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4 years ago  ::  Aug 28, 2009 - 5:13AM #1
seTiny
  • Real Adventures
Date Joined: Feb 7, 2005
Posts: 4,191

The rain has not come for some time. The drought is weighing heavily on everyone’s mind, but none more than Founder Neelani. She has already announced that she is considering imposing a tariff on those that wish to use the Relkingham waterway . A sacrifice tariff, requiring anyone wanting to use the waterway to sacrifice a body part or if they were a larger nation an entire person. She believes this will appease Erathis, and bring the rains back to Delornen.

The citizens of Relkingham
are worried. The believe some tariff should be paid, but in gold not human sacrifice. Human sacrifice to them is a barbaric custom and they don’t know what has come over Founder Neelani. A month ago the mayor sent an emissary party to talk Neelani out of passing this edict. They returned with news that Neelani would reconsider. Now she has asked for representatives to come to her palace in Wyllea.

This is where you come in. The mayor has assembled you to be those representatives. This adventure will consist of a mixture of skill challenges and combat.


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4 years ago  ::  Aug 28, 2009 - 7:32AM #2
raziel_wraithblade
Date Joined: Sep 23, 2005
Posts: 570

Riardon Show


Riardon
Eladrin Warlock 3 (star pact)
Alignment: Good
Religion: The Raven Queen
Gender: Male
Height: 5'11", Weight: 163lbs
Age: 19
Size: M, Speed: 6 Squares
Action Points: 1

HP: 39 Bloodied: 19
Healing surge: 9 (9/day)
Initiative: +6 (+1 Dex, +1 level, +4 Feat)

Str 14 [+2]
Con 17 [+3]
Dex 13 [+1]
Int 13 [+1]
Wis 10 [+0]
Cha 17 [+3]

Basic attacks:
Melee: +6 (+1 level, +2 Str, +3 Prof, +1 Ench)
Ranged: +5 (+1 level, +3 Con, +1 Ench)


AC: 15 (10, + 1 level, +2 Leather + 1 magic, +1 Dex)
Fort: 15 (10, + 1 level, +3 Con, +1 Item)
Ref: 14 (10, + 1 level, +1 Dex,+ 1 class+1 Item)
Will: 17 (10, + 1 level, +3 Cha, +1 class, +1 Race, +1 Item)


Vision: Low-light
Passive Insight: 11
Passive Perception: 11

Class Proficiencies:
Armour - Cloth, Leather
Weapons - Simple Melee, Simple Ranged

Class Features:
+1 Reflex, +1 Will
Warlocks curse: +1d6 damage on attacks
Fate of the Void: When cursed enemy drops to 0 HP gain +1 on d20 roll
Prime Shot: +1 attack when no allies are closer to the target than you are.
Shadow walk: gain concealment until end of next turn if you move 3 squares or more.
Implements: Rod, Wand, Pact Blade.

Racial Traits:
+2 Dex, +2 Int
+2 Arcana, +2 History
Eladrin Education (+1 Trained skill)
Eladrin Weapon Profenciency (Longsword)
Eladrin Will
Fey Origin
Trance
Fey Step

Skills: (+1 level)
+2 Acrobatics (+1 Dex)
+9 Arcana (+1 Int, +5 Trained, +2 Race)
+3 Athletics (+2 Str)
+4 Bluff (+3 Cha)
+4 Diplomacy (+3 Cha)
+6 Dungeoneering (+0 Wis, +5 Trained)
+4 Endurance (+3 Con)
+1 Heal (+0 Wis)
+9 History (+1 Int, +5 Trained, +2 Race)
+1 Insight (+0 Wis)
+9 Intimidate (+3 Cha, +5 Trained)
+1 Nature (+0 Wis)
+1 Perception (+0 Wis)
+2 Religion (+1 Int)
+2 Stealth (+2 Dex)
+4 Streetwise (+3 Cha)
+7 Thievery (+1 Dex, +5 Trained)

Feats:
Eladrin Soldier
Improved Initiative

At Will Powers:

Eldrich Blast +5 vs Ref (+1 Level, +3 Con, +1 Ench)
1D10+4 Damage (+3 Con, +1 Ench)
Range 10 / One Creature

Dire Radiance +5 vs Fort (+1 level, +3 Con, +1 Ench)
1D6+3 Radiant Damage / 1D6+3 Radiant Damage if it moves closer on it's next turn.
Range 10 / One Creature

Encounter Powers:

Dreadful Word +5 vs Will (+1 level, +3 Cha, +1 Ench)
2D8+3 Psycic Damage / -2 Will Defense until end of my next turn
Range 5 / One Creature

Frigid Darkness +5 vs Fort (+1 level, +3 Con, +1 Ench)
2d8+3 Cold Damage / target grants combat advantage to everyone until end of my next turn.
Range 10 / One Creature


Daily Powers

Curse of Dark Dream +5 vs Will (+1 level, +3 Cha, +1 Ench)
3D8+3 Psycic Damage / Slide target 3 squares
Sustain Minor: Slide the target 1 square whether you hit or missed (save ends)

Mundane Equipment:
Backpack
Bedroll
Pouch
Trail Rations (1)
Hemp Rope (50 ft)
Sunrod (2)
Waterskin
Everburning Torch
Horse

Magic Equipment:
+1 Pact Sword
+1 Pact Dagger
+1 Amulet of Resolution
+1 Bloodcut Leather Armor

Coins:
PP: 0
GP: 358
SP: 4
CP: 0
Personality/Background Show

Riardon had an easy childhood, living in an Eladrin village hidden in the center of a great Forrest that stretched for miles. The warriors protected their borders fiercely, driving away any threats, causing Riardon to live a sheltered life. He had heard of other races, had even learned a little about them when the elders told their tales, but had never seen anyone other than his fellow Eladrin. But Riardon always wanted more out of life. Even from a young age, he would be seen staring at the night sky wistfully, dreaming of the day when he could set out to discover the world for himself. It was on one of these nights, while staring at the canopy of stars above, that he first felt an unknown power welling inside him. It was as if the stars had chosen him for greater things. He knew that he would never be a rigid warrior like his father; his imagination during training sessions wouldn't allow it, but he also knew that he wasn't destined to spend the rest of his life secluded in his village.

After his father was killed, Riardon set out to hunt down his murderer. Though he only has a discription and a name, "Persius Ashylon", he was confident he could find the rogue warlock and avenge his fathers death. His confidence has begun to waiver though; he never realized what a wide place the world really was, with countless places for Persius to escape to.

Riardon always trys to emulate the stars in his actions. He can be a light to those in darkness, or a glimer of hope to the oppressed. At other times his emotions get away from him, burning like a super-nova. He only hopes that his light will continue to shine within those he helps after the Raven Queen removes him from this mortal coil.


Magic Item wishlist:
4 - Blackleaf Gloves (AV2 - 108)
5 - Tattoo of Vengence (AV2 - 85)
6 - Shadowfell Gloves (PH - 247)
7 - Bracers of Defense (PH - 244)

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4 years ago  ::  Aug 28, 2009 - 7:48AM #3
StGood
Date Joined: Oct 6, 2008
Posts: 324

Name: Andrae Hess
Gender: Male Race: Human Class: Wizard 3
Alignment: Unaligned

Medium Height: 6’ Weight: 150lbs Age: Young Adult
Black Hair, Green eyes, Tanned from traveling

Speaks Common, Elven


Ability Scores (Point Buy)                                                                                                              Str:   08 (-1) 0 pts
Con: 14 (+2) 5 pts
Dex: 14 (+2) 5 pts
Int:   18 (+4) 9pts [16+2race]
Wis:  10 (+0) 0 pts
Cha:  13 (+1) 3 pts

Basic Combat Stats
Hit Points: 32
Bloodied: 16
Healing Surge: 8/day

Initiative: +3
Speed: 6 squares (30 feet)
Action Points: 1

Defenses
AC:   17 [+1{1/2lvl}+4{Int Mod}+2{Armor}]
Fort: 15 [+1{1/2lvl} +2{Con Mod} +1{Racial} +1{Item}]
Ref:  17 [+1{1/2lvl}+4{Int Mod}+1{Racial} +1{Item}]
Will:  16 [{1/2lvl}+1{Cha Mod}+1{Racial}+2{Class} +1{Item}]

Attacks
Basic Melee +2 vs. AC Quarterstaff 1d8-1
Basic Ranged +6 vs. Reflex Magic Missile 2d4+5

Senses:
Vision: Normal
Passive Insight: 16
Passive Perception: 11


Trained Skills                                                                                                                              Arcana +10, Diplomacy +7, History +10, Insight +6, Nature +6, Religion +5


Untrained Skills                                                                                                                     Acrobatics +3, Athletics +0, Bluff +2, Dungeoneering +1, Endurance +3, Heal +1, Intimidate +2, Perception +1, Stealth +3, Streetwise +2, Thievery +3


Racial Traits
Ability Scores: +2 to attribute of choice
Size: Medium
Speed: 6 squares
Vision: Normal
Language: Common, Elven
Bonus At-Will Power: 1 extra at-will power from class
Bonus Feat: 1 extra feat at 1st level
Bonus Skill: Gain training in 1 extra class skill
Human Defense Bonus: +1 to Fort, Ref, and Will Defenses[/sblock]


Class Features
Role: Controller
Power Source: Arcane
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, Staffs, Wands
Ritual Casting: See Feats
Wand of Accurancy: Free action; +2 to a single attack roll.
Cantrips
Spellbook


Powers
Magic Missile
Standard Action; Ranged 20 +6 vs Reflex; 2d4+5 force damage
This power counts as a ranged basic attack.
Scorching Burst
Standard Action; Area Burst 1 w/in 10 squares; +6 vs Reflex; 1d6+6 fire damage
Thunderwave
Standard Action; Close blast 3; +6 vs Fortitude; 1d6+5 thunder damage and you push the target 0 squares

Burning Hands
Standard Action, Close blast 5; +6 vs Reflex; 2d6+6 fire damage
Color Spray
Standard Action; Close blast 5; +6 vs Will; 1d6+6 radiant damage, and the target is dazed until the end of your next turn.

Flaming Sphere(Prepared)
Standard Action, Ranged 10; +6 vs Reflex; 2d6+6 fire damage
Sleep
Standard Action; Area Burst 2 within 20 squares; +6 vs Will
Hit:The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconcious (save ends).
Miss: The target is slowed (save ends).[/sblock]


Utility Powers
Shield(prepared)
Immediate Interrupt, Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Feather Fall
Free Action; Ranged 10
Trigger: You or one creature falls
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.


Rituals
Animal Messenger
Comprehend Languages
Silence


Feats
Action Surge (Human Bonus)
Armor Proficiency: Leather (2nd lvl)
Astral Fire (1st lvl)
Ritual Caster (Wizard Bonus)


Equipment
Mudane Items
Journeybread (10days), Leather Armor, Quarterstaff, Standard Adventure's Pack, SpellBook, 80 gp worth of Residuum, 2 bottles of fine wine


Magical Items
Bracers of the Perfect Shot, +1 Cloak of Resistance, +1 Wand of Ray of Enfeeblement, 4 Potions of Healing



Coins- 75gp

Character Information

Description
Andrae is tall and thin. His blondish brown hair is pulled back into a ponytail. His eyes are blue and inquisitive. Overall, his appearance is disheveled but not to the point of appearing unhygienic. His earth-tone clothing is that of a traveler, sturdy and efficient but not flamboyant. The metal bracers that he wears do seem a little out of place as does his yellow cloak.[/sblock]
Personality
Andrae enjoys what he considers to be the three greatest gifts that the gods gave mortals. Good drink. Good friends. Good food. Andrae loves to talk with everyone that he meets and goes out of his way to meet new people. He laughs easily, but he is not silly. He prefers company to being alone even though his arcane studies force him into long hours and even days of being alone.


History
Andrae grew up in and Relkingham. His father retired here after a productive career as an adventurer. From the time Andrae can remember, his dad has been imparting to him the arcane secrets he learned from his father. One day Andrae hopes to do the same with his son or daughter. It was at his feet that Andrae grew to love magic, and through his stories that Andrae was filled with wanderlust.

Andrae's mother is seamstress. She is from Relkingham. Between her sewing and his father's magic, they have made a nice living for themselves. It was in her shop that Andrae grew to love people. His cloak along with his wand was a gift from his parents. Although he knows that this wand will not be his only one and that at some point this cloak will no longer serve him, he is very grateful for the gifts and would only sell them under the direst of circumstances.

Unfortunately, his parents just died, but if it were not for that, Andrae would not be in Relkingham at this time. In fact, it was at the funeral of his mother that he learned of Neelani's plans and was asked by the mayor to go to her.

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4 years ago  ::  Aug 28, 2009 - 9:03AM #4
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Arglas
Male Dragonborn Fighter
Medium, Height 6'7", Weight 320lbs, Age 17
Level 3, Good
Exp: 2910 / Level up: 3750

Str 18 (+4) [9 pts] [16, +2 racial]
Con 15 (+2) [7 pts]
Dex 13 (+1) [3 pts]
Int 8 (-1)
Wis 13 (+1) [3 pts]
Cha 12 (+1) [10, +2 racial]
[+1 level bonus where appropriate]

Hit Points 47 [15 (base) + 15 (con) + 12 (fighter) + 5 (toughness)]; Bloodied 23
Healing Surge (hp healed/per day): 13hp / 11/day [9 (fighter) + 2 (con)]
Second Wind: 13hp + 2 to all defenses until next action
Armor Class 20 [10 + 1 (level) + 8 (Armor) + [s][1 (Int/Dex) in light armor] + 1 enhancement]
Fortitude Defense 18 [10 + 1 (level) + 4 (Str/Con) + 2 (fighter) + 1 enhancement]
Reflex Defense 13 [10 + 1 (level) + 1 (Dex/Int) + 1 enhancement]
Will Defense 13 [10 + 1 (level) + 1 (Wis/Cha) + 1 enhancement]

Initiative +2 [+1 level +1 dex]
Speed 5 squares [6 squares, -1 for armor]
Action Points 0

Basic Attacks
+1 Frost Maul +9 vs AC [+1 level, +4 Str, +2 proficiency, +1 style, +1 enhancement], 2d6+5 dmg [+1d6 cold on critical]
Javelin +7 vs AC [+1 level, +4 Str, +2 proficiency], 1d6+4 dmg, Range 10/20, Heavy Thrown

Feats
Toughness [1st]
Armor Proficiency (Plate) [2nd]

Skills
+8 Atheletics (+1 level, +4 Str, +5 Trained -2 ACP)
+7 Endurance (+1 level, +2 Con, +5 Trained, +1 item [Dwarven Plate] -2 ACP)
+2 History (+1 level, -1 Int, +2 racial)
+4 Intimidate (+1 level, +1 Cha, +2 racial)
+2 Insight (+1 level, +1 Wis) [Passive 12]
+2 Perception (+1 level, +1 Wis) [Passive 12]
+7 Streetwise (+1 level, +1 Cha, +5 Trained)

Dragonborn
Languages: Common, Dragonborn
Dragonborn Fury: when bloodied, +1 on attack rolls
Draconic Heritage: Healing surge value is 1/4 of hit points + Con modifier
Dragon Breath: encounter power (see below)

Fighter
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged
Combat Challenge: Mark target of attack. Target gets a -2 penalty to attack when I am not target, only one mark at a time. Also, if the marked target shifts or attacks someone else, make a basic melee attack against the target.
Combat Superiority: +1 [Wis] to hit with Opportunity attacks, Also, an enemy struck by an Opportunity attack must stop moving if a move provoked the attack.
Fighter Weapon Talent: +1 bonus to attack with 2-Handed Melee weapons.

Exploits
At-will
Cleave (At will 1, Martial, Weapon, Standard, Melee)
  • Target: One Creature
  • Attack: +9 [Str] vs AC
  • Hit: 2d6 + 5 [Str] damage and one adjacent enemy takes 4 [Str] damage

Reaping Strike (At will 1, Martial, Weapon, Standard, Melee)
  • Target: One Creature
  • Attack: +9 [Str] vs AC
  • Hit: 2d6 + 5 [Str] damage
  • Miss: 4 [Str] damage

Encounter
Dragon Breath (Encounter, Racial, Minor action, Close Blast 3)
  • Targets: All creatures in area
  • Attack: +7 [Str +2] vs Reflex
  • Hit: 1d6 + 2 [Con] Cold damage

Steel Serpent Strike (Encounter 1, Martial, Weapon, Standard, Melee)
  • Target: One creature
  • Attack: +9 [Str] vs AC
  • Hit: 4d6 + 5 [Str] and target is slowed and cannot shift until the end of my next turn

Crushing Blow (Encounter 3, Martial, Weapon, Standard, Melee)
  • Target: One creature
  • Attack: +9 [Str] vs AC
  • Hit: 4d6 + 5 [Str] +2 [Con]

Daily
Villan's Menace (Daily 1, Martial, Weapon, Standard, Melee)
  • Target: One Creature
  • Attack: +9 [Str] vs AC
  • Hit: 4d6 + 5 [Str] damage and I gain a +2 power bonus to hit and +4 power bonus to damage against the target until the end of the encounter
  • Miss: +1 power bonus to hit and +2 power bonus to damage against the target until the end of the encounter

Unstoppable (Utility 2, Daily, Healing, Martial, Weapon, Minor, Personal)
  • Effect: I gain 2d6 + 2 [Con] temporary hit points


Item Abilities
At-will
Frost Maul (Item, At will, Cold, Free action)
  • Effect: All damage dealt by the weapon is cold damage. Another free action can be used to return the damage to normal.

Daily
Dwarven Plate (Item, Daily, Healing, Free action, Personal)
  • Effect: Regain hit points as if I had spent a healing surge

Frost Maul ability (Item, Daily, Cold, Free action)
  • Effect: When a target is hit, the target takes an extra 1d8 cold damage and is slowed until my next turn.

Gloves of Piercing (Item, Daily, Minor)
  • Effect: Until the end of the encounter, ignore any resistance of 10 or lower

Ironskin Belt (Item, Daily, Minor)
  • Effect: Gain Resist 5 to all weapon damage until the end of my next turn.


Equipment
+1 Dwarven Plate (worn, 50 lb) (level 2 item)
Dagger (belt front, 1 lb) (1 gp)
Pouch (belt front, .5 lb) (1 gp)
+1 Frost Maul (left shoulder, 12 lb) (level 3 item)
Javelin Tube [4 Javelins] (right shoulder, 8 lb) (20 gp)
Backpack (center back, 2 lb) (2 gp)
Bedroll (below backpack, 5 lb) (1 sp)
+1 Amulet of Protection (worn on neck, --) (360 gp) (level 1 item)
Gloves of Piercing (worn on hands) (level 3 item)
Ironskin Belt (worn around waist) (level 5 item)

Waterskin- water (backpack, 4 lb) (1 gp)
2 Sunrods (backpack, 2 lb) (2 gp)
Flint & Steel (backpack, --) (1 gp)
Trail Rations- 10 days (backpack, 10 lb) (5 gp)
Rope, hempen (50 ft) (backpack, 10 lb) (1 lb)

Coins- 284gp (pouch)

History

Arglas was born to a clan of wandering dragonborn mercenaries. He does not have many memories of his family, as an ambush by orc raiders left his parents dead and Arglas was captured and brought back to their encampment as a slave.

He was rescued by Baerl and his companions, a group of retired adventurers from the nearby town of Relkingham who were tracking the raiders. Baerl, the dwarven blacksmith of the town, took Arglas under his wing since Arglas had no family and dragonborn did not pass through the area much.

Baerl tried to teach Arglas the arts of smithing, but Arglas always seemed more intent on hearing about Baerl's past exploits. Leaving Arglas alone in the smithy one day, he returned to see him training with his smith's hammer, the young dragonborn not practicing how to use it to shape metal but bash it instead. This made Baerl laugh and realise that Arglas really wanted to learn to fight, and from that day he taught him the art of war.

Arglas has grown to be a strong and tough fighter, and helps defend the town from raiders. He does not like Founder Neelani's plan, and thinks that something is not right and has joined the others to find out exactly what is going on.

Personality

Arglas believes that actions speak louder than words, and does not like to take subtle actions, preferring to let his maul do the talking for him. He is fiercely protective with any matters regarding Relkingham, and is mistrustful of most people not from the town, although he has learnt to trust his instincts and observe the way people act to determine their trustworthiness.

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4 years ago  ::  Aug 29, 2009 - 11:51AM #5
BornAgainGamer
Date Joined: Feb 12, 2008
Posts: 317

You're right seTiny - I cannot edit the post.  But I have managed to download some files from my online backup onto my laptop


 


Name: Geldan 

Race: Half-Elf
Class: Paladin


2973063006_44d70da3e0_m.jpg

History, Appearance, Personality

Geldan was brought up with his twin sister Gelana by Half-Elven parents in the logging community of Darkenwald. Tragedy struck when his parents were killed by a goblin raiding party and Geldan and Gelana were kidnapped. The twins managed to escape the goblins, by strangling their guard. He and his sister were making good their escape through the forest outside the goblin’s stronghold when Gelana tripped on a protruding root and broke her ankle. With no choice but to leave her behind, the vision of his sister’s tear strewn face as he rushed away haunts him to this day. Lost in the wilderness, struggling with the injuries he sustained during his fight and flight, Geldan “chanced” upon a wayside temple to Avandra. A few days later, delirious and close to starvation, a passing priest discovered him. Taken in by the temple of Avandra in Wyllea, Geldan spent the latter years of his childhood first as a servant to the priests then training as a squire. Finally as a result of his dedication and servitude he was inducted as a paladin of Avandra, swearing an oath to help the poor and down trodden of the world.

Geldan’s background and service to Avandra has given him a very fatalistic view of the world. This guides him in his day to day worship of Avandra – striving to maintain freedom and liberty for all against an ever changing world. In public he comes across as self-assured, charismatic, persuasive and protective. Chivalrous to a fault he has a healthy disrespect for authority and will always support the underdog and the put upon. There is a private side of Geldan that he keeps hidden. He harbours a burning desire for revenge fuelled by the lasting image of his twin Gelana burning behind his tear filled eyes. Goblins and their kin are his sworn enemies.

5’10” and well built, with attractive features and striking green eyes. He hides his elven heritage as a carry-over from the days of teasing from the other boys as a servant in the temple. Keeping his dark hair at shoulder length, to cover his ears, and maintaining a well kept beard.

In battle Geldan is always bold but calm seeking to protect his companions above all else. This demeanour only changes when facing his mortal enemies – the goblins. He cannot contain his rage and seeks to dispatch these foul creatures as quickly as possible. Upon the death of his enemies Geldan chants his personal motto - plus ça change.

Geldan had been sent by his priest to investigate the disappearance of a travelling priest. He discovered the priest’s remains when he defeated a giant spider that had taken over one of Avandra’s wayside shrines. On his way back to Wyllea, he stopped off in Relkingham for the night and heard about the troubles on the waterway. He decided to present himself to the mayor to offer his and Avandra’s aid.

Alignment: Good
Religion: Avandra
Gender: Male
Height: 5’10”, Weight: 180lbs
Age: 22
Size: M, Speed: 5 Squares
Action Points: 1

STR: 13 [+1] Check +2
CON: 13 [+1] Check +2
DEX: 10 [+0] Check +1
INT: 10 [+0] Check +1
WIS: 15 [+2] Check +3
CHA: 18 [+4] Check +5

HP: 40, Bloodied: 20
Healing Surges: 11 (hp regained 10)
Initiative: +1 (+1 level)

AC: 20 (10, + 1 level, +7 Scale + 1 magic, +1 shield)
Fort: 13 (10, + 1 level, +1 Con, +1 class)
Ref: 13 (10, + 1 level, +0 Dex/Int, +1 shield, + 1 class)
Will: 16 (10, + 1 level, +4 Cha, +1 class)
Resist 5 Fire, Resist 5 Necrotic

Vision: Low-light
Passive Insight: 20
Passive Perception: 13

Class Proficiencies: 
Armour – Cloth, Leather, Hide, Chain, Scale, Plate, Light Shield, Heavy Shield
Weapons – Simple Melee, Military Melee, Simple Ranged

Class Features
+1 For, +1 Reflex, +1 Will 
Channel Divinity
Divine Challenge
Lay on Hands

Racial Traits
Common, Elven, Goblin
Dilettante
Dual Heritage
Group Diplomacy

Skills
Acrobatics +1 (+1 level)
Arcana +1 (+1 level)
Athletics +2 (+1 level +1 Str)
Bluff +5 (+1 level +4 Cha)
Diplomacy +12 (+1 level +4 Cha +5 training +2 racial)
Dungeoneering +3 (+1 level +2 Wis)
Endurance +2 (+1 level +1 Con)
Heal +8 (+1 level +2 Wis +5 training)
History +1 (+1 level)
Insight +10 (+1 level +2 Wis +5 training +2 racial)
Intimidate +5 (+1 level +4 Cha)
Nature +3 (+1 level +2 Wis)
Perception +3 (+1 level +2 Wis)
Religion +6 (+1 level +0 int +5 training)
Stealth +1 (+1 level)
Streetwise +5 (+1 level +4 Cha)
Thievery +1 (+1 level)

Feats 

Avandra’s Rescue
Healing Hands

At Will Powers

Divine Challenge: Minor Close Burst 5
Effect: Mark the target. If target attacks anyone else they have –2 hit penalty and 7 (3 + Cha) radiant damage

Lay on Hands: Minor Touch
Effect: spend a healing surge and target regains hit points with +4 feat bonus as if it had spent a healing surge

Bolstering Strike: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs AC
Effect: 1d10+5 (+4 Cha +1 magic) damage. Gain temporary hit points 2 (Wis)

Enfeebling Strike: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs AC
Effect: 1d10+5 (+4 Cha +1 magic) damage. If target was marked then takes –2 to hit until end of your next turn

Melee Basic Attack: (Flail) 1d20+5 (+1 Str +2 prof +1 level +1 magic) vs. AC
Effect: 1d10+2 (+1 Str +1 magic) damage.

Ranged Basic Attack: (Throwing Hammer) 1d20+3 (+2 prof +1 level) vs. AC Range 5/10
Effect: 1d6+0 () damage.

Encounter Powers

Divine Mettle Class Feature Minor Close Burst 10
Effect: Target (1 creature) makes a saving throw with bonus of 4 (Cha)

Divine Strength Class Feature Minor Personal
Effect: Apply Strength mod (+1) as extra damage on next attack this round

Avandra’s Rescue Feat Move 
Effect: Shift into the space of an adjacent ally and they shift into your space

Fearsome Smite: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs AC
Effect: 2d10+5 (+4 Cha +1 magic) damage. Until end of next turn target takes –2 (Wis) to attacks

Invigorating Smite: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs Will
Effect: 2d10+5 (+4 Cha +1 magic) damage. If bloodied gain 7 (5+Wis) hit points. Any blooded allies within 5 squares also gain 7 (5+Wis) hit points

Eyebite 1d20+5 (+4 Cha +1 level) vs Will Ranged 10
Effect: 1d6+4 (+4 Cha) psychic damage and invisible to target until the start of your next turn

Daily Powers

On Pain of Death: 1d20+6 (+4 Cha +1 level +1 implement) vs Will Ranged 5
Effect: 3d8+5 (+4 Cha +1 implement) damage. Once per round target takes 1d8 damage after taking any attacks on its round. Save Ends
Miss: Half damage. Once per round target takes 1d4 damage after taking any attacks on its round. Save Ends

Martyr’s Blessing: Immediate Interrupt
Trigger: An adjacent ally is hit by a melee or ranged attack
Effect: You are hit by the attack instead

Thundering Flail: Free Action
Effect: 1d8 extra thunder damage and push target 1 square

Symbol of Life: Minor Action
Effect: Until end of turn any character healed by encounter or daily powers gets 1d6 more hit points

Mundane Equipment: 
Light Shield [5gp]
3 Throwing Hammers [15gp]
Standard Adventurer's Kit [15gp]
A backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Riding Horse

Magic Equipment:
+1 Black Iron Scale
+1 Thundering Flail
+1 Symbol of Life

Coins: 75gp


[/sblock]



 





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4 years ago  ::  Aug 31, 2009 - 1:33PM #6
Klionheart
Date Joined: Oct 14, 2007
Posts: 115

I am here. Sorry for the huge downtime. I had very limited internet access this last month, and the few times I was on it was the forum that was off for maintenance. Now I see the reason Cool


Anyway, I was back home yesterday, and checking the mail today I got the requests. Thanks for the nudge seTiny.


I am currently trying to clean up the sheet recovered from the old thread. It's a mess when copied. Silly me. I was trying to copy the code from a quote, while I should have just copied the final post. Didn't realize formatting is copied too Laughing


Does a spoilerblock exist here?

Velorin Whiteside

Male half-elf rogue 3 (Artful Dodger) - 2400 XP
Unaligned
Diety: Sehanine

Str 12 +2 2 pts
Con 14 +3 2 pts, +2 racial
Dex 17 +4 12 pts
Int 12 +2 2 pts
Wis 10 +1 0 pts
Cha 14 +3 2 pts, +2 racial
HP 36/36
Surges 9hp, 8/8
AC 17 (11, +3 armour, +3 Dex)
Fort 14 (11, +2 Con, +1 item)
Ref 17 (11, +3 Dex, +2 class, +1 item)
Will 14 (11, +2 Cha, +1 item)
Attacks
Duelist's Dagger +9 1d4
Vicious Crossbow +7 1d8
Initiative: +4
Speed: 6 squares (30 feet)
Action Points: 1
Skills
+9 Acrobatics (+3 Dex, +5 trained)
+2 Arcana (+1 Int)
+7 Athletics (+1 Str, +5 trained)
+8 Bluff (+2 Cha, +5 trained)
+5 Diplomacy (+2 Cha, +2 racial)
+1 Dungeoneering ()
+3 Endurance (+2 Con)
+1 Heal ()
+2 History (+1 Int)
+3 Insight (+2 racial)
+3 Intimidate (+2 Cha)
+1 Nature ()
+1 Perception ()
+2 Religion (+1 Int)
+9 Stealth (+3 Dex, +5 trained)
+8 Streetwise (+2 Cha, +5 trained)
+9 Thievery (+3 Dex, +5 trained)
Racial Traits
Half-Elf Defence Bonuses
+2 CON, +2 CHA
Dilettante [PHB 42]
Class  Features
First Strike
Rogue Tactics (Artful Dodger)
Rogue Weapon Talent
Sneak Attack
Paragon Path Features
N/A
Epic Destiny Features
N/A
At-will Powers
Riposte Strike PHB 118
Sly Flourish PHB 118
Feats
Human Perseverance PHB 198
Backstabber PHB 194
Encounter Powers
Ray of Frost PHB 159
Dazing Strike PHB 118
Bait and Switch PHB 119
Daily Powers
Trick Strike PHB 119
Utility Powers
Great Leap PHB 119

Equipment
Bloodcut Armor +1
Duelist's Dagger +1
Vicious Crossbow +1
Amulet of Protection +1


Thieves' tools
Rope, hempen(50ft)
Everburning torch
Trail Rations, 8 days


98 gp, 9 sp


 


 

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4 years ago  ::  Aug 31, 2009 - 1:47PM #7
seTiny
  • Real Adventures
Date Joined: Feb 7, 2005
Posts: 4,191

Aug 31, 2009 -- 1:33PM, Klionheart wrote:

I am currently trying to clean up the sheet recovered from the old thread. It's a mess when copied. Does a spoilerblock exist here?



Not yet, but Trolls made this beautiful sheet: Beautiful Sheet Which you can use if you want. Just copy it from the post no need to quote it, the editor keeps all the formating when you paste into it. (You could have done this with your old sheet as well.

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4 years ago  ::  Aug 31, 2009 - 5:29PM #8
Klionheart
Date Joined: Oct 14, 2007
Posts: 115

thanks, very nice sheet Laughing

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4 years ago  ::  Sep 03, 2009 - 7:49AM #9
seTiny
  • Real Adventures
Date Joined: Feb 7, 2005
Posts: 4,191

It doesn't appear that Lord Raziere is going to show up, so I'm going to get this show on the road.

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4 years ago  ::  Sep 03, 2009 - 4:58PM #10
seTiny
  • Real Adventures
Date Joined: Feb 7, 2005
Posts: 4,191

 


Init Name      Dmg/HP    AC    Conditions/Notes
21  Guard1     46/??    ??    Dead
21 Guard2      43/??    18    Dead
09  Guard5     44/??    18    Cursed(R), Bloodied
 08  Rairdon    21/39    16    Bloodied, +2 Defenses
07  Guard7     45/??    18    Cursed(R), Bloodied
 07  Guard8     45/??    18    Knockedout
 07  Guard3     12/??    18
 07  Guard6     06/??    18
07  Guard4     44/??    18    Cursed(R)
 06  Geldan     02/40    20    3 Temp HP
 03  Arglas     41/47    20    Marked(5), Bloodied, Prone
 02  Lucan      18/35    20    Bloodied
 02  Andrae     06/32    17
 02  Velorin    10/36    17

I will see you brought to justice, Guard5 grunts as he swings his halbred at Arglas. (Attack=24, Damage=7)



Seeing his companions come to his aid, Riardon moves in for better advantage against his enemies. He dissapears from sight, only to reappear directly behind a guard, though his form is still wavering and insubstantial. He lashes out with his sword, using Geldan as a distraction. The guard is unprepared for the teleporting warlock and takes a viscous strike to the back.

Now in melee guards 6 and 7 drop their crossbows and grip their halberds. Guard 6 slashes Arglas's leggs, hooking them before finishing the strike. Arglas now lays on the ground his pants start to stain from the wound in his leg. (Attack=30, Damage=17(Max)). Guard 7 strikes out at the warlock that just appeared behind him, but is unable to land the blow. (Attack=16, Forgot the -2 to attack when I rolled)

Guard 4 takes a parting shot at Velorin before moving away from the wall, but the shot hits the wall nearby. (Attack=10 Nat 1, Moves to K21) Guard 3 moves back and takes a shot at Lucan (Attack =14 , Moves M24)


With the strength of his compatriots rallying around, Geldan pushes forward, his flail swinging at the guard before him and striking a heavy blow.

Move: No Move
Minor: Divine Challenge on Guard 7 at G23
Std: Bolstering Strike on Guard 7 at G23
Attack=21, Damage=15 and Geldan gains 2 more temp hp


Arglas, the fury of the dragon sending his breath into a cold snap, jumps to his feet and swings his maul at the wounded guard next to him once again. Despite his maul missing, the force of the swing is physically draining on the guard. The swing also seems to steel his resolve, and Arglas is more imposing than ever over his opponents.

Minor: Stand; Standard: attack with Reaping Strike; Minor: Unstoppable

Reaping Strike on Guard 5 (1d20+9+1=12, 2d6+5=9) Miss is 4 damage.

Unstoppable (Temp HP) (2d6+2=10)

If that takes down guard 5, action point and use reaping strike on guard 6. Otherwise action point and use reaping strike on guard 5 again

Reaping Strike (guard 5 if still up, otherwise guard 6) (1d20+9+1=23, 2d6+5=13)

Arglas wastes no time and immediate swings his maul back around towards the other guard next to him. It connects solidly and nearly knocks the halberd out of the guard's hands. Arglas, raging in his fury, is beyond words now and only seeks to take down those who have continued to oppose him.


Velorin rushes back up the stairs to get back into the fight following the rest of his companions. Stopping on the stairs, Velorin takes aim and lets loose a crossbow bolt aiming at guard 4.

Attack Roll vs. AC=24

Damage Roll: 7


Lucan seeing that Arglas was covered in injuries and getting closer to death, attempts to administer first aid to him He muttered under his breath "You will not die today friend, I won't allow it."


When Arglas drops the Guard, Andrae seizes the opportunity to move behind Arglas and blast some of the guards wave of sound.

Andrae moves to I25
Andrae casts thunderwave targeting guards 4 and 3
Attack vs fortitude on Guard 4:7
Attack vs fortitude on Guard 4:10
Damage:9


Andrae watches as his spell has no effect on the guards decides that he must do something now that will hopefully help end this fight even though being this close will no doubt give the guard a chance to hit him. The guards hear him speaking in a language they do not understand at the end of which a flaming ball appears in front of the two guards.

Andrae uses an action point to attack the guards again. He casts flaming sphere. It appears in square K25.
Attack vs. Reflexes against Guard 4: 29 (That is right people. Andrae rolled a nat 20.
Damage: 18+1 (crit wand damage)=19


 


 


Seeing so many of his comrades fall in an instant Guard3 drops his weapon and raises his hands. I give up! Guard 6 looks over briefly, it looks as though he still wants to fight, but now being alone he reluctantly drops his weapons and raises his hands.


 


COMBAT IS OVER!


200 XP Each!

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