 Surges: 13 Surge Value: 18
 
TRAINED SKILLS
Athletics +11, Endurance +13, Insight +10, Religion +9
 
UNTRAINED SKILLS
Acrobatics +2, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +5, Heal +5, History +4, Intimidate +5, Nature +7, Perception +5, Stealth +2, Streetwise +5, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Utility: Noble Presence
Genasi Racial Power: Earthshock
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Mind Spike
Fighter Attack: Combat Challenge
Paladin Feature: Divine Challenge
Paladin Feature: Divine Mettle
Fighter Attack 1: Shield Riposte
Fighter Attack 1: Weapon Master's Strike
Battlemind Attack 1: Living Fortress
Fighter Utility 2: Pass Forward
Battlemind Attack 3: Mind Snare
Fighter Attack 5: Unexpected Shield Bash
Endurance Utility 6: Third Wind
Fighter Attack 7: Weapon Master's Gambit
 
FEATS
Level 1: Hybrid Talent
Level 2: Soldier of the Faith
Level 4: Hafted Defense
Level 6: Versatile Expertise
Level 8: Divine Channeler (Paladin)
 
ITEMS
Heavy Shield x1
Handaxe
Climbing Claw
Parrying Longsword +2 x1
Black Iron Scale Armor +2 x1
Manifester Halberd +2
Adventurer's Kit
Frostwolf Pelt +2 x1
Symbol of Shared Healing +2 x1
Throwing Shield (heroic tier) x1
====== End ======


SKILLS Show
Acrobatics +2, Arcana +6, Athletics +11, Bluff +5, Diplomacy +5, Dungeoneering +5, Endurance +13, Heal +5, History +4, Insight +10, Intimidate +5, Nature +7, Perception +5, Religion +9, Stealth +2, Streetwise +5, Thievery +2

Basic Attack: Melee Basic Attack Show

Basic Attack: Ranged Basic Attack Show

Noble Utility: Noble Presence Show

Genasi Racial Power: Earthshock Show

Battlemind Feature: Battlemind's Demand Show

Battlemind Feature: Mind Spike Show

Fighter Attack: Combat Challenge Show

Paladin Feature: Divine Challenge Show

Paladin Feature: Divine Mettle Show

Fighter Attack 1: Shield Riposte Show

Fighter Attack 1: Weapon Master's Strike Show

Battlemind Attack 1: Living Fortress Show

Fighter Utility 2: Pass Forward Show

Battlemind Attack 3: Mind Snare Show

Fighter Attack 5: Unexpected Shield Bash Show

Endurance Utility 6: Third Wind Show

Fighter Attack 7: Weapon Master's Gambit Show

Spoiler: Show

Spoiler: Show

Spoiler: Show

Spoiler: Show

Spoiler: Show

Spoiler: Show

Spoiler: Show

Spoiler: Show

Spoiler: Show



Who/What Am I? Show
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DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
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Referee - People Of Oz @Dorothy's Kansas Games(inactive).
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2 years ago  ::  Nov 14, 2011 - 6:12PM #6
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472
The Incorrigible STARCHAUL Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Starchaul, level 8
Human, Shaman/Druid
Companion Spirit (Hybrid) Option: Protector Spirit (Hybrid)
Hybrid Shaman Option: Hybrid Shaman Fortitude
Hybrid Druid Option: Hybrid Druid Reflex
Hybrid Talent Option: Primal Aspect
Primal Aspect Option: Primal Guardian
Human Power Selection Option: Bonus At-Will Power
Inherent Bonuses
Instructor's Child (+2 to Insight)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 10, CON 16, DEX 13, INT 14, WIS 20, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 13, INT 14, WIS 16, CHA 8
 
 
AC: 22 Fort: 21 Ref: 21 Will: 22
HP: 63 Surges: 10 Surge Value: 15
 
TRAINED SKILLS
Heal +14, Insight +18, Nature +14, Perception +16, Religion +11
 
UNTRAINED SKILLS
Acrobatics +5, Arcana +6, Athletics +4, Bluff +3, Diplomacy +3, Dungeoneering +9, Endurance +7, History +6, Intimidate +3, Stealth +5, Streetwise +3, Thievery +5
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Shaman Feature: Call Spirit Companion
Shaman Feature: Healing Spirit
Shaman Feature: Speak with Spirits
Druid Feature: Wild Shape
Druid Attack 1: Fire Hawk
Druid Attack 1: Savage Rend
Shaman Attack 1: Protecting Strike
Druid Attack 1: Scattered Form
Shaman Attack 1: Spirit of the Healing Flood
Druid Utility 2: Warding Wind
Shaman Attack 3: Spring Renewal Strike
Druid Attack 5: Summon Guard Drake
Arcana Utility 6: Elemental Affinity
Druid Attack 7: Tremor
 
FEATS
Level 1: Learned Spellcaster
Level 1: Ritual Caster
Level 1: Hybrid Talent
Level 2: Melee Training (Wisdom)
Level 4: Hafted Defense
Level 6: Enraged Boar Form
Level 8: Mounted Combat
 
ITEMS
Adventurer's Kit
Backpack (empty)
Warding symbol of the Radiant Flame +2 x1
Totemic Spear Longspear +2 x2
Dire Wolf
Leather Armor of Sudden Recovery +2 x1
Healer's Shield (heroic tier) x1
Brooch of Shielding +2 x1
Widow's knife x2
Scroll of Healing Potion x3
Scroll of Raise Beast Companion
Scroll of Clearsense Powder
Scroll of Remove Affliction
Scroll of Transfer Enchantment
Scroll of Enchant Magic Item
Blessed Book
Warmage's Uniform Leather Armor +1
 
Elemental Affinity (minor; at-will)
Starchaul can change the damage type of any one of her powers to one of the following: acid, cold, fire, lightning, or thunder. The change lasts until the end of the Starchaul's next turn.
 
====== End ======
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Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
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2 years ago  ::  Nov 14, 2011 - 6:16PM #7
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472
The Compassionate THEEBACHT Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Theebacth, level 8
Deva, Wizard/Sorcerer
Sorcerous Power Option: Sorcerous Power Strength
Hybrid Talent Option: Arcane Implement Mastery
Arcane Implement Mastery Option: Staff of Defense
Versatile Expertise Option: Versatile Expertise (Staff)
Versatile Expertise Option: Versatile Expertise (Light blade)
Inherent Bonuses
Deva - Brink of Enlightenment (+2 to Arcana)
Theme: Alchemist
 
FINAL ABILITY SCORES
STR 12, CON 13, DEX 13, INT 18, WIS 10, CHA 18
 
STARTING ABILITY SCORES
STR 12, CON 13, DEX 13, INT 14, WIS 8, CHA 16
 
 
AC: 23 Fort: 17 Ref: 20 Will: 22
HP: 52 Surges: 7 Surge Value: 13
 
TRAINED SKILLS
Arcana +15, Diplomacy +13, Insight +9, Religion +15
 
UNTRAINED SKILLS
Acrobatics +5, Athletics +5, Bluff +8, Dungeoneering +4, Endurance +5, Heal +4, History +10, Intimidate +8, Nature +4, Perception +4, Stealth +5, Streetwise +8, Thievery +5
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Deva Racial Power: Memory of a Thousand Lifetimes
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Artificer Feature: Healing Infusion: Resistive Formula
Artificer Feature: Healing Infusion: Curative Admixture
Staff of Defense  Power: Staff of Defense
Wizard Attack 1: Thunderwave
Sorcerer Attack 1: Storm Walk
Sorcerer Attack 1: Thunder Slam
Sorcerer Attack 1: Dazzling Ray
Sorcerer Utility 2: Sorcerous Sirocco
Wizard Attack 3: Maze of Mirrors
Wizard Attack 5: Summon Magma Beast
Wizard Utility 6: Fire Shield
Sorcerer Attack 7: Spark Form
 
FEATS
Alchemist
Level 1: Student of Artifice
Level 2: Hybrid Talent
Level 4: Armor Proficiency: Leather
Level 6: Sorcerous Blade Channeling
Level 8: Versatile Expertise
 
ITEMS
Adventurer's Kit
Tenser's Floating Disk
Climber's Kit
Staff of Knives +2 x1
Repulsion Leather Armor +2 x1
Deep-Pocket Cloak +2 x1
Circlet of Arcane Extension x1
Clearsense Powder
Blinding Bomb
Ritual Book
Aura Killer Dagger +2 x1
Mnemonic Staff +2
====== End ======
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

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Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.

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D&D: Everythings. The Unlikely Diplo.. A Walk Thru for the Pier -- Encounter Thread &...
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