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1 year ago  ::  Apr 19, 2012 - 6:29PM #41
Blanket_Thunder
Date Joined: Mar 22, 2011
Posts: 1,185
Idk if I mentioned, but Thesius is done.
"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)

“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)


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1 year ago  ::  Apr 19, 2012 - 11:04PM #42
ArlimOfTheSpellguard
Date Joined: Apr 11, 2012
Posts: 181

Morthacius (Infernal Hexblade)



Take a look at my gallery if you want a picture. I do not yet know how to upload pictures directly into posts.
Character Sheet Show


Morthacius
Male Tiefling Warlock (Hexblade)
Good

Medium, 6’ tall, 170lb., 26 yrs old
brown hair, dark brown eyes
Abyssal, Common

Ability Scores (Points used if using point buy)

Str: 13 (+7) 2 points (12+1)
Con: 19 (+10) 5 points (14+2+2+1)
Dex: 12 (+7) 1 points (11+1)
Int: 9 (+5) 0 point (8+1)
Wis: 13 (+7) 2 points (12+1)
Cha: 22 (+12) 12 points (17+2+2+1)

Basic Combat Stats
Hit Points: 83
Bloodied: 41


Surge Value: 20
Healing Surge: 10/day
Saving Throws: +2 and make a saving throw at beggining and end of turn if affected by a daze or stun affect that a save can end. +7 vs. death saves

Resistances/Immunities: Resist 16 fire, Resist 6 ongoing
Initiative: +6
Speed: 5 squares (25 feet)
Action Points: [ ]

Defenses
AC: 28 (16+2 enhancement+8 masterwork+2 feat)
Fort: 28 (16+2 enhancement+1 class+5 feat+4 ability)
Ref: 24 (16+2 enhancement+1 class+4 feat+1 ability)
Will: 28 (16+2 enhancement+1 class+3 feat+6 ability)

Attacks
+19 Melee, Blade of Annihilation, 1d12+17 (6 abilty+2 feat+3 enhancement+6 pact reward)
+17 Ranged, Rod Implement, xdX+17

Skills

Acrobatics +7, Arcana +11, Athletics +7, Bluff +14, Diplomacy +17, Dungeoneering +7, Endurance +10, Heal +6, History +6, Insight + 12, Intimidate +19, Nature +6, Perception +6, Religion +11, Stealth +9, Streetwise +12, Thievery +7

Racial Traits and Power
+2 Bluff and Stealth
+1 Attk. Vs. Bloodied enemy
Fire Resistance 16 (11 tiefling+6 paragon path)
Infernal Wrath (enemy in 10 squares hits, deal 2d6+5 fire as free action to target who triggered)

At Will Powers
-Soul Eater (Standard, Melee Weapon: +19 vs. AC; Hit:1d12+17 and gain +2 to next attack roll against target until EONT; can use as melee basic)
-Eldritch Bolt (Standard, Ranged 10 Implement: +17 vs. Ref.; Hit: 1d10+17 force damage; can use as ranged basic)
-Soul Feast (Free Action; Trigger: An enemy adjacent to you or any enemy you just hit drops to 0; Gain 6 temp. hp; this power can be used only once per round)

Encounter Powers
-Blazing Doom of The Void (Standard, Melee Weapon: +19 vs. Fort.; Hit: 2d12+17 fire and necrotic; Effect: +5 to next damage roll against target until EONT) [ ] [ ]

-Reflexive Hellstrike (Immediate Reaction; Trigger: An adjacent enemy attacks you; The adjacent enemy takes 9 fire and necrotic damage and is pushed 4 squares) [ ]

-Curse of The Fiery Soul (Standard, Ranged 5 Implement: +17 vs. Fort.; Hit: 3d10+17 fire damage; Effect: Until EONT, any enemy that ends its turn within two squares of target takes 5 fire damage.) [ ]

-Ethereal Stride (Move Action; Teleport self 3 squares and gain +2 to all defenses until EONT) [ ]

-Fey Switch (Move Action; Ranged 10; You and one willing ally within 10 switch places) [ ]

Daily Powers
-Hellfire Blast (Standard, Close Blast 3: +17 vs. Ref.; Hit: 3d8+17 fire damage; Miss: Half damage.) [ ]

-Crown of Madness (Standard, Ranged 10 Implement: +17 vs. Will; Hit: 2d10+17 force damage; Sustain Minor: The target makes a melee basic attack against one of its adjacent allies.) [ ]

 -Spined Devil’s Boon (Minor Action; Personal; Until end of encounter gain a fly speed of 6 and any enemy that hits you with melee attack takes 5 damage) [ ]

-Summon Warlock’s Ally (Minor Action; Ranged 5; Effect: You summon a Spined Devil (see Drecamas stat block) in an unoccupied square within range. It is considered an ally to you and companions. The creature has no actions of its own and you are required to mentally command it to perform the actions on its stat block using your own actions. Any skill checks made by the devil use Morthacius’s bonuses minus any temporary bonuses. The devil lasts until dropped to 0 hp, at which point Morthacius loses a healing surge, until dismissed as a minor action or until the end of the encounter. See stat block for further details.) [ ]

-Infernal Invocation (Minor Action; Personal; Choose one of the following effects: -Regain hp equal to twice your healing surge value. You then cannot regain hit points by any other means until the end of the encounter. –Gain a +10 to your next saving throw you make during this encounter. You then take a -2 penalty to all following saving throws.) [ ]

Other Class Features
-Pact Weapon (If Morthacius is holding an Implement in one hand he can manifest a Blade of Annihilation in his other hand as a minor action. The BoA lasts until dismissed as a minor action or until the blade or the implement is removed from his hands.)


-Pact Reward (Add 2+Con Mod to warlock and warlock paragon path damage rolls.)


-Pact Boon (Gain Soul Feast At-Will Power)


-Hexblade’s Action (Infernal) (When you spend an action point to take another action, the next enemy that you hit or miss with an attack before the EONT takes 5+Con Mod fire damage.)


-Infernal Pact Aspect (Gain +5 fire resistance and +2 bonus to Intimidate checks)

Feats
Armor Proficiency(Scale), Implement Focus (Rod), Implement Expertise (Rod), Improved Defenses, Superior Will, Resilient Focus, Superior Fortitude, Skill Training (Diplomacy), Disciple of Death
Equipment (67/130lb.)
Scale Armor (45lb., on person)
Rod Implement (2lb., sheathed on belt)

Waterskin- water (backpack, 2lb.) 
4 Sunrods (backpack, 4lb.)
Flint & Steel (backpack, -lb.)
Trail Rations- 4 days (backpack, 4lb.)
50ft. of Hempen Rope (backpack, 10lb.)
2 Belt Pouches (belt pouch, -lb.)

Equipment
-Rod of First Blood (13th: +2d8 damage vs. enemy with full hp/+3d6 or +3d8 vs. enemy with full hp), -Dwarven Armor (2nd:+1 to Endurance and gain power Daily; Free Action: Regain hp as if you had spent a healing surge), -Strikeback Tattoo (9th: When a nonminion moster scores crit against me, gain +2 to attacks vs. that enemy until end of encounter), -Flame Bracers (3rd: +1d6 fire damage on crit and gain power Daily; Free Action: +1d6 fire damage on your next damage roll), -Fey-Blessed Circlet (8th: At the start of each encounter gain temp. hp equal to charisma modifier)
 


Appearance Show


Morthacius was fortunate enough to inhabit a body that is in excellent physical condition. He has a sweet face and brown hair. He wears steel scale mail that juts out at the shoulders and completely covers the upper half of his body and becomes a curtain of scales below his torso to allow for unencumbered movement. Morthacius carries only an iron rod with swirling silver inlays to battle, for that is all he needs to channel his spirit energy. His brown eyes always seem to be glowing to compliment his usually happy and cheerful expression.  


Background Show


Originally a nameless spirit of the Underworld that sought out and retrieved souls that discovered ways to evade afterlife, the spirit that would be called Morthacius, who after experiencing overwhelmingly strong emotions about the soul of the beautiful Helen of the Trojan Wars but was unable to act upon them, was granted a defiant sentience by the Goddess Persephone who pitied the spirit that worked under the strict rule of her husband, Hades. However, Helen was fearful of the spirit of death’s frightful visage and rejected its proclamation of love. The spirit, desperate and distraught, inhabited a recently available body in an attempt to alleviate Helen’s fear of his appearance. He was horrified to discover that in his new mortal form he no longer had a connection to the spirit world and to his love Helen. The body of the man that had just recently had its spirit removed from it was craving for a soul. When the nameless spirit possessed the body, it was unable to leave as it should have been able to and seemingly lost its connection to the spirit world. And the man that the spirit stole the body from was not happy…

Drecamas has always been credited with being the beefiest built kid on the block. He never did receive formal combat training but he could withstand quite a bit of physical punishment, not that he ever had to thanks to his ability to use his good looks to honey his words. He swindled, stole from and cheated available resource in the cities and towns he “plundered”. This meant that Drecamas had many enemies and he would be served well if his enemies thought him dead. Drecamas bought a concoction that was supposed to temporarily remove his soul from his body so that his enemies would think him dead. It worked perfectly except that he ingested the potion at about the same time that the nameless spirit searched for a sweet faced body that would please his fair Helen to see. The spirit inadvertently stole the body from Drecamas, leaving the cheating man nothing more than a wandering spirit.

Thus, the man that would be called Morthacius was born. 

Morathcius was sad about being a mortal at first, thinking that his existence was for naught without the presence of Helen's spirit, but quickly saw the positive side of his predicament. He could feel and explore and do just about anything that was possible for his rather impressive physical self. The glorious sun showed on his face for the first time and his thoughts expressed themselves into words that could be heard by other mortals and he intended to try out his ability of speech.



Past Exploits Show


The Village of Grafinth- Morthacius followed a young farmer's boy home from playing in fields that Morthacius was living in and so came upon Grafinth. Grafinth was a small farming community with friendly people that enjoyed beautiful weather all year round. Morthacius befriended the family of a retired Trojan smith, Romnar, and soon fell for his daughter, Mirabeth. Life was simple for Morthacius, aside from the occasional fleeting shadow, everything made sense and Morthacius wouldn't give up his life for the world.

But, the agents of the Hades would not let him live a simple life. When Hades discovered Persephones actions, he dispatched the Furies, in disguise, to assail the spirit that had escaped his grasp. The Furies arrived in the town disguised as silk merchants and, while Morthacius was away running errands for Romnar, the Furies revealed themselves and destroyed the town killing everyone in it. Morthacius heard the screams of the villagers dying. Rushing to the burning village, he was moments to late and saw his love being torn into two by a Fury's claws. His sadness and rage allowed him to manifest the powers that he possessed as a spirit of Hell for the first time that night. He unlocked the unnatural power that would allow him to deliver a nearly fatal scar to the Fury that killed his love, running torso to midbelly. As he summoned the hellish blade fueled by emotional distraught over a second lost love, he knew that the blade deserved the coveted title of Mirabeth. Though the Furies escaped, Morthacius swears that Mirabeth will again taste their blood.

Cultists of Hades- From then on Morthacius stayed on the move and tried to keep his distance from his unknown enemies. Morthacius did not run out of fear so much as out of curiosity. He wished to have more time in this world and he knew that his pursuers would likely best him in combat. It would be four months of close calls and almost getting caught before Morthacius would come head to head with the leader of the assaults, Orgradicus, a half-nymph cultist of Hades. Orgradicus was a trained warrior and posed much challenge to the unarmored and unexperienced Morthacius. When he was finally able to corner his mark, Morthacius was hard pressed to match Orgradicus's skill in combat, even if he could call upon the power of his former spirit self. Once again, his emotion led him to reach knew heights in harnessing his spirit energy and Morthacius summoned a nearby wandering spirit to aid him in combat. Unfortunately for Drecemas, in his spirit form and wandering close to his old body, this meant that he would be forced to fight for the spirit that had kidnapped his body. With this aid it was that Morthacius would prevail and kill Orgradicus and the hired swords that fought with him. He took Orgradicus's armor to protect himself in future battles and as a token of his victory. Morthacius was ignorantly unaware of the enemy he had made of the Lord of Death, Hades.

 
Personality Show


Morthacius had what he thought of as a boring and grim job hunting down restless spirits. It is because of this that he is happy to do acts of good in the world he considers exciting and filled with surmountable dangers. The world is full of joy and simple pleasures that Morthacius believes are worth fighting for. Plus, to Morthacius, overcoming an obstacle is more exciting than presenting one, and more often than not, the hero is the one overcoming an obstacle set by a villain. Thus, Morthacius tends to act on the Good alignment.


Morthacius is still discovering the world and there are many things commonplace to others that he is still fascinated with. Because of his lack of worldly experience, Morthacius can be easily trusting and gullible for he assumes that others share his desire to do good.


Unfortunately for his enemies, Morthacius is a driven combatant when he fights for what he believes to be right and who does not fear death. He has no reason to when he knows that if he dies as a mortal he will go to the Underworld as a mortal and not as a spirit servitor of Hades, which is ultimately what he wants to avoid. His determination for the goal of keeping the world safe is easily swayable if he can be convinced that the world will benefit from his actions. Also, a lack of fear of death makes Morthacius seem a little detached from physical discomfort and hard pressed to retreat from a fight once engaged.


Finally, Morthacius tends to distrust any higher power, political or divine, that rules with fear or intimidation. This stems from his negative experiences with Hades and cultists of Hades (see Past Exploits).




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1 year ago  ::  Apr 23, 2012 - 5:13AM #43
Cailte
Date Joined: Aug 18, 2007
Posts: 8,276
I have been messing with things and may be completely re-creating Kerial.

The problem I have then is with the "Prior Deeds", as 1 of my ideas is a Cleric of Aphrodite (yes with all that implies) built around Sune and Pacifist Cleric - so large heal effects (Healing Word = Surge + 5d6+12) but basically no damage. My concern with this build is PbP combats are slow already and a Pacifist cleric is not going to push that up higher.

Then of course tonight I stumbled across Aprhodite having the title Man Killer, and that has some interesting possibilities as well which may let me combine a number of things, and avoid the pacifist problem of extending combat.
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1 year ago  ::  Apr 23, 2012 - 5:31AM #44
EDTA
Date Joined: Jan 28, 2012
Posts: 754

Apr 23, 2012 -- 5:13AM, Cailte wrote:

I have been messing with things and may be completely re-creating Kerial.

The problem I have then is with the "Prior Deeds", as 1 of my ideas is a Cleric of Aphrodite (yes with all that implies) built around Sune and Pacifist Cleric - so large heal effects (Healing Word = Surge + 5d6+12) but basically no damage. My concern with this build is PbP combats are slow already and a Pacifist cleric is not going to push that up higher.

Then of course tonight I stumbled across Aprhodite having the title Man Killer, and that has some interesting possibilities as well which may let me combine a number of things, and avoid the pacifist problem of extending combat.




It is fine if you want to radically change your character. There is still time to do this before I start selecting characters, and nothing is set in stone right now.

It would be interesting to see what you come up with.

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1 year ago  ::  Apr 23, 2012 - 5:21PM #45
Outside_Thinker
Date Joined: Apr 13, 2012
Posts: 68
Nice to see some creativity back in D&D. New to the Wizard boards but not the game itself. Anywho I present my submission, Noctis.



Noctis, Armed with Night's Wings Spoiler: Show

Shade, Assassin/Avenger, Favored Soul
Hybrid Assassin Option: Hybrid Assassin Fortitude
Hybrid Avenger Option: Hybrid Avenger Will
Hybrid Talent Option: Shadow Step
Associate: Nereid
Inherent Bonuses
Ikemmu (Ikemmu Benefit)
Theme: Oracle of the Evil Eye
 
FINAL ABILITY SCORES
STR 11, CON 14, DEX 20, INT 11, WIS 20, CHA 11
 
STARTING ABILITY SCORES
STR 10, CON 13, DEX 15, INT 10, WIS 17, CHA 8
 
 
AC: 23 Fort: 23 Ref: 25 Will: 26
HP: 81 Surges: 7 Surge Value: 20
 
TRAINED SKILLS
Acrobatics +16, Arcana +15, Insight +16, Perception +16, Stealth +18
 
UNTRAINED SKILLS
Athletics +6, Bluff +8, Diplomacy +6, Dungeoneering +13, Endurance +10, Heal +11, History +6, Intimidate +10, Nature +11, Religion +6, Streetwise +6, Thievery +11
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Oracle of the Evil Eye Attack: Gaze of the Evil Eye
Shade Utility: One with Shadow
Assassin Feature: Assassin's Shroud
Avenger Feature: Oath of Enmity
Assassin Feature: Shadow Step
Wild Talent Cantrip: Thought Projection
Wild Talent Cantrip: Sensing Eye
Wild Talent Cantrip: Far Hearing
Assassin Attack 1: Inescapable Blade
Avenger Attack 1: Radiant Vengeance
Avenger Attack 1: Angelic Alacrity
Avenger Attack 1: Aspect of Might
Oracle of the Evil Eye Utility 2: Eye of the Fomorians
Assassin Attack 3: Inescapable Shadow
Assassin Attack 5: Shadow Soul
Assassin Utility 6: Ghost of the Rooftops
Avenger Attack 7: Blade Step
Avenger Attack 9: Aspect of Speed
Avenger Utility 10: Ever Onward
Favored Soul Attack 11: Radiant Rush
Favored Soul Utility 12: Wings of Angels
 
FEATS
Level 1: Hybrid Talent
Level 2: Born of the Elements
Level 4: Elemental Companion
Level 6: Improved Defenses
Level 8: Lethal Shroud
Level 10: Oathbound Stalker
Level 11: Master at Arms
Level 12: Wild Talent Master
Additional Expertise Feat: Ki Focus Expertise
 
ITEMS
Scarblade Khopesh
Enduring Hatred Ki Focus +3
Gift of Flame (heroic tier)
Repulsion Cloth Armor (Basic Clothing) +1
The Raven Queen's Shroud (level 3)


AppearanceSpoiler: Show

Noctis is a fairly short individual compared to most greeks standing at only 5'6. His skin is light in complexion though he has midnight black hair and lavender eyes. Clothing is rather odd, consisting of a trench coat like robe, though more traditional greek attire underneath.


PersonalitySpoiler: Show

Serious to a fault, Noctis exemplifies the appearance of a true stoic with little to no emotions, save only expressed in his eyes. He always is contemplating and brooding. Though around close friends, he does know how to smile from time to time.


BackgroundSpoiler: Show
 
In a time and place recorded in legend, Noctis was born on the fabled island of Atlantis to a mortal father and divine mother. While his father was a simple laborer, he did have a leadership quality and was a pillar of the community. Noctis' mother on the other hand was the primordial deity Nyx, night itself. Nyx for one reason or another took a fancy to his father and of this Noctis was born. He would never know his mother, nor did his father realize who Nyx really was as she suddenly disappeared after his birth.

Time passed and Noctis grew into a fine young man under his father's guidance. Though while out making a routine journey to trade with a neighboring village, a band of thieves ambush Noctis and his father killing them both. In his final moments he witnessed ghostly apparitions taking his father and coming from him as well. These apparitions were blocked however by a flock of ravens and crows who whisked his body away, while he desperately tried to grab his father with what life was left.

That instant, Noctis was brought before Nyx who healed his wounds. There the truth of his birth was revealed and why she left when Noctis was a child. The truth was there has existed a conflict between the primordial deity and the King of Olympus, mostly over the actions of Hypnos, the God of Sleep. Zeus dared not to wage open conflict against of all beings one who stood at the dawn of creation but could not let the grudge go. So began a fight that rocked the very heavens. Fearful as well of the damage that it would cause, several of the other primordial deities forbid Nyx from waging war against Zeus, and even warned Zeus himself not to dare wage open war against Nyx lest Olympus feel their wrath. Thus an uneasy truce was forced between Nyx and Zeus.
 
Though Nyx did care for Noctis and his father, she left to protect them because of this and not to make them a target for a disgruntled Zeus. Some how though Zeus did find out about them and staged the assault.

She was able to save Noctis, but not his father, claimed by Hades after the ambush and hidden in Tartarus.
Despite his pleas of action, Nyx again informed she could not take any, reminding him of the potential consequences to herself. However she did reminded Noctis he was not limited by the decree of the primordials.

With that knowledge Noctis began his quest to rescue his father and get vengeance against the Olympian King. In his quest, Noctis would soon discover there are several others who shared his same resentment of Zeus as he does.


Past Exploits Spoiler: Show


Rescue of the Oceanid and the Phoenix
As a primordial deity, Nyx does have a variety of connections, but in those favors are owed. Once such favor came from the primordial god Pontus. His request was to investigate the kidnapping of a daughter belonging to the Oceanid Aquais. Eager to prove he wasn't completely helpless, Noctis volunteered for the job. Against her better judgement, Nyx gave into his demand. In the investigation, Noctis would discover the missing daughter was being held captive by a band of surviving Telchines who intended to perform weird experiments on her. Further, Noctis encountered a captured Phoenix suffering the same fate. With quick thinking, Noctis did save the Oceanid and freed the captured Phoenix as well, but nearly dying in the process due to being poisoned. As thanks, Pontis granted a small Nerid companion to aid Noctis on his quest. In addition, the Phoenix also granted Noctis a Gift of Flame as thanks.

Insight of Psyche
After the past adventure, Noctis would come to find a poor girl named Psyche tormented and casted aside by those she loved. Though he didn't know her personally, Noctis was moved by her sorrow and agreed to aid the girl. When Psyche was taken by Zephyrus to the palace in the valley, Noctis followed. That night he discovered the cause of Psyche's sorrow by over hearing a conversation between Zephyrus and Cupid. In this, it was Aphrodite who placed a curse on the poor girl out of a jealous rage of her beauty to which Cupid was exploiting to satisfy a crush developed from one of his arrows. Noctis was enraged at the fact another Olympian god had messed with a innocent person's life (much as Zeus did to him) and more over Cupid's supposed love was false due to a fluke he messed up on, when his real intention was to make Psyche fall in love with a monster to begin with at the request of Aphrodite.

Using his strange abilities, Noctis allowed Psyche to hear and see this conversation for herself and thus enlightening her to the truth. That night when Cupid entered her bedchamber, both Noctis and Psyche confronted him in which a battle followed between Noctis and Cupid. In the end, Noctis emerged victorious but made a life long enemy of the Love God. As to Psyche, Noctis invited her to live in the Realm of Night, his home, since she had no where else to go, being abandoned by even her own parents due to Aphrodite's curse. A real love was blooming in Psyche to which she became Noctis's wife, and a welcomed daughter-in-law to Nyx.


Creation NotesSpoiler: Show

- The conflict between Nyx and Zeus stems from a small mentioning from the Illiad where Hypnos, God of Sleep, knocks Zeus out so Hera can have her way in the Trojan War. Character's background was expanded upon that into the above.
- Real myth of Psyche and Cupid does end with them together but moddified for rping purposes.
- Build strategy is based on constant movement and indirect damage. While not the traditional upfront damage for a striker, the indirect methods of the Assassin's Shroud and Gaze of the Evil Eye, combined with the properties of the Scarblade make up for it and also a wider range of damage types for the character. Add on to this the additional modifiers of the Avenger with some ranged attacks to make an all around adaptable build.



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1 year ago  ::  Apr 23, 2012 - 11:41PM #46
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,102
Welcome to the boards, then!
Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
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1 year ago  ::  Apr 25, 2012 - 3:56AM #47
Cailte
Date Joined: Aug 18, 2007
Posts: 8,276
Right after much messing around, and 4 different builds (3 clerics & an Avenger with a lot of healing!) I finally have a rebuild for Kerial that I'm happy with striking a nice balance between healing and damage without ending up in the pacifist pit. Now I just need Character Builder back to get it all finished.
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1 year ago  ::  Apr 25, 2012 - 8:25AM #48
Mathius78
Date Joined: Nov 9, 2009
Posts: 749
I got the sheet for my warforged but I am still working on the all the other parts.  There are so many ways to go that I am nut sure how it will end up yet.  Any one got a good names for minor city states of the era?

Mathius
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1 year ago  ::  Apr 25, 2012 - 3:15PM #49
Outside_Thinker
Date Joined: Apr 13, 2012
Posts: 68

Apr 25, 2012 -- 8:25AM, Mathius78 wrote:

I got the sheet for my warforged but I am still working on the all the other parts.  There are so many ways to go that I am nut sure how it will end up yet.  Any one got a good names for minor city states of the era?

Mathius




Hmm...Orichalchos?

I believe that was the name of a mystical metal from the Greek myths. If your making a warforged, kind of makes sense.

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1 year ago  ::  Apr 25, 2012 - 10:22PM #50
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,739


Naia
Razorclaw, Ranger/Sharpshooter, Explorer 



Character Sheet Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Naia, level 12
Razorclaw Shifter, Ranger, Sharpshooter
Build: Archer Ranger
Fighting Style Option: Archer Fighting Style
Ranger Option: Running Attack
Inherent Bonuses
Wild Hunter (+2 to Athletics)
Theme: Explorer

FINAL ABILITY SCORES
STR 9, CON 14, DEX 21, INT 11, WIS 21, CHA 12

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


AC: 26 Fort: 24 Ref: 26 Will: 25
HP: 81 Surges: 8 Surge Value: 20

TRAINED SKILLS
Acrobatics +17, Athletics +11, Endurance +14, Nature +16, Perception +16

UNTRAINED SKILLS
Arcana +6, Bluff +7, Diplomacy +7, Dungeoneering +11, Heal +11, History +6, Insight +11, Intimidate +7, Religion +6, Stealth +12, Streetwise +7, Thievery +10

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Explorer Utility: Surefooted Stride
Razorclaw Shifter Racial Power: Razorclaw Shifting
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Careful Attack
Ranger Attack 1: Twin Strike
Ranger Attack 1: Evasive Strike
Ranger Attack 1: Commanding Confrontation
Explorer Utility 2: Stag's Bound
Ranger Attack 3: Thundertusk Boar Strike
Ranger Attack 5: Excruciating Shot
Explorer Utility 6: Eagle's Eye
Ranger Attack 7: Hawk's Talon
Ranger Attack 9: Attacks on the Run
Ranger Utility 10: Defensive Volley
Sharpshooter Attack 11: Stab and Shoot
Sharpshooter Utility 12: Perfect Aim

FEATS
Defensive Mobility
Level 1: Weapon Proficiency (Greatbow)
Level 2: Lethal Hunter
Level 4: Predatory Action
Level 6: Second Shot
Level 8: Weapon Focus (Bow)
Level 10: Improved Defenses
Level 11: Sniper's Aim
Level 12: Bow Expertise
Level 12: Critical Targeting

ITEMS
Seeker Greatbow +3 x1
Predator's Hide Hide Armor +2 x1
Periapt of Cascading Health +2 x1
Power Jewel
Bracers of the Perfect Shot (heroic tier) x1
====== End ======





Appearance Show

Naia is slender but strong, with an athletic build from all her time spent hunting in the wild.  Her skin is tan and covers lean muscles.  She keeps her hair just below shoulder length -- not long enough to get tangled in branches and such when she's hunting, not too short so that she can decorate it with braids, feathers or shells when the mood strikes.  Her hair is dark brown in color and matches her dark eyes.  She dresses in leathers of brown and green, and wears a cloak made of a single huge wolf's skin.  She is in her early twenties.


Background Show

Naia comes from a family of shepards.  Nomadic in nature, they wander from place to place given the season in order to assure the best pastures for the flock.  Thus, she was mostly raised in the wilder places of Greece, far from the civilization of the city-states.  Her family claims Artemis as their patron goddess, and personal legend has it that she granted a boon to an ancestor of Naia's which accounts for their prosperity, amazing good health and quick healing, and a certain feral athleticism which separates her family from others in the region that they travel.


Personality Show

Being one of seven children, Naia has a boisterous nature that only comes from being competitive amongst siblings.  She prides herself on being faster, stronger and smarter than her sisters, but of course they feel the same way about themselves.  That competitiveness leaks over into her other relationships as well, even though she remains good natured about it all.  Gregarious and mischeivious, she is warm and welcoming to others once she gets a feel for them and they prove themselves worthy of her trust.   Until then, she is courteous but aloof.  Given her family's boon, she is also quick to anger and will seek revenge without remorse on those that she feels have slighted or hurt her or anyone close to her.


Past Exploits Show

Naia earned fame as one of the foremost hunters of the Wolves of Katerini.  Not ordinary wolves, these animals were considerably larger than their natural cousins and said to have been set on the pastures by a disgruntled lesser son of Pan who was annoyed by not being given what he felt was his due worship in that region.  Normally a goddess that protects wild animals, Artemis instead gave her favor to Naia, being annoyed by the upstart demigod who had set unnatural beasts at large in what she considered to be her forests.  When hunting in the evenings, Naia was able to see more clearly in the darkness, and her form shifted with the gifts of the goddess, making her swifter and with keener senses than the other hunters.  She brought down several of the pack by herself, and finally killed the alpha.  She now wears his skin as a cloak.

Once she got a taste of such adventure, going back to a regular life of a shepard was out of the question.  Instead, she chose to take advantage of her youth and the gifts granted by her goddess, and went out into the larger world to seek fame and fortune.


Notes Show

Naia is a bit too young to have really had many exploits, which is why she is thirsty for more.  Also, the gifts of the goddess Artemis would account for her more 'feral' moments in battle (the razorclaw shifting powers).  


Combat Stat Block Show


Naia


Unaligned female Razorclaw Shifter Ranger, Lv. 12


Vitals: Medium, 5'8”, 148 lbs.


Senses: 21 Insight, 26 Perception, Low-light Vision


Encounter Powers
[_] Action Point
[_] Second Wind
[_] Evasive Strike
[_] Thundertusk Boar Strike


[_] Hawk’s Talon


[_] Stab and Shoot


[_] Razorclaw Shifting


[_] Surefooted Stride


[_] Stag’s Bound


[_] Eagle’s Eye


[_] Defensive Volley


[_] Perfect Aim


Daily Powers
[_] Commanding


[_] Excruciating Shot


[_] Attacks on the Run



HP:
HS:
AC:

Fort:
Ref:
Will:


Core
81
8
26
24
26
25


RndX
81
8



Temp:
0 hp
Surge: 20 hp
Init: +11
Speed: 6


Resist: none
Saves: +2 against poison damage
MBA: +8 vs. AC, 1d4+2 damage



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