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Lord of the Vine

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PostPosted: Wed Mar 11, 2009 5:31 pm


Well that would make 3. 2 more and will be set.

EDIT: Oh, and I'm almost finished with my character. I'll have it up soon.
PostPosted: Wed Mar 11, 2009 5:34 pm


====== Created Using Wizards of the Coast D&DI Character Builder ======
Ander, level 4
Halfling, Rogue
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel
Background: Street Urchin

FINAL ABILITY SCORES
Str 14, Con 11, Dex 21, Int 10, Wis 10, Cha 11.

Starting Ability Scores
Str 14, Con 11, Dex 18, Int 10, Wis 10, Cha 8.


AC: 20 Fort: 15 Reflex: 20 Will: 13
HP: 38 Surges: 6 Surge Value: 9

TRAINED SKILLS
Stealth, Thievery, Bluff, Streetwise, Insight, Perception, Heal.

FEATS
1: Two-Fisted Shooter
2: Warrior of the Wild
4: Novice Power

POWERS
1, At-Will: Deft Strike
1, At-Will: Riposte Strike
1, Encounter: Unbalancing Shot (retrained to Rapid Volley at Novice Power)
1, Daily: Checking Jab
2, Utility: Sneak in the Attack
3, Encounter: Topple Over

ITEMS
Adventurer's Kit, Hand Crossbow (2), Duelist's Short sword +1, Parrying Dagger +1, Cloak of the Chirurgeon +1, Sylvan Leather Armor +1
====== Created Using Wizards of the Coast D&DI Character Builder ======

Lord of the Vine

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SkyCore

PostPosted: Wed Mar 11, 2009 7:57 pm


I put a Wizard together, I could instead make a Bard or Swoardmage if needed.



====== Created Using Wizards of the Coast D&DI Character Builder ======
Cidious, level 4
Eladrin, Wizard
Build: War Wizard
Arcane Implement Mastery: Wand of Accuracy
Background: Magic Scholar

FINAL ABILITY SCORES
Str 14, Con 13, Dex 18, Int 21, Wis 14, Cha 10.

Starting Ability Scores
Str 14, Con 13, Dex 15, Int 18, Wis 14, Cha 10.


AC: 18 Fort: 14 Reflex: 17 Will: 17
HP: 40 Surges: 7 Surge Value: 10

TRAINED SKILLS
Perception, Arcana, Religion, History, Insight.

FEATS
1: Alchemist
1: Moon Elf Resilience
2: Ghost Touched
4: Toughness

POWERS
1, At-Will: Magic Missile
1, At-Will: Illusory Ambush
1, Encounter: Grasping Shadows
1, Daily: Phantom Chasm
Spellbook: Flaming Sphere
2, Utility: Feather Fall
Spellbook: Jump
3, Encounter: Color Spray

ITEMS
Spellbook, Adventurer's Kit, Climber's Kit, Tent, Master's Wand of Scorching Burst +1, Shimmering Cloth Armor (Basic Clothing) +1, Vengeful Longsword +1, Eagle Eye Goggles (heroic tier), Alchemist's Fire (level 1) (3), Antivenom (heroic tier) (2)

FORMULAS
Antivenom, Alchemist's Fire, Alchemist's Frost
====== Created Using Wizards of the Coast D&DI Character Builder ======
PostPosted: Wed Mar 11, 2009 8:12 pm


...Oh, we can have enchanted items? I'll make the edits real quick, then.

Lord of the Vine

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SkyCore

PostPosted: Wed Mar 11, 2009 8:18 pm


I don't know, the PHB says that if you are creating a level 4 character you get to start with basic equipment, 680 gold, and a level 3, 4 and 5 magic item of your choice.

but its the DMs call...
PostPosted: Wed Mar 11, 2009 8:31 pm


OmegaSeraph
I don't know, the PHB says that if you are creating a level 4 character you get to start with basic equipment, 680 gold, and a level 3, 4 and 5 magic item of your choice.

but its the DMs call...


I suppose.

Lord of the Vine

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5Crispy

PostPosted: Thu Mar 12, 2009 6:17 am


Since omega's gone I'm switching from defender to controller for grumm

Morathik
Male Eladrin Swordmage
Level 8
Unaligned

FINAL ABILITY SCORES
Str 14(+2), Con 18(+4), Dex 16(+3), Int 20(+5), Wis 12(+1), Cha 10(+0).

Starting Ability Scores
Str 14, Con 16, Dex 14, Int 16, Wis 12, Cha 10.

Height: 5' 10"
Weight: 157 lb
Skin: light
Eyes: heterochromatic blue/green
Hair: Straight long brown

Maximum Hit Points: 82 ( 15 [swordmage base] + 20 + 7 [lvl-1] * 6 [hp per lvl] +5 [feat bonus])
Bloodied: 41
Surge Value: 20
Surges / Day: 12 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Low-light
Initiative: 1d20 +8 = + 4 [half level] + 3 [dexterity]
Base Strength Attack: 1d20 +6 = + 4 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +7 = + 4 [half level] + 3 [dexterity]
Base Constitution Attack: 1d20 +8 = + 4 [half level] + 4 [constitution]
Base Intelligence Attack: 1d20 +9 = + 4 [half level] + 5 [intelligence]
Base Wisdom Attack: 1d20 +5 = + 4 [half level] + 1 [wisdom]
Base Charisma Attack: 1d20 +4 = + 4 [half level] + 0 [charisma]
Armor Class: 24 = 10 + 4 [half level] + 3 [hide] + 5 [intelligence] + 2 [enhancements]
Fortitude Defense: 20 = 10 + 4 [half level] + 2 [enhancements] + 4 [strength]
Reflex Defense: 21 = 10 + 4 [half level] + 2 [enhancements] + 5 [intelligence]
Will Defense: 20 = 10 + 4 [half level] + 1 [Eladrin] + 2[Swordmage] + 2 [enhancements] + 1 [Wisdom]
Armor: Hide (25 lb)

Shield: None

Attacks:
Unarmed Melee: +11 vs AC [+9 intelligence] [+2 proficiency] ; damage 1[W]=1d4+5 [intelligence]
Sunblade+2: +14 vs AC [+9 strength] [+3 proficiency] [+2 enhancements]; damage 1[W]=1d8 + 7 [+5 strength] [+2 enhancements] 4 lb (Heavy blade) Versatile
Distance shuriken+1: +8 vs AC [+7 Dexterity] [+1 enhancements]; damage 1[W]= 1d4+4 [+3 dexterity] [+1 enhancement])
Booming blade +9w [base intelligence attack] vs AC
Frigid blade +9w [base intelligence attack] vs AC
Transposing Lunge +9w [base intelligence attack] vs AC
Flame Cyclone +9i [base intelligence attack] vs Reflex
Dimensional Thunder +9w [base intelligence attack] vs fortitude
Incendiary Sword +9i [base intelligence attack] vs Will
Shielding fire +9i [base intelligence attack] vs fortitude

i Implement-usable power. Apply a bonus as appropriate.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10


Languages: Common;
Skills:
Acrobatics: +11 = 3 [dexterity] + 4 [half level] + 5 [training] -1 [armor]
Arcana: +16 (extra +3 when detecting for magic) = 5 [intelligence] + 4 [half level] +5 [training] +2 [Eladrin]
Athletics: +10 = 2 [strength] + 4 [half level] + 5 [training]-1 [armor]
Bluff: +4 = 0 [charisma] + 4 [half level]
Diplomacy: +4 = 0[charisma] + 4 [half level]
Dungeoneering: +5 = 1 [wisdom] + 4 [half level]
Endurance: +12 = 4 [constitution] + 4 [half level] +5 [training] -1 [armor]
Heal: +5 = 1 [wisdom] + 4 [half level]
History: +16 = 5 [intelligence] + 4 [half level] + 5 [training] + 2 [Eladrin]
Insight: +5 = 1 [wisdom] + 4 [half level]
Intimidate: +4 = 0 [charisma] + 4 [half level]
Nature: +5 = 1 [wisdom] + 1 [half level]
Perception: +5 = 1 [wisdom] + 4 [half level]
Religion: +9 = 5 [intelligence] + 4 [half level]
Stealth: +6 = 3 [dexterity] + 4 [half level] -1 [armor]
Streetwise: +4 = 0 [charisma] + 4 [half level]
Thievery: +6 = 3 [dexterity] + 4 [half level] -1 [armor]

FEATS
1: Intelligent Blademaster
2: Retributive Shield
4: Eladrin soldier
6: Toughness
8: armor proficiency (hide)

At-Will:
Basic Melee Attack: By weapon, damage 1[W]+5 [intelligence]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity]
Bull Rush: +6 [base strength attack] vs fortitude
Grab: +6 [base strength attack] vs reflex
Move grabbed target: +6 [base strength attack] vs fortitude
Escape: +11 [acrobatics] vs reflex / +10 [athletics] vs fortitude
Booming Blade [Level 1]
Frigid Blade [Level 1]
Change sunblade's damage type
Hedge Wizard's Gloves (mage hands)
Hedge Wizard's Gloves (Prestidigitation)



Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense;Call bonded weapon to hand (10 squares); Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check; Swordbond; Repair broken bonded weapon

Encounter Powers:
Second Wind
transposing lunge [level 3]
Incendiary sword [level 7]
Spend an Action Point [free action, not in surprise round]
Fey step [Eladrin] [move action]
Armathor's step [level 6 Utility] [move action]
Dimensional Warp [Level 2 Utility] [minor action]

Daily Powers:
Dimensional Thunder [Level 1]
Shielding fire (dragon 367) [level 5]

Eladrin
• +2 Dexterity, +2 Intelligence (already included)
• +2 Arcana, +2 History
• Eladrin Education (1 additional trained skill)
• Eladrin Weapon proficiency (proficient with longsword)
• Eladrin Will (+1 will [included], +5 racial bonus to saving throws against charm effects)
• Fey Origin
• Fey step (racial power)
• Trance

Swordmage
• Armor proficiencies: Cloth, Leather
• Weapon proficiencies: Simple melee, military light blade, military heavy blade, simple ranged
• Implements: Any Light or Heavy Blade
• Bonus to Defence: +2 Will (included)
• Swordbond
• Swordmage warding (when wielding light or heavy blade: +1 AC if off-hand is not free, +3 AC if off-hand is free)
• Swordmage Aegis (shielding)

OVERVIEW OF TRAINED SKILLS
Acrobatics, Arcana, Athletics, History, Endurance.

OVERVIEW OF POWERS
1, At-Will: Booming Blade
1, At-Will: Frigid Blade
1, Encounter: Flame Cyclone
1, Daily: Dimensional Thunder
2, Utility: Dimensional Warp
3, Encounter: Transposing Lunge
5, Daily: Shielding fire (dragon 367)
6, Utility: Armathor's step
7, Encounter: Incendiary sword (dragon 367)

ITEMS

level 9 magic item: sunblade longsword +2
level 8 magic item: hide armor of exploits +2
level 7 magic item: amulet of physical resolve +2

arcanist's glasses
hedge wizard's gloves
couters of second chances
Distance Shuriken +1
Adventurer's Kit, Torch (3), Oil (1 pint) (3)

remaining gold: 0
PostPosted: Fri Mar 13, 2009 12:16 am


If its in the hand book go for it. I'm not going to be too much of a stickler for details.

TheonetrueTatara

Profitable Entrepreneur


Lord of the Vine

Dapper Codger

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PostPosted: Fri Mar 13, 2009 8:15 am


TheonetrueTatara
If its in the hand book go for it. I'm not going to be too much of a stickler for details.


I'm going off of the D&DI Character Builder, which has almost everything for V4.
PostPosted: Mon Mar 16, 2009 10:14 pm


Just two more people anyone know somebody outside of gaia that might want to join?

TheonetrueTatara

Profitable Entrepreneur


5Crispy

PostPosted: Tue Mar 17, 2009 3:00 am


Riiiight completely forgot about that, better go ask friend of mine.
PostPosted: Tue Mar 17, 2009 7:39 am


If you can't get them, three should be fine, though we still need a healer.

Lord of the Vine

Dapper Codger

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TheonetrueTatara

Profitable Entrepreneur

PostPosted: Fri Mar 20, 2009 7:26 pm


Its up to you guys on how many pc's we have.

Also on a side note I reread the book and it said it is an adventure for 8th level PC's so if you want to update your character to 8th level go ahead
PostPosted: Sat Mar 21, 2009 1:53 am


kidding me... sure I'll go right ahead
edit: looks like i've slipped in char creation too XD forgot to add the extra ability point leveling and various other things.

5Crispy


TheonetrueTatara

Profitable Entrepreneur

PostPosted: Sat Mar 21, 2009 2:42 am


Yeah, Sorry about that. Don't know how I missed it. User Image - Blocked by "Display Image" Settings. Click to show.
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