Cast Of Characters
#2
Posted 23 February 2010 - 09:43 PM
Level 1
Goliath
Fighter
Build: Battlerager Fighter
Fighter Talents: Battlerager Vigor
FINAL ABILITY SCORES
Str 19, Con 19, Dex 14, Int 10, Wis 14, Cha 7.
STARTING ABILITY SCORES
Str 17, Con 17, Dex 14, Int 10, Wis 14, Cha 7.
AC: 16 Fort: 16 Reflex: 12 Will: 13
HP: 34 Surges: 13 Surge Value: 8
TRAINED SKILLS
Dungeoneering +7, Athletics +10, Endurance +8
UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff -2, Diplomacy -2, Heal +2, History, Insight +2, Intimidate -2, Nature +4, Perception +2, Religion, Stealth +1, Streetwise -2, Thievery +1
FEATS
Level 1: Weapon Proficiency (Execution axe)
POWERS
Fighter at-will 1: Brash Strike
Fighter at-will 1: Crushing Surge
Fighter encounter 1: Lunging Strike
Fighter daily 1: Knee Breaker
ITEMS
Adventurer's Kit, Execution axe, Chainmail
* * * * *
Born beneath the imposing shadow of the Citadel of Snakes, Eglath was the third son of an inauspicious family of Goliath's. Making their home in the city beneath the castle of Viperwall, Eglath's family made a life by selling their services as guards to the various merchants of the city.
Despite making a good living, not even Eglath's mighty family was immune to the undercurrent of fear which pervaded the entire city. Rumors of disappearances were all too common within the city, and few were brave enough to travel the streets at night. Eglath and his brother's were often employed to escort individuals from one place to another after the sun had set. In particular, Eglath often volunteered to work with the city guard to assist in enforcing the nightly curfew. More so than the rest of his family, the young Goliath felt compelled to make certain that there were no children running about unsupervised in the darkness.
Life continued in this fashion for years, Eglath's family annoyed with, but accepting of his altruistic and ultimately unprofitable habit of offering assistance to the guards. Eglath was rarely assigned to any caravan runs, since many of the local parent's felt just a little bit safer knowing that he was around keeping an eye on their children when they could not. Unfortunately, this all changed one fateful night when Eglath's eldest brother - Logrihn abruptly vanished. Like all of the other disappearances in the city, no cause was determined by the guards, and, ultimately, no justice - no answers were ever found.
Quite literally overnight, Eglath's life changed. With the loss of their most powerful warrior, his family could no longer afford to allow him to indulge in his charitable inclinations. Eglath was immediately assigned to guarding outbound caravan after outbound caravan, keeping him out of the city almost constantly on these more lucrative missions.
And that is where we find Eglath now. Once again assigned to guarding a caravan, the young Goliath is on his way to the city of Sandpoint. Though frustrated with his new duties, Eglath hopes to find a small amount of enjoyment on this trip by attending the festival while there.
Attached File(s)
-
Eglath.dnd4e (101.24K)
Number of downloads: 3
This post has been edited by Lathis: 12 March 2010 - 11:30 PM
#3
Posted 23 February 2010 - 11:20 PM
Changeling, Rogue
Build: Aerialist Rogue
Rogue Tactics: Artful Dodger
Background: Geography - Urban, Detective, Occupation - Criminal, Occupation - Infiltrator (Detective Benefit)
FINAL ABILITY SCORES
Str 14, Con 13, Dex 19, Int 11, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 14, Con 13, Dex 17, Int 11, Wis 10, Cha 16.
AC: 16 Fort: 12 Reflex: 16 Will: 15
HP: 25 Surges: 7 Surge Value: 6
TRAINED SKILLS
Stealth +9, Thievery +9, Perception +6, Streetwise +9, Acrobatics +9, Athletics +7
UNTRAINED SKILLS
Arcana, Bluff +6, Diplomacy +4, Dungeoneering, Endurance +1, Heal, History, Insight +3, Intimidate +4, Nature, Religion
FEATS
Level 1: Backstabber
POWERS
Rogue at-will 1: Sly Flourish
Rogue at-will 1: Clever Strike
Rogue encounter 1: Fox's Gambit
Rogue daily 1: Confounding Attack
ITEMS
Dagger (2), Leather Armor, Adventurer's Kit, Footpads, Everburning Torch, Grappling Hook, Travel Papers, Belt Pouch (empty), Common Meal (4)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~History~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sor was born in Sandpoint on a particularly warm night. His mother died soon after giving birth, from both bloodloss and later infections.As both his mother and father were changelings, he was of course one himself. His father, not having a particularly well-paying occupation, took up various jobs to support the two of them. As a result, Sor grew up in a poorer situation than most, often getting into mischief and causing minor trouble with his antics. Despite this, he was an easily likeable person, and often got along with people well enough - Though he would on occasion use this to his advantage to manipulate his way out of trouble. Regardless of the things Sor would get himself into, his father would always help him out when possible, though on more than one occassion giving him advice or lectures on how to avoid further trouble.
Things continued in this manner for some time, until Sor was fifteen. Having been deemed old enough to be allowed to work, by others and his father, Sor claimed to have taken up work as a messenger for various people. While this was true, it was not the entirety of his profession. In addition to delivering messages, he was tricking people out of money, stealing, and lending his skills to others for tasks ranging from spying to breaking and entering - His job as a messenger actually being a convenient cover for much of his illegal activities. While all this was going on, he maintained a fairly good social image, though had earned himself a reputation as a tease thanks to his shameless flirting with quite literally anyone he came across - Though he would tone it down should the situation be serious enough.
Sor's life was simple and without much strife, barring the occasional brush with unpleasant types, for five years. It was at this time when the Late Unpleasantness occurred, and when his father suffered serious burns in the fire that engulfed a large portion of the city. Thankfully, his father lived through this easily life-threatening event. However, he was severely hindered in movement and suffered from a great pain when so much as walking. It was because of this that Sor turned his focus to gathering whatever funds would be needed to heal his father, which he was able to do in a surprisingly short amount of time. Though his father was healed, it was not a potent enough job to complety restore him, leaving numerous burn scars - Though greatly diminished in severity. Though wondering how his son had managed to get ahold of enough money to pay for a healing at all, a messanger job not being the type to allow for such, he was nonetheless grateful for Sor's efforts.
Having nearly lost his father, Sor wanted to make sure that his father would be able to die proud of him. This required him to not be forced to lie about occupation and keep secrets, and from that point on he started trying to work his way into a more respectable and trustworthy profession, This, however, proved to be a difficult task for him to accomplish. Sor pursued detective-type work, applying the skills he had honed over time, and through this he aquired whatever information people paid him for. It was through this that he learned, though only in vague terms, of the Chopper Murders, as well as small details of the deaths of Nualia and Father Tobym in the Church fire and the death of Lonjiku's wife. Though he learned of these sooner than most in Sandpoint, in the end he knew little more than most of the townsfolk did.
Attached File(s)
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Sor.dnd4e (88.25K)
Number of downloads: 3
This post has been edited by Senax: 03 March 2010 - 08:26 PM
#4
Posted 23 February 2010 - 11:27 PM
Human, Avenger
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit
Background: Occupation - Foe Killer, Family Tradition, Missionary Life (Insight class skill)
FINAL ABILITY SCORES
Str 15, Con 12, Dex 16, Int 10, Wis 19, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 12, Dex 16, Int 10, Wis 17, Cha 10.
AC: 17 Fort: 14 Reflex: 15 Will: 16
HP: 26 Surges: 8 Surge Value: 6
TRAINED SKILLS
Athletics +7, Religion +5, Stealth +8, Perception +9, Acrobatics +8
UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, Heal +4, History, Insight +4, Intimidate, Nature +4, Streetwise, Thievery +3
FEATS
Human: Improved Armor of Faith
Level 1: Weapon Proficiency (Fullblade)
POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Bonus At-Will Power: Focused Fury
Avenger encounter 1: Day's First Light
Avenger daily 1: Oath of the Final Duel
ITEMS
Cloth Armor (Basic Clothing), Fullblade, Holy Symbol, Adventurer's Kit, Dagger (5)
Attached File(s)
-
Ejal.dnd4e (109.44K)
Number of downloads: 16
This post has been edited by Xero: 26 February 2010 - 08:25 PM
#5
Posted 23 February 2010 - 11:59 PM
Human, Barbarian
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor
Background: Geography - Wetlands (+2 to Athletics)
FINAL ABILITY SCORES
Str 19, Con 18, Dex 11, Int 10, Wis 10, Cha 11.
STARTING ABILITY SCORES
Str 17, Con 18, Dex 11, Int 10, Wis 10, Cha 11.
AC: 18 Fort: 17 Reflex: 12 Will: 11
HP: 33 Surges: 12 Surge Value: 8
TRAINED SKILLS
Intimidate +5, Perception +5, Endurance +8, Athletics +10
UNTRAINED SKILLS
Acrobatics -1, Arcana, Bluff, Diplomacy, Dungeoneering, Heal, History, Insight, Nature, Religion, Stealth -1, Streetwise, Thievery -1
FEATS
Human: Hide Armor Expertise
Level 1: Weapon Proficiency (Mordenkrad)
POWERS
Barbarian at-will 1: Howl of Fury
Barbarian at-will 1: Pressing Strike
Bonus At-Will Power: Howling Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Swift Panther Rage
ITEMS
Mordenkrad, Hide Armor, Adventurer's Kit
* * * * *
Tarn Grim was the only child of a pair of peat-cutters living slightly south of Wartle, in the Mushfens of southern Varisia.
As their only child, it mattered little that she was their daughter: once she cut her teeth on domestic chores, her childhood was spent in the bog cutting, stacking, and hauling peat. Breaks like intermittent fishing expeditions along the Yondabakari River or trading in Wartle gave some colour to an otherwise monotonous life, but there was nothing so exciting in Tarn's existence than dealing with goblins. The vermin would come around infrequently, drawn by the copious quantities of well-dried peat, but their raids happened often enough to warrant her father teaching her the rudimentary aspects of fighting.
While a more sensible child may have feared roving packs of pyromaniacal beasts, they were ugly, sinewy bundles of joy to Tarn: infrequent and priceless sources of entertainment. She and her father would burst from the family's cottage in the night at the sound of intrusion and hack off their limbs or crush their skulls with their farming tools, leaving their squat, maimed forms to fertilise the marshy soil. As she gained some measure of responsibility and autonomy in adolescence, hunting and trapping started to supplement her daily activities.
It wasn’t until she started to venture to Wartle with relative frequency that her life became genuinely interesting, though. On errands or trading expeditions, Tarn could take the time to explore other options for making her way; most importantly, she discovered that she could make a fair living hunting prey like goblins and boggards, so long as she brought back trophies to make good her claims to keeping Wartle’s people and economy safe from such hazards. Profound scepticism amongst those offering bounties subsided when she turned in a half dozen goblin heads – most appearing to have been ripped, rather than severed, from their former owners’ shoulders – after a raid on the peat stacks.
Granted, this sort of work was not completely constant; it had to be regularly supplemented with trapping, hunting, and fishing to get by. But for the most part, Tarn had escaped the tedium of cutting peat, spending more and more of her time stalking the swamps, shattering the skulls and limbs of everything from goblins to alligators – hammers had the advantage of not ruining valuable hides.
Tarn had spent perhaps a third of her life in this way when, during a stay in Wartle, she heard of the imminent festival in Sandpoint. It would draw merchants from all around, she’d been told, and in spite of her lacking education, she knew enough to sense the potential for scaling up her fur and hide trade – or perhaps getting a guard position in a caravan.
Attached File(s)
-
Tarn Grim.dnd4e (88.26K)
Number of downloads: 17
This post has been edited by Saevus: 25 February 2010 - 01:39 AM
#6
Posted 24 February 2010 - 02:33 AM
Half-Elf, Bard
Build: Prescient Bard
Bardic Virtue: Virtue of Prescience
Background: Ward of the Temple, Early Life - Child Prodigy, Parentage - Orphan, Geography - Urban, Surgeon, Occupation - Entertainer (+2 to Heal)
FINAL ABILITY SCORES
Str 10, Con 10, Dex 13, Int 14, Wis 17, Cha 19.
STARTING ABILITY SCORES
Str 10, Con 8, Dex 13, Int 14, Wis 17, Cha 17.
AC: 14 Fort: 10 Reflex: 13 Will: 15
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS
Arcana +7, Insight +10, Diplomacy +11, Streetwise +9, Religion +7, Heal +10
UNTRAINED SKILLS
Acrobatics +2, Bluff +5, Dungeoneering +4, Endurance +1, History +3, Intimidate +5, Nature +4, Perception +4, Stealth +2, Thievery +2, Athletics +1
FEATS
Bard: Ritual Caster
Level 1: Divine Healer
POWERS
Bard at-will 1: Misdirected Mark
Bard at-will 1: Jinx Shot
Dilettante: Astral Seal
Bard encounter 1: Focused Sound
Bard daily 1: Arrow of Warning
ITEMS
Ritual Book, Longbow, Dagger, Leather Armor, Adventurer's Kit, Lute, Hempen Rope (50 ft.) (2), Arrows (60), Wand Implement, Waterskin, Pocketed Scarf
RITUALS
Traveler's Chant, Simbul's Conversion
Number of downloads: 0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
History
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alaref was born under a new moon, an omen both of birth and death – and the omen proved to bear some degree of truth. In bringing him into the world, his mother passed from it, and with no one else to care for him, the Nethysian priestess who’d offered magic to assist the birth took him in. He showed a spark of magical talent from an early age, but seemed to rebel against the stillness of formal teaching – a trait which extended beyond that, and led to many stints scrubbing out the pots in the kitchens for various mischief. However, when he got in front of the keyboard of a harpsichord, he took to it more naturally than could be imagined.
Music rapidly became his choice distraction, chords ringing clearly through the temple halls on many a day, on others, the tune was carried in a hum or a whistle while scrubbing pots, or marble statues, or resorting the library shelves (though pausing to read the tales, of course. Unless he got caught at that) or any other task they could think of to try to discourage him from working the keyboard or fretboard when he was supposed to be working at his studies. Soon enough, though, one priest suggested that he try to combine magic into his music, and in time, his playing became a regular fixture for sermons, in the words of one priestess “demonstrating the wonder and beauty possible through the gifts of The All Seeing Eye”.
For him, though, it was simpler – music brought some calm to his wild thoughts. His mind raged at stillness, until finally he understood what it was shouting at him. He was spending all his time telling now stale tales, spinning music that lacked heart and depth, for he was not telling his own story. He knew, too, that somewhere out in the world he would find that story, and so he packed his few possessions, booked passage on the seas, and went where the winds of fortune would take him – bringing him to the town of Sandpoint.
Alone in a new city, he carved a place out for himself, offering his services however he could – music for festivals, tales from another land – he reveled in having a new audience to tell them to for the first time, and in having nobody to correct a little embellishment here and there – but also offering his aid as a healer, and applying his diverse skills however he could to the cathedral’s construction. And so life went on, simple, easy – and predictable. He began to feel that familiar tempest of thoughts, bidding him onward to no destination in particular, merely screaming at him to go. And thus when emissaries from a Varisian band came begging for aid, he could not refuse.
Taking up a role as a healer amongst them, he again had a new audience, and new tales to hear, as well. He listened hungrily to the tells of the land, eager always for more, and always offering a tale or a song to them in the exchange. In this manner, and in acting as an emissary to Sandpoint, he was able to keep his mind occupied again for some time. But again he is starting to feel that noose of stagnation tighten, the knowledge ever present that he has not begun a story that is truly his own.
This post has been edited by Inarai: 12 March 2010 - 08:24 PM
[23:31] Altos: yes
#7
Posted 04 March 2010 - 04:13 PM
Name: Caelara
Race: Half-Elf
Age: 28
Gender: Female
Height: 5' 5"
Weight: 115 lbs.
Class: Warlord
Paragon Path:
Epic Destiny:
Level: 1
XP: 553
Description:
Background: Half-Elf - Outcast, Society - Poor, Street Urchin, Occupation - Criminal, Grifter, Fugitive from a Vengeful Rival
HP: 27
Bloodied (1/2 HP): 13
Surge Value (1/4 HP): 6
Surges/Day: 9
Initiative: (1) + (2) = 3
Speed: (6) - (Armor) + (Item) = 6
Action Points: 1
Ability Score Modifier Mod + 1/2 lvl
STR: 16 3 3
CON: 15 2 2
DEX: 12 1 1
INT: 16 3 3
WIS: 12 1 1
CHA: 16 3 3
Defenses:
AC: 10 + (0) + (6) + (0) + (0) + (0) +/- (0) = 16
Fort: 10 + (0) + (3) + (1) + (0) + (0) +/- (0) = 14
Ref: 10 + (0) + (3) + (0) + (0) + (0) +/- (0) = 13
Will: 10 + (0) + (3) + (1) + (0) + (0) +/- (0) = 14
Attacks:
+5 Longbow (1d10+3)
+6 Longsword (1d8+3)
Racial Features:
Dilettante: Choose at-will power from other class; use as encounter power.
Dual Heritage: Count as elf, half-elf, and human for choosing feats.
Group Diplomacy: Allies within 10 get +1 to Diplomacy.
Class / Path / Destiny Features:
Combat Leader: You, and allies within 10 that see and hear you, gain +2 to initiative.
Commanding Presence: Choose a Presence benefit; provides bonuses with certain powers.
Inspiring Presence: Ally that sees you and spends an action point for extra action regains lost hp: 1/2 your level + Cha mod.
Inspiring Word: Use inspiring word as an encounter (special) power, minor action.
Build: Archer Warlord
Feats:
Jack of All Trades: +2 to untrained skill checks.
Skills:
Passive Insight: 15
Passive Perception: 13
Skill Bonus Ability Trained Armor Misc
Acrobatics 2 1 0 -1 2
Arcana 5 3 0 0 2
Athletics 7 3 5 -1 0
Bluff 9 3 5 0 1
Diplomacy 10 3 5 0 2
Dungeoneering 3 1 0 0 2
Endurance 3 2 0 -1 2
Heal 3 1 0 0 2
History 5 3 0 0 2
Insight 5 1 0 0 4
Intimidate 8 3 5 0 0
Nature 3 1 0 0 2
Perception 3 1 0 0 2
Religion 5 3 0 0 2
Stealth 3 1 0 -1 3
Streetwise 5 3 0 0 2
Thievery 2 1 0 -1 2
Languages:
Common, Elven, Dwarven
Powers:
At Will:
Paint the Bull's Eye:
Martial, Weapon
Standard, Ranged Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] Damage. Until the start of your next turn, your allies gain a power bonus to damage rolls against the target equal to your Intelligence (+3) or Wisdom (+0) modifier.
Direct the Strike:
Martial
Standard, Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Encounter:
Powerful Warning:
Martial
Immediate Interrupt, Close burst 5
Trigger: An ally withing 5 squares of you is hit by an enemy
Target: The triggering ally in burst
Effect: The target gains a +2 power bonus to all defenses against the attack. The target can make a melee basic attack against the enemy as a free action.
Inspiring Word:
Healing, Martial
Minor, Close burst 5
Target: You or one ally in burst
Special: You can use this power twice per encounter, but only once per round.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Aggravating Force:
Arcane, Force, Weapon
Standard, Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier (+3) force damage, and the next ally to attack the target before the end of your next turn gains a +2 power bonus to the attack roll.
Daily:
Relentless Wounding:
Martial, Reliable, Weapon
Standard, Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier (+3) damage. Until the end of the encounter, your allies gain a power bonus to damage rolls against the target equal to your Intelligence (+3) or Wisdom (+0) modifier.
Utility:
Equipment:
Longbow (E)
Arrows (56)
Hide Armor (E)
Longsword
Backpack
Bedroll
Sunrods (2)
Trail Rations (10)
Hempen Rope (50 ft.)
Belt Pouch
Flint and Steel
Waterskin
Bow Strings (10)
Coin: 7gp
Residuum: 0gp/worth
Magic Items:
Weapon:
Weapon:
Weapon:
Armor:
Arms:
Feet:
Hands:
Neck:
Ring:
Ring:
Waist:
Tracking:
3 surges used
Daily Item Powers Per Day:
Heroic: 1 + (Milestones)
Paragon: 2 + (Milestones)
Epic: 3 + (Milestones)
<Kalath|20|43AC|DD15> ((Side note: If I'm trying to make a rousing speech to attract followers, DON'T FUCKING EAT THE CORPSES!!))
#8
Posted 05 March 2010 - 07:29 PM
Eladrin, Wizard
Build: Control Wizard
Arcane Implement Mastery: Orb of Imposition
FINAL ABILITY SCORES
Str 8, Con 12, Dex 17, Int 19, Wis 16, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 15, Int 17, Wis 16, Cha 12.
AC: 14 Fort: 11 Reflex: 14 Will: 16
HP: 22 Surges: 7 Surge Value: 5
Init: +2
Attacks:
+2 Longsword (1d8-1 damage)
+4 Magic
TRAINED SKILLS
Heal +8, Arcana +11, Religion +9, History +11, Nature +8
UNTRAINED SKILLS
Acrobatics +3, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +1, Insight +3, Intimidate +1, Perception +3, Stealth +3, Streetwise +1, Thievery +3, Athletics -1
FEATS
Wizard: Ritual Caster
Level 1: Bitter Cold
[code]POWERS
Wizard
At-Will:
Chilling Cloud:
Arcane, Cold, Implement
Standard Action, Area Burst 1 within 10 squares
Target: Each enemy in Burst
Attack: Int vs Fort
Hit: 4(INT) cold damage.
Effect: Until the end of your next turn, any enemy in the power's area takes a -2 penalty to attack rolls.
Ray of Frost:
Arcane, Cold, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Int vs Fort
Hit: 1d6+4(Int) cold damage, and target is slowed until the end of your next turn.
Cantrips detailed below.
Encounter:
Chill Strike:
Arcane, Cold, Implement
Standard Action, Ranged 10
Target: One Creature
Attack: Int vs Fort
Hit: 2d8+4(Int) cold damage, and the target is dazed until the end of your next turn
Orb of Imposition:
Implement
Free action
Effect: You can use your Orb to gain one of the following two effects. 1) You can designate one creature you have cast a wizard spell upon that lasts until the subject succeeds a saving throw. That creature gets a penalty to its saving throws against that effect equal to your Wisdom modifier (+3). 2) Choose to extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn. That effect instead ends at the end of your next turn.
Fey Step:
Teleportation
Move Action, Personal
Effect: Move up to 5 squares.
Daily:
Sleep:
Arcane, Implement, Sleep
Standard Action, Area Burst 2 within 20 squares
Target: Each creature in burst
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Flaming Sphere:
Arcane, Conjuration, Fire, Implement
Standard Action, Ranged 10
Target: One creature adjacent to the flaming sphere
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+4(Int) fire damage. As a move action, you can move the sphere 6 squares.
Hit: 2d6+4(Int) fire damage
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Equipment:
Cloth Armor (Basic Clothing) (E)
Longsword (E)
Belt Pouch
Spellbook
Waterskin
Flint and Steel
Backpack
Ritual Book
Flask
Sunrod (2)
Silk Rope (50 ft)
Identification Papers with Portrait
Travel Papers
RITUALS
Create Campsite
Level 1
Component Cost: 15gp
Time: 10 Minutes
Key Skill: Nature
Duration: 8 hours
Effect: Summon nature spirits to assemble a campsite in a 5-square radius around you. They clear the area, set up tents,
Brew Potion
Level 1
Component Cost: Special
Time: 1 hour
Key Skill: Arcana or Religion (no check)
Duration: Permanent until consumed
Effect: You create a potion of your level or lower. Component cost is equal to the price of the potion you create.
Tenser's Floating Disk
Level 1
Component Cost: 10gp
Time: 10 Minutes
Key Skill: Arcana
Duration: 24 hours
Effect: Create a slightly concave, circular plane of force 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed until it is within 5 squares of you. You can command it to move up to your speed with a move action. If you are more than 5 squares away from it for more than 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your arcana check determines the maximum load the disk can carry.
Carrying Capacity: Check result/Carrying capacity
- 9 or lower/250 lbs
- 10-24/500 lbs
- 25-39/1,000 lbs
- 40 or higher/2,000 lbs
-----------------------------------------------------------------
Devyarin was born and raised in Mierani Forest, and quickly became fascinated in nearly everything. He loved to study trees, learn how to treat the sick, and everything about history. When he encountered the arcane, however, he knew he had found his true calling. He received training in Celwynvian, the Tower of Stars, and studied there for several years more. However, as he studied, he realized so much was unknown of this land, Varisia. So he decided to set out into the world, and study whatever ruins he could find to learn all he could. It didn't take him long to get to Riddleport. There, he met Caelara, and the two became good friends after a somewhat rough beginning. Devyarin stayed there for about two months, but then set out to study.
Insert details about travels.
Years later, Devyarin found himself traveling south from Windsong Abbey, and heard there was soon to be a festival in the town of Sandport. Devyarin decided it was about time for a break, and headed towards Sandport. He arrived approximately a month before the festival was to begin, and much to his surprise, once again came across Caelara. Devyarin settled in, striking a deal at an inn for an extended stay, and found some part time work at a potion shop, Bottled Solutions.
Attached File(s)
-
Devion Selgades.dnd4e (87.31K)
Number of downloads: 3
This post has been edited by SnaggleR: 25 April 2010 - 10:29 PM
Glindin: not in most countries, no
-------------------------------------
<Zyad|12> we're looking fot the real snag
<Zyad|12> he's due in an hour or so
<Snags> I am the real Slim SnaggleR
<Snags> i just happen to be bored at school
<Snags> so suck it
<Snags> `roll 1d20
<GameServ> Snags rolled 1d20: 20 <Total: 20>
* Snags puts it in your mouth. Resistance is futile.
<Altos> I do believe the word you are looking for is "owned."
#9
Posted 03 July 2010 - 04:57 PM
Age: 45
Height: 6'0"
Weight: 166 lbs
Sex: Male
Race: Elf
FINAL ABILITY SCORES
Str 11, Con 12, Dex 18, Int 13, Wis 19, Cha 13.
STARTING ABILITY SCORES
Str 11, Con 12, Dex 16, Int 13, Wis 17, Cha 13.
AC: 17 Fort: 12 Reflex: 16 Will: 16
HP: 29 Surges: 8 Surge Value: 7
TRAINED SKILLS
Nature +12, Insight +10, Perception +12, Stealth +10
UNTRAINED SKILLS
Acrobatics +5, Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +5, Endurance +2, Heal +5, History +2, Intimidate +2, Religion +2, Streetwise +2, Thievery +5, Athletics +1
FEATS
Level 1: Improved Initiative
Level 2: Distant Advantage
POWERS
Seeker at-will 1: Thorn Cloud Shot
Seeker at-will 1: Elemental Spirits
Seeker encounter 1: Possessing Spirits
Seeker daily 1: Swarming Bats
Seeker utility 2: Stag's Grace
ITEMS
Ritual Book, Leather Armor, Longbow, Footpads, Hunter's Kit, Adventurer's Kit, Arrows (60), Firestorm Arrow +1, Freezing Arrow +1, Lightning Arrow +1
RITUALS
Animal Messenger
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Bio:
This post has been edited by Author Roy: 03 July 2010 - 05:17 PM
乱馬:なんだよかわいー 俺のパンツなのに
良牙:かわいくねえッ! !

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