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2 years ago  ::  Aug 22, 2011 - 9:23PM #1
PapaMidnight
Date Joined: Nov 16, 2010
Posts: 1,470
approved by seTiny.

Please post your character sheets here.
Papa's characters Show

Tiefling Paladin Erias the Redeemer
Artificer Jacqueline 'Jacks' Longstride
,a href= "http://community.wizards.com/realadventures/go/thread/view/75777/29423711/Blood_Ties,_Chapter_1:_Books_of_Uncle_Silas">Farmer turned Mythos-hunter, Jonah Furham
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2 years ago  ::  Aug 22, 2011 - 10:08PM #2
Belabras
Date Joined: Oct 14, 2004
Posts: 5,516

Lisker Blackhand


Pic coming as I get a chance to do it.

Stats Show

Human Warlock (Infernal Pact)
Alignment: Good
Gender: Male
Height: 5’6”, Weight: 175lbs
Age: 17
Size: M, Speed: 6 Squares
Base Level Bonus: +0
Action Points: 1

STR: 11 [+0](1pts)
CON: 18 [+4](9pts) (+2 racial)
DEX: 13 [+1](3pts)
INT: 16 [+3](9pts)
WIS: 10 [+0](0pts)
CHA:  8 [-1](0pts)

HP: 30, Bloodied: 15
Healing Surges: 10 (hp regained 7)
Initiative: +1 (+1 dex)

AC: 15 (10, +2 leather, +3 Int)
Fort: 15 (10, +4 Con, +1 race)
Ref: 15 (10, +3 Int, +1 race, +1 class)
Will: 12 (10, +0 Wis, +1 race, +1 class)

Passive Insight: 15
Passive Perception: 15

Con based powers +4
Con based melee attacks +6, 2d10+4 damage

Class Proficiencies: Cloth, Leather, Simple Melee, Simple Ranged

Background: Criminal - Bonus Skill Stealth.

Class Features
Dark One's Blessing: when an enemy under Warlock's Curse is reduced to 0 or fewer HP, gain temp hits equal to level
Prime Shot: if no allies are nearer target than Lisker, gain +1 on ranged attack
Shadow Walk: If move at least 3 squares on turn, gain concealemnt until next turn

Racial Traits
Bonus At-Will Power
Bonus Feat
Bonus Skill
Human Defense Bonus +1 to Will, Ref, and Fort

Trained Skills
+8 Arcana (+5 trained, +3 Int)
+4 Intimidate (+5 trained, -1 Cha)
+5 Insight (+5 trained, +0 Wis)
+5 Perception (+5 trained, +0 Wis) [Bonus Multiclass feat Skill]
+4 Streetwise (+5 trained, -1 Cha)
+6 Stealth (+5 trained, +1 Dex) [Bonus Background Skill]
+6 Thievery (+5 trained, +1 Dex)

UNTRAINED SKILLS
+1 Acrobatics (+1 Dex)
+0 Athletics (+0 Str)
-1 Bluff (-1 Cha)
-1 Diplomacy (-1 Cha)
+0 Dungeoneering (+0 Wis)
+4 Endurance (+4 Con)
+0 Heal (+0 Wis)
+3 History (+3 Int)
+0 Nature (+0 Wis)
+3 Religion (+3 Int)

Feats
Aberrant Mark of Terror: a foe hit by a daily power takes a -1 to hit you for the rest of the encounter
Acolyte of the Veil (Assassin Multiclass): gain Perception as a trained skill, able to use Ki Focus implements, and Shadow Step 1/encounter

At Will Powers
Warlock's Curse: (wand/rod/pact blade/Ki Focus) autohit, minor action
Effect: on hit with other power cursed targets take +1d6 damage, at Lisker's discretion, once per turn

Eldritch Blast: (wand/rod/pact blade/Ki Focus) 1d20+4 (Con) vs Ref, ranged 10
Effect: 1d10+4 (Con) damage. Counts as ranged basic attack.

Eldritch Strike: (weapon/Ki Focus) 1d20+6 (Con) vs AC, melee
Effect: 1[W]+4 (Con) damage. Counts as melee basic attack.

Hellish Rebuke: (wand/rod/pact blade/Ki Focus) 1d20+4 (Con) vs Ref, ranged 10
Effect: 1d6+4 (Con) fire damage. If Lisker takes damage before next turn, target takes an extra 1d6+4 (Con) fire damage.


Encounter Powers
Shadow Step
Effect: 1/encounter as a move action, if adjacent to a foe, teleport 3 squares to be adjacent to another foe

Vampiric Embrace 1d20+4 (Con) vs Will, ranged 5
Effect: 2d8+4 (Con) necrotic damage, gain 5 + 3 (Int) temp HP.


Daily Powers
Armor of Agathys:
Effect: gain 10 + 3 (Int) temp HP, until end of encounter any foe that starts it's turn adjacent to Lisker takes 1d6+4 (Con) cold damage.


Equipment Show

Mundane Equipment:
Morning Star [10gp]
3 Daggers [3gp]
Leather Armor [25gp]
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.
Climbing Kit [2gp]
A grappling hook, a small hammer, and ten pitons. +2 bonus to Athletics checks for climbing.
Thieves Tools [20gp]

Magic Equipment:
None

Coins: 21gp


Background/Description/Personality Show

Note:
Rather than a classic Infernal Pact, I'm reflavoring all of Lisker's abilities as Aberrent Mark in origin. So a ranged attack would be him sending tendrils of his mark through the earth that erupt and skewer the target, and a melee attack would be the result of him surounding a limb with thick black tendrils and slamming it into the foe.

Appearance:
Dressed in a collection of old leathers, rags, and stolen clothing, Lisker looks less than trustworthy.  On first blush his hands seem to be covered by thin, tight black gloves.  After a few moments it becomes clear that there are no gloves, his hands are simply completely black, just one of the areas covered by his aberrant mark.  The mark stretches over both his arms, across his back and part of his chest, as well as part of the way down his legs.  Someday soon it will move up his neck and onto his face and there will be no more hiding it.

Background:
Lisker has been many things; a war orphan, a beggar, a thief, a vagrant, and most lately a bandit.  Left without a family by the war, he has had to get by however he could. With little to go around, he was lucky to get by at all in the border town where he lived, until the aberrant mark showed up.

For two days he lay in a heap, shivering with fever and twisted by cramps as the dragonmark crawled across his body.  When the fever finally broke he awoke to find a vagrant rifling through his meager possessions, stealing the cloak from his back.  Too weak to fight the man off, all he could do was bat at the man's hands.  The moment when he touched the vagrant, the power of his mark was kindled.  He felt a vast, insatiable hunger flow through him and eat at his assailant.  In moments it was over, the vagrant's cold corpse fell to the ground and some portion of the dead man's vitality was transferred to Lisker.

Horrified by what he'd done, Lisker ran, and he has been running ever since.  There is little place in Khorvaire for a young man without family or resource.  Even if there were, how could he trust the power within him around others?  Instead, he taken to a life of crime, wandering the countryside taking what he can, and when it is unavoidable, fighting for what others possess.  It is a hard life, and the mark is forever hungry.

Personality:
Life has never been easy for Lisker, and he is more than a little rough around the edges as a result, but he tries to be an honest and sympathetic person at heart.  It is getting harder and harder to reconcile that with the existence that circumstance and fate has landed him with  Unless things change soon, life is likely to be a short and nasty affair for him.



Loot Show

Circlet of Second Chances  (Lvl 3 Uncommon)
Head Slot, 680 gp.
Power: Daily (No Action)
Use this power when you fail a saving throw.  Reroll the saving throw, using the second result even if it's lower.

You can see my scifi/fantasy art at http://iron-spider.deviantart.com/
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2 years ago  ::  Aug 23, 2011 - 2:39AM #3
Cailte
Date Joined: Aug 18, 2007
Posts: 8,221
Rune, Warforged Runepriest.


Background Show
Cannith  had been the life it had known, a warforged built to maintain other  warforged and with some skill at healing non-constructs as well. Like  all such beings forged for war, it could fight as well. It had heard  that some others like it were set free, but that it was too important to  the House, that the House needed it, and as it was treated well it had  seen no reason to leave. Why leave the life of comfort and certainty it  had known for the dangers of the world?

Then they haded needed  it, needed it to go into the wastes, those lands once called Cyre. A  place supposed to be safe for creatures of its kind.

But he knew better, Rune, knew better.

The  time he spent in the ruins of Cyre changed him, holy energy infused the  runes carved into his skeletons, and his life changed forever. That  holy energy brought with it something Rune had never known before in all  its years, faith in the gods. Rune was no longer the simple tool that  the House had sent into the Mournlands, now he was infused with faith  and understanding of the power of runes, and he had a purpose that went  beyond that of the House's meagre ambitions.

He didn't leave the  Mournlands the way he entered them, and it did not matter because he was  not the simple creature that had entered anyway. Soon after he heard  the rumours of a land in need of people and he decided that in that land  he could do the work of the Host, he could do what he was meant to do,  help people.

character Builder Summary Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Rune, level 1
Warforged, Runepriest
Build: Wrathful Runepriest
Runic Artistry Option: Wrathful Hammer
Cannith Warforged (+2 to Insight)
 
FINAL ABILITY SCORES
STR 18, CON 16, DEX 13, INT 10, WIS 13, CHA 10
 
STARTING ABILITY SCORES
STR 16, CON 14, DEX 13, INT 10, WIS 13, CHA 10
 
 
AC: 18 Fort: 14 Ref: 12 Will: 14
HP: 28 Surges: 10 Surge Value: 7
 
TRAINED SKILLS
Athletics +9, Heal +6, Insight +8, Religion +5
 
UNTRAINED SKILLS
Acrobatics  +1, Arcana +0, Bluff +0, Diplomacy +0, Dungeoneering +1, Endurance +5,  History +0, Intimidate +2, Nature +1, Perception +1, Stealth +1,  Streetwise +0, Thievery +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warforged Racial Power: Warforged Resolve
Runepriest Feature: Rune of Mending
Runepriest Attack 1: Word of Diminishment
Runepriest Attack 1: Word of Shielding
Runepriest Attack 1: Flames of Purity
Runepriest Attack 1: Rune of Iron's Rebuke
 
FEATS
Level 1: Bludgeon Expertise
 
ITEMS
Warhammer x1
Scale Armor x1
Light Shield x1
Throwing hammer
Adventurer's Kit
Climber's Kit
====== End ======

iPlay4E Sheet.
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2 years ago  ::  Aug 23, 2011 - 9:01AM #4
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973


Thorn Show

Thorn
Male, Human, Seeker, Level 1
Str 14 +2 05 pts
Con 14 +2 05 pts
Dex 14 +2 05 pts
Int 10 +0 00 pts
Wis 17 +3 07 pts
Cha 08 -1 00 pts
HP 26/26
Surges 6 hp, /9 per day
AC 14 (+2 armour, +2 Dex, +0 1/2 lvl)
Fort 13 (+2 Con/Str, +0 1/2 lvl, +1 race)
Ref 14 (+2 Dex, +0 1/2 lvl, +1 race, +1 class)
Will 15 (+3 Wis, +0 1/2 lvl, +1 race, +1 class)
Attacks
+1 Drow Long Knife +8 1d6+3
Javelin +6 1d6+2
Initiative: +2
Speed: 6 squares
Action Points: 1
Passive Insight: 13
Passive Perception: 18
Skills
+02 Acrobatics (+2 Dex, +0 1/2 lvl)
+00 Arcana (+0 Int, +0 1/2 lvl)
+02 Athletics (+2 Str, +0 1/2 lvl)
-01 Bluff (-1 Cha, +0 1/2 lvl)
-01 Diplomacy (-1 Cha, +0 1/2 lvl)
+03 Dungeoneering (+3 Wis, +0 1/2 lvl)
+09 Endurance (+2 Con, +0 1/2 lvl, +5 train, +2 bckgrnd)
+08 Heal (+3 Wis, +0 1/2 lvl, +5 train)
+00 History (+0 Int, +0 1/2 lvl)
+03 Insight (+3 Wis, +0 1/2 lvl)
-01 Intimidate (-1 Cha, +0 1/2 lvl)
+08 Nature (+3 Wis, +0 1/2 lvl, +5 train)
+08 Perception (+3 Wis, +0 1/2 lvl, +5 train)
+00 Religion (+0Int, +0 1/2 lvl)
+07 Stealth (+2 Dex, +0 1/2 lvl, +5 train)
-01 Streetwise (-1 Cha, +0 1/2 lvl)
+02 Thievery (+2 Dex, +0 1/2 lvl)
Racial Traits
Bonus At-Will power
Bonus feat at 1st level
Bonus Skill
Human Defense bonuses
Languages: Common and Riedran
Class Features
Inevitable shot
Spiritbond
Paragon Path Features
Epic Destiny Features
At-will Powers
Biting Swarm DLK +9, 1d6+4, R: 5/10
Javelin +7, 1d6+3, R: 10/20
Dagger +8; 1d4+3, R: 5/10
Guardian Harrier DLK +9, 1d6+4, R: 5/10
Javelin +7, 1d6+3, R: 10/20
Dagger +8; 1d4+3, %: 5/10
Thorn Cloud Shot DLK +9, 1d6+4, R: 5/10
Javelin +7, 1d6+3, R: 10/20
Dagger +8; 1d4+3, R: 5/10
Feats
Master at Arms
Weapon Proficiency - Drow Long Knife
Encounter Powers
Serpent Arrow DLK +9, 1d6+1d6+4, R: 5/10
Javelin +7, 1d6+1d6+3, R: 10/20
Dagger +8; 1d4+1d6+3, R: 5/10
Inevitable Shot
Spirits Rebuke
Daily Powers
Spirit Rider DLK +9, 2d6+4, R: 5/10
Javelin +7, 2d6+3, R: 10/20
Dagger +8; 2d4+3, R: 5/10
Utility Powers
Rituals Known
Equipment
+1 Drow Long Knife - 2 wt
2 Drow Long Knives - wt 2 ea - 30 gp
4 Javelin - 2 wt ea - 20 gp
Leather Armor - 15 wt - 25 gp
Adventurers Kit - 33 wt - 15 gp
Flute - 1 wt - 5 gp
Dagger - 1 wt - 1 gp
Standard ID Papers - 2 gp

0 pp, 2 gp, 0 sp, 0 cp

Background:
Thorn's village was in eastern Breland before the warband came.  Maybe they were Cyran mercenaries, or maybe just humanoid marauders taking advantage of the chaos, but Thorn didn't care.  When a Brelish patrol arrived from the fort Kennrun, he gladly joined up and took his revenge.  After that, he was one of the King's men, fighting and learning as the Last War dragged on. 

Then, suddenly, the Day of Mourning changed everything.  The War was over, the great nation of Cyre to the east - destroyed utterly.  The humanoids had their own country now - Dargunn.   Thorn stayed on in the army for another year, he had nowhere to go now.   As hostilities wound down, he finally found time to grieve naturally, and let go of his loss.   His squad was sorry to see him go, but the war was over.  He set out that spring, west and north, away from Dargunn and his old home.

Over open land, through quiet villages, Thorn didn't stay long.  People were understandably leery of strangers, though kind enough if he were in need.  After a few weeks' easy travel, he came to Starilaksur, the biggest city in the region.  Outside the gates, just pulled off the main caravan road, was a collection of wagons, animals and hand-carts.  He spied several children - siblings probably - out gathering wood, and got a foolish notion. 

He slipped back into the brambles and came out with a double-armload of kindling and fuel.   "Thanks m'lord!" said a little girl and she led him to where her mother was preparing the night's meal.  The woman frowned at him and told him to wait.   In a few minutes, a warforged came over to meet him.  "I'm Rune, stranger.  Where are you bound?

Additonal background:
Thorn grew up in a small farming village. He was happy there until war came. A mixed humanoid war band decided to try to conquer all the land nearby, which was mostly farming villages. The leader of the war band was not overly smart and his band ended up destroying everything they came across. His village was one of those places. Thorn had been married for 2 years and in the attack he lost his wife and their baby. This was the reason he joined the military group that finally showed up to fight the humanoid army. The fighting went on for months with many battles before the war band was finally defeated and driven off. During this time Thorn discovered he was a fair scout and got some specialized training. By the time the fighting was over, Thorn found he was tired and just wanted to go somewhere else and start over. He heard about Cat's Cradle was welcoming new settlers. He figured he could get a nice piece of land and return to the more peaceful life of a farmer.

Personality:

Thorn is generally a quiet man. He prefers to solve problems without fighting if he can, but is not afraid of getting bloody if necessary.  He follows the tenants of Arawai and strongly believes in protecting and defending children or young creatures.

Appearance:
Thorn is a fairly average looking human male. He stands 5'10" tall and weighs about 170 pounds. He is muscled, but not overly so, due his life of farming and has a deep tan of someone used to being in the sun a lot. He wears his dark brown hair at shoulder length. His eyes are brown, almost black. Aside
from his leather armor he wears normal commoners clothing of neutral brown and green colors. He carries two long knives at his waist and a quiver of javelins and his pack on his back. Over all a fairly normal looking individual who can blend in,  in most crowds .


Combat Stats Show
Thorn
Male, Human, Seeker, Level 1
HP 26/26 Surges 6 hp, 9/9 per day
Resistance none
AC 14 (+2 armour, +2 Dex, +0 1/2 lvl)
Fort 13 (+2 Con/Str, +0 1/2 lvl, +1 race)
Ref 14 (+2 Dex, +0 1/2 lvl, +1 race, +1 class)
Will 15 (+3 Wis, +0 1/2 lvl, +1 race, +1 class)
Saves none
Passive Insight 13
Passive Perception 18
Senses Normal
Encounter Powers
Second Wind
Action Point
Serpent Arrow
Inevitable Shot
Spirits Rebuke

Used
N
N
N
N
N
Daily Powers
Spirit Rider
Used
N
Basic Attacks
Weapon Name Attack Damage
+1 Drow Long Knife
Javelin
+6
+5
1d6+3
1d6+2







 

Combat Modifiers & Notes

Initiative: +2
Speed: 6 sq.
Carrying: 101/160
Action Point: 1

Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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2 years ago  ::  Aug 23, 2011 - 1:09PM #5
LinYurenya
Date Joined: Sep 17, 2010
Posts: 3,939


William of House Deneith Show
William of House Deneith, level 1
Human, Artificer|Fighter
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Hybrid Artificer: Hybrid Artificer Will
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Brawler Style (Hybrid)
Human Power Selection: Bonus At-Will Power
Background: Deneith Mercenary (+2 to Intimidate)

FINAL ABILITY SCORES
Str 18, Con 13, Dex 8, Int 16, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 8, Int 16, Wis 11, Cha 10.


AC: 16 Fort: 18 Reflex: 14 Will: 12
HP: 26 Surges: 8 Surge Value: 6

TRAINED SKILLS
Intimidate +7, Perception +5, Athletics +9, Arcana +8

UNTRAINED SKILLS
Acrobatics -1, Bluff, Diplomacy, Dungeoneering, Endurance +1, Heal, History +3, Insight, Nature, Religion +3, Stealth -1, Streetwise, Thievery -1

FEATS
Human: Arcane Implement Proficiency
Feat User Choice: Mark of Sentinel
Level 1: Hybrid Talent

POWERS
Bonus At-Will Power: Slash and Pummel
Hybrid at-will 1: Aggravating Force
Hybrid at-will 1: Grappling Strike
Hybrid encounter 1: Takedown Attack
Hybrid daily 1: Flameburst Armor

ITEMS
Leather Armor, Longsword, Adventurer's Kit

Character summary Show
William is a short man with more than one gray hair in his otherwise black hair and thick beard. He is broad in the shoulders, so broad that sometimes children mistake him for an oversized elongated Dwarf, at which William can do nothing but chuckle softly. He is a good-natured man in his early forties, though speaking through his thick moustache and beard can make him appear a bit gruff, and a lot older besides.

One of his arms is covered in tattoos of deep red ink, most of them long faded with time, while the other... A painful story, that, stretching back to the Last War. Suffice to say that eventually he had to forge himself a new arm, its dull metal surface continually warm with the arcane energies that feed and motor it. He doesn't speak of the event, the hurt still too fresh in his mind.

Before William lost his arm he was a grand warrior in Deneith's mercenary army, but now he has had to learn to cope with the strange weight hanging from his shoulder, relearn the ways of the sword. Even his little skill with the arcane has required many days and weeks of intensive training to finally get a touch of handling the energies with just one real hand, rather than two, but he is getting there. Slowly but surely.

To help him build his strength and regain the skills he once owned, Deneith has sent William to join the band of settlers en route to Cat's Cradle, so he may train in peace. They considered him too unpracticed to rejoin the mercenary army at this moment, a liability to both himself and his fellow soldiers. No, it would be best to work up some training before he would join ranks with his old friends and carve a path through whoever paid less.
Combat Stat Block Show
William d'Deneith
Male Good Human Fighter|Artificer 1st Lvl
Vitals: Medium, 5'7" tall, 150 lbs, age 40
Languages: Common, Giant
Senses: 10 Insight, 15 Perception, Normal Vision
Encounter Powers
[_] Second Wind
[_] Takedown Attack
[_] Healing Infusion:
-
Curative Admixture
- Resistive Formula
Daily Powers
[_] Action Point
[_] Flameburst Armor


HP:
HS:
AC:

Fort:
Ref:
Will:
Core
26
8
16
18
14
12
RndX
26
8

Temp
:
Surge: 6 hp
Init: -1
Speed: 6
Resist: none
Saves: none
Combat Round X Notes



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2 years ago  ::  Aug 23, 2011 - 3:48PM #6
KayneRahl
Date Joined: Oct 3, 2009
Posts: 1,328

Galinndan


Galinndan Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Galinndan, level 1
Eladrin, Swordmage
Build: Assault Swordmage
Swordmage Aegis Option: Aegis of Assault
Scion of an Ancient Bloodline (Scion of an Ancient Bloodline Benefit)
Theme: Knight Hospitaler
 
FINAL ABILITY SCORES
STR 14, CON 14, DEX 12, INT 18, WIS 13, CHA 8
 
STARTING ABILITY SCORES
STR 14, CON 14, DEX 10, INT 16, WIS 13, CHA 8
 
 
AC: 19 Fort: 12 Ref: 14 Will: 14
HP: 29 Surges: 10 Surge Value: 7
 
TRAINED SKILLS
Acrobatics +6, Arcana +11, Athletics +7, Endurance +7, History +14
 
UNTRAINED SKILLS
Bluff  –1, Diplomacy –1, Dungeoneering +1, Heal +1, Insight +1, Intimidate –1,  Nature +1, Perception +1, Religion +4, Stealth +1, Streetwise –1,  Thievery +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Knight Hospitaler Utility: Shield of Devotion
Eladrin Racial Power: Fey Step
Swordmage Feature: Aegis of Assault
Swordmage Attack 1: Greenflame Blade
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Blazing Pursuit
Swordmage Attack 1: Vanishing Blade
 
FEATS
Level 1: Eladrin Soldier
 
ITEMS
Longsword x1
Leather Armor x1
Adventurer's Kit
Dejada
Sling
Sling Bullet
====== End ======

As  the last member of the family of Eladrin swordmages, Galinndan has  spent the last few years away from the Feywild looking for his place in  the every changing wartorn world of Eberron.  Having spent time as a  sword instructor at the Rekkenmark Academy teaching new recruits the  basic use of a longsword.  He was content with this new life until he  started hearing rumors about the possiblity of surviving members of his  family.  Taking his leave from the Academy, Galin hits the road looking  for either news about his family or the mercenary guild that they  created the Fading Shadows.

Dressed in a simple black and grey  combination, a pale complextion and hair that looks like silver in the  light. Poeple assume that he is from Karrnath, which is partially true.   As the part of the Feywild that his family resided linked to a forrest  in Karrnath.  This lead the people of the area to assume that those of  Galin's family were ghost or spectres, flashing in and out of view using  their natural teleporting ability to protect their home.  When the war  broke out, the majority of the family decided to expand the area they  would protect, walking out of the forrest as spectres in the mist they  joined the Karrnathi side as mercenaries.  It was years before their  tactics were caught on and serious injury started to incure. What  happened to his family was a tragedy, on mission in Cyree they were  caught in the Mourning and lost to all.  Galin was luck him a few others  were on mission in Thrane when it happened.  The loss drove all but  himself back to the Feywild and he only stayed because he felt that  there was nothing for him in the Feywild anymore.

Now he's on the road again looking for the rumors of his family, hoping that they are nothing but ghosts in the wind.
Keep on the Shadowfell Essentials Group 2 - Azigen, Dwarven Warpriest
Rise of the Runelords - Pathfinder 4e - Himdur, Dwarven Cleric

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2 years ago  ::  Oct 12, 2011 - 8:48AM #7
Mathius78
Date Joined: Nov 9, 2009
Posts: 740

Tann


sheet Show

Tann, level 1
Goliath, Warden
Guardian Might Option: Earthstrength
Chessenta (Chessenta Benefit)
 
FINAL ABILITY SCORES
STR 18, CON 18, DEX 12, INT 10, WIS 12, CHA 8
 
STARTING ABILITY SCORES
STR 16, CON 16, DEX 12, INT 10, WIS 12, CHA 8
 
 
AC: 19 Fort: 15 Ref: 13 Will: 13
HP: 35 Surges: 13 Surge Value: 8
 
TRAINED SKILLS
Athletics +8, Endurance +6, Nature +8, Perception +6
 
UNTRAINED SKILLS
Acrobatics –2, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +1, Heal +1, History +0, Insight +1, Intimidate –1, Religion +0, Stealth –2, Streetwise –1, Thievery –2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Goliath Racial Power: Stone's Endurance
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Warden Attack 1: Thorn Strike
Warden Attack 1: Weight of Earth
Warden Attack 1: Grasping Winds
Warden Attack 1: Form of Winter's Herald
 
FEATS
Level 1: Crippling Crush
 
ITEMS
Hide Armor x1
Heavy Shield x1
Warhammer x3
Adventurer's Kit
Javelin


background Show

Appearance:
Tann is a large boy, like really big.  At the age of 16 he already  needs to duck to get through most doorways and his mass is enough make  even the sturdiest wagons creek and groan beneath him.  One would think  him a man until they see his face witch is that of a boy.  His eyes  always seem to be looking at something that is not there (unless you see  the spirits) and he easily distracted.


Background:
Tann grew up in Cyre and was always the biggest kid around.  What makes  this more shocking is the tiny frame of Mother.  Mother kept Tann on  short leash and would not even let him defend himself when the older  kids picked on him.  Tann learned to just take it, Tann knew that he  could handle the other kids but Mother was right. Tann did not want to  really hurt the other kids and they could not hurt him, much.




Tann  always thought that everyone could see the spirits, but slowly he  realized that was unique in this as well.  The spirits wanted him to  help the world and keep the world safe.  Tann said no, Mother would not  like it.  Then the Day of Morning occurred and everything changed.  Tann  knew that he would have to take up arms in defense of week, but how to  tell mother.  Secretly he fashioned himself a hammer and used it to kill  a beast in the night.  From the remains he armored  himself.  He knew  that once Mother was safe in Cat’s Cradle he could follow the spirits  and defend the weak.





Personality:
Tann is a shy boy who longs for a life of adventure and to let the  spirits guide his life.  He has no real knowledge of violence and death  and does not know the horrors of war.  Once drawn out of his shell he is  a fast friend who and loyal companion.  Tann also has the impulsiveness  of any teenager and has now fear, except Mother, so one must be careful  in giving what you allow because he will try it.


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10 months ago  ::  Aug 05, 2012 - 11:35PM #8
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,666
Thorn - Take 2
 

Summary Show
Thorn, level 1

Human, Seeker
Build: Protecting Seeker
Seeker's Bond Option: Spiritbond
Human Power Selection Option: Bonus At-Will Power
Enlisted Soldier (+2 to Endurance)

FINAL ABILITY SCORES
STR 13, CON 13, DEX 15, INT 10, WIS 18, CHA 8

STARTING ABILITY SCORES
STR 13, CON 13, DEX 15, INT 10, WIS 16, CHA 8


AC: 15 Fort: 12 Ref: 14 Will: 16
HP: 25 Surges: 8 Surge Value: 6

TRAINED SKILLS
Athletics +5, Endurance +7, Nature +9, Perception +9, Stealth +6

UNTRAINED SKILLS
Acrobatics +1, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +4, Heal +4, History +0, Insight +4, Intimidate –1, Religion +0, Streetwise –1, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Seeker Feature: Inevitable Shot
Seeker Feature: Spirits' Rebuke
Seeker Attack 1: Grappling Spirits
Seeker Attack 1: Biting Swarm
Seeker Attack 1: Tidal Spirit Shot
Seeker Attack 1: Possessing Spirits
Seeker Attack 1: Swarming Bats

FEATS
Level 1: Armor Proficiency: Hide
Level 1: Weapon Proficiency (Drow long knife)

ITEMS
Magic Drow long knife +1
Drow long knife
Hide Armor
Javelin x2
Flute
ID papers
Adventurer's kit
33 gold


Background Show

Background:

Thorn's village was in eastern Breland before the warband came.  Maybe they were Cyran mercenaries, or maybe just humanoid marauders taking advantage of the chaos, but Thorn didn't care.  When a Brelish patrol arrived from the fort Kennrun, he gladly joined up and took his revenge.  After that, he was one of the King's men, fighting and learning as the Last War dragged on.  

Then, suddenly, the Day of Mourning changed everything.  The War was over, the great nation of Cyre to the east - destroyed utterly.  The humanoids had their own country now - Dargunn.   Thorn stayed on in the army for another year, he had nowhere to go now.   As hostilities wound down, he finally found time to grieve naturally, and let go of his loss.   His squad was sorry to see him go, but the war was over.  He set out that spring, west and north, away from Dargunn and his old home.

Over open land, through quiet villages, Thorn didn't stay long.  People were understandably leery of strangers, though kind enough if he were in need.  After a few weeks' easy travel, he came to Starilaksur, the biggest city in the region.  Outside the gates, just pulled off the main caravan road, was a collection of wagons, animals and hand-carts.  He spied several children - siblings probably - out gathering wood, and got a foolish notion.  

He slipped back into the brambles and came out with a double-armload of kindling and fuel.   "Thanks m'lord!" said a little girl and she led him to where her mother was preparing the night's meal.  The woman frowned at him and told him to wait.   In a few minutes, a warforged came over to meet him.  "I'm Rune, stranger.  Where are you bound?

Additonal background: 
Thorn grew up in a small farming village. He was happy there until war came. A mixed humanoid war band decided to try to conquer all the land nearby, which was mostly farming villages. The leader of the war band was not overly smart and his band ended up destroying everything they came across. His village was one of those places. Thorn had been married for 2 years and in the attack he lost his wife and their baby. This was the reason he joined the military group that finally showed up to fight the humanoid army. The fighting went on for months with many battles before the war band was finally defeated and driven off. During this time Thorn discovered he was a fair scout and got some specialized training. By the time the fighting was over, Thorn found he was tired and just wanted to go somewhere else and start over. He heard about Cat's Cradle was welcoming new settlers. He figured he could get a nice piece of land and return to the more peaceful life of a farmer.

Personality:

Thorn is generally a quiet man. He prefers to solve problems without fighting if he can, but is not afraid of getting bloody if necessary.  He follows the tenants of Arawai and strongly believes in protecting and defending children or young creatures. 

Appearance:
Thorn is a fairly average looking human male. He stands 5'10" tall and weighs about 170 pounds. He is muscled, but not overly so, due his life of farming and has a deep tan of someone used to being in the sun a lot. He wears his dark brown hair at shoulder length. His eyes are brown, almost black. Aside
from his leather armor he wears normal commoners clothing of neutral brown and green colors. He carries two long knives at his waist and a quiver of javelins and his pack on his back. Over all a fairly normal looking individual who can blend in,  in most crowds
 

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PCs Show
Big John Barleycorn Show
Big John Barleycorn

Big John Barleycorn, Level 5
Human, Knight
Human Power Selection Option: Heroic Effort
Languages: Common, Dwarven
Theme: Mercenary

VITALS
AC: 25 Fort: 19 Ref: 15 Will: 17
HP: 38/54

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

CURRENT ABILITY SCORES
STR 19, CON 15, DEX 11, INT 10, WIS 15, CHA 8

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9, Endurance +7, Heal +9, Intimidate +8

UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, History +2, Insight +4, Nature +4, Perception +4, Religion +2, Stealth +0, Streetwise +3, Thievery +0

POWERS
Standard Action
Melee Basic Attack
   Vicious Longsword +1: +12 vs AC, 1d8+6 damage
   Khopesh: +10 vs AC, 1d8+5 damage (Brutal 1)
Ranged Basic Attack
   Javelin (10/20): +10 vs AC, 1d6+5 damage

Minor Action
> Active < Knight Feature: Defender Aura
Knight Feature: Battle Guardian
> - < Fighter Utility: Defend the Line Stance
> - < Fighter Utility: Hammer Hands Stance
[] Level 2 Utility: Glowering Threat

No Action
[] Human Racial Power: Heroic Effort
[X] Mercenary Theme Power: Takedown Strike
[][] Attack Power: Power Strike

FEATS
Class Feat: Shield Finesse
Racial Bonus Feat: Master at Arms
Level 1: World Serpent's Grasp
Level 2: Improve Initiative
Level 4: Superior Will

ITEMS
Longsword +1
Khopesh
Shield of Protection
     [] Item Daily Power
Delver's Plate Armor +2
     [] Item Daily Power
Javelin x3
Adventurer's Kit
1 Opal
235g 172s 50c
Tsubasa Shou Show
Tsubasa Shou iplay4e link

Tsubasa Shou, level 2
Human Euphoric Ardent
Theme: Windlord
Languages: Common, Elven
Origin: Elemental

VITALS
AC: 19 Fort: 16 Ref: 14 Will: 18
HP: 32/32
Power Points: [][]

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

CURRENT ABILITY SCORES
STR 13, CON 15, DEX 13, INT 8, WIS 10, CHA 18

[X][ Action Point
      Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9,  Diplomacy +10, Endurance +8, Heal +6, Intimidate +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff +5, Dungeoneering +1, History +0, Insight +1, Nature +1, Religion +0, Stealth +2, Streetwise +5, Thievery +2

POWERS

Standard Action
Melee Basic Attack
     Greatspear: +7 vs AC, 1d10+2 damage
Human At-Will Attack  (Augment 0 only): Focusing Strike
At-Will Attack: Demoralizing Strike
At-Will Attack: Energizing Strike
[]Encounter Attack: Wind Fury Assault
[] Daily Attack: Battleborn Acuity

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

FEATS
Bonus Feat: Improved Defenses
Human bonus Feat: Polearm Expertise
Level 1: Weapon Proficiency: Greatspear
Level 2: Armor Proficiency: Scale

ITEMS
Magic Scale Armor +1
Flute
Silk Rope - 50 ft
Torch x2
Sunrod
Lantern
Oil (pint) x3
Tent
Bedroll
Backpack
Trail Rations x 10
Grappling Hook
Climber's Kit
Flint & Steel

0 g - 0 s - 0 c
Reznik Callahan Show
iPlay4e link

Reznik Callahan, Level 1
Human (Elf), Ranger/Druid
Languages: Common, Elven
Theme: Werewolf

CURRENT STATUS:

VITALS
AC: 17  Fort: 12  Ref: 15  Will: 14
HP: 25/25

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

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

[X][] Action Point
     Milestone: 2/2
[] Second Wind

TRAINED SKILLS
Athletics +4, Nature +13, Perception +11, Stealth +9

UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Streetwise +0, Thievery +3

POWERS
Standard Action
At-Will Attack Twin Strike
At-Will Attack Savage Rend
At-Will Attack Wolf Shape Attack: Useable only in Wolf Form
[] Encounter Attack Two-Fanged Strike
[X] Daily Attack Sure Shot

Minor Action
At-Will Utility Hunter's Quarry
At-Will Utility Wild Shape
[] Encounter Utility Wolf Shape

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

ITEMS
Longbow
Hide Armor
Short Sword
Totem
Cold Weather Clothing
Adventurer's Kit
Bharhas Show
iplay4e sheet

Bharhas, Level 3
Human, Warlord | Sorcerer
Human Power Selection Option: Bonus At-Will power
Languages: Common, Elven
Theme: Gladiator

CURRENT STATUS:
Phase of the Sun:
*At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.
*You also gain resist 5 cold.

VITALS
AC: 18 Fort: 18 Ref: 15 Will: 17
HP: 40/40

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

CURRENT ABILITY SCORES
STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +8, Bluff +9, Diplomacy +9, Intimidate +9

UNTRAINED SKILLS
Acrobatics -1, Arcana +1,  Dungeoneering +0, Endurance -1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth -1, Streetwise +4, Thievery -1

POWERS
Standard Action
Melee Basic Attack
   Longsword : +9 vs AC, 1d8+5 damage
   Katar: +9 vs AC, 1d6+4 damage
Warlord Attack: Wolf Pack Tactics
Warlord Attack: Viper's Strike
Sorcerer Attack: Storm Walk
[] Gladiator Theme Attack: Disrupting Advance
[] Level 1 Warlord Attack: Diabolic Stratagem
[] Level 1 Sorcerer Attack: Cosmos Call

Minor Action
[] Level 2 Warlord Utility: Shake It Off
[] Level 3 Sorcerer Attack: Lightning Cuts
[] Warlord Feature: Inspiring Word

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

FEATS
Racial Bonus Feat: Mastery of Knives
Level 1: Hybrid Talent
Level 2: Sorcerous Blade Channeling 

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
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8 months ago  ::  Sep 27, 2012 - 9:57AM #9
Mysteria
Date Joined: Oct 4, 2003
Posts: 7,266


William of House Deneith Show
William of House Deneith, level 1
Human, Artificer|Fighter
Hybrid Artificer: Hybrid Artificer Will
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Brawler Style (Hybrid)
Human Power Selection: Bonus At-Will Power
Background: Deneith Mercenary (+2 to Intimidate)

FINAL ABILITY SCORES
Str 18, Con 13, Dex 8, Int 16, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 8, Int 16, Wis 11, Cha 10.


AC: 16 Fort: 18 Reflex: 14 Will: 12
HP: 25/26 Surges: 4/8 Surge Value: 6
AP: 0

TRAINED SKILLS
Diplomacy +5, Perception +5, Athletics +9, History +10

UNTRAINED SKILLS
Arcana +3, Acrobatics -1, Bluff 0, Dungeoneering 0, Endurance +1, Heal 0, Insight 0, Intimidate 0, Nature 0, Religion +3, Stealth -1, Streetwise 0, Thievery -1

FEATS
Human: Mark of Sentinel: shift 1 before or after OA,  can master and perform favored rituals (Eye of Alarm, Eye of Warning, Magic Circle) at a 10% discount, he also gains a +4 to Arcana checks when casting a favored ritual.

Level 1: Hybrid Talent: mark with fighter powers, gain combat challenge

POWERS

Combat Challenge
immediate interrupt
Trigger: Adjacent marked enemy shifts or attacks somebody else
Effect: melee BA vs marked enemy

Healing Infusion (1/1)
(recharge at short rest with surge)
Curative Admixture
minor, close burst 5, you or one ally, spend one healing infusion
target regains hit points equal to his surge value
Resistive Formula
minor, close burst 5, your or one ally, spend one healing infusion
target +1 power bonus to AC end of encounter
target can end bonus as free action to gain hp equal to his surge value +1

Flameburst Armor (artificer)
minor, melee, you or one ally
effect: target gains resist 5 fire
effect: you can use fireburst armor attack once/round if primary target is within 5sq
Fireburst Armor Attack
Standard, close burst 1 centered on target of flameburst armor, vs enemies
automatic hit, 5 dmg and mark by primary target eont

Melee BA
standard, melee, one creature
+8 vs AC; 1d8+5

Ranged BA
+1 vs AC, 1d10-1

Slash and Pummel
standard, melee, one creature, must have 1 hand free
+8 vs AC; 1d8+1
hit: secondary attack: +5 vs Ref; 7dmg

Grappling Strike(=melee BA for OAs)
standard, melee, one creature, must have 1 hand free
+8 vs AC; 1d8+5 dmg and grab eont

Aggravating Force (artificer)
standard, melee or ranged, one creature
+6 vs AC; 1d8+3 force
next ally to attack target before eont gains +2 power bonus to attack roll

Takedown Attack (BA when charging)
standard, melee, one crature
+8 vs Fort, 1d8+5 dmg and knock prone

ITEMS
Leather Armor, Longsword +1, Adventurer's Kit, longbow, 30 arrows, 14gp


Character summary Show
William is a short man with more than one gray hair in his otherwise black hair and thick beard. He is broad in the shoulders, so broad that sometimes children mistake him for an oversized elongated Dwarf, at which William can do nothing but chuckle softly. He is a good-natured man in his early forties, though speaking through his thick moustache and beard can make him appear a bit gruff, and a lot older besides.

One of his arms is covered in tattoos of deep red ink, most of them long faded with time, while the other... A painful story, that, stretching back to the Last War. Suffice to say that eventually he had to forge himself a new arm, its dull metal surface continually warm with the arcane energies that feed and motor it. He doesn't speak of the event, the hurt still too fresh in his mind.

Before William lost his arm he was a grand warrior in Deneith's mercenary army, but now he has had to learn to cope with the strange weight hanging from his shoulder, relearn the ways of the sword. Even his little skill with the arcane has required many days and weeks of intensive training to finally get a touch of handling the energies with just one real hand, rather than two, but he is getting there. Slowly but surely.

To help him build his strength and regain the skills he once owned, Deneith has sent William to join the band of settlers en route to Cat's Cradle, so he may train in peace. They considered him too unpracticed to rejoin the mercenary army at this moment, a liability to both himself and his fellow soldiers. No, it would be best to work up some training before he would join ranks with his old friends and carve a path through whoever paid less.
Combat Stat Block Show
William d'Deneith
Male Good Human Fighter|Artificer 1st Lvl
Vitals: Medium, 5'7" tall, 150 lbs, age 40
Languages: Common, Giant
Senses: 10 Insight, 15 Perception, Normal Vision
Encounter Powers
[_] Second Wind
[_] Takedown Attack
[_] Healing Infusion:
-
Curative Admixture
- Resistive Formula
Daily Powers
[_] Action Point
[_] Flameburst Armor


HP:
HS:
AC:

Fort:
Ref:
Will:
Core
26
8
16
18
14
12
RndX
26
8

Temp
:
Surge: 6 hp
Init: -1
Speed: 6
Resist: none
Saves: none
Combat Round X Notes



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