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Iomma Sensei rolled 1 20-sided dice:
11
Total: 11 (1-20)
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Posted: Wed Feb 02, 2011 12:36 am
Characters here plox, for my review and scrutinizingly opinions [muahahaha].
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Posted: Wed Feb 02, 2011 12:41 am
EXAMPLE CHARACTER [For those of you who don't know what one should look like when finished] Liko Elliot DelgrasseHalf-Orc Female Good Sorceror 1 Exp: 0/1000 Height: 5'9" Weight: 119 lbs Skin: Green-brown Eyes: Dark yellow Hair: Dark brown Build: Slender Str 10 +0 Dex 16 +3 Con 13 +1 Int 14 +2 Wis 13 +1 Cha 16 +3 HP 25 Bld: 12 HS: 6: 7/7 Speed: 6 [10 when charging, 8 when running] Melee +0+0+3 Ranged +0+3 Spell +0+3 AC 10+3 Fort 10+1 Ref 10+3 Will 10+3+2 Init +3 SkillsArcana 5+2 Bluff 5+3 Diplomacy 5+3 Endurance 5+1+2 Intimidate +3+2 Insight +1 Perception +1 FeatsFast Runner RacialLow-Light Vision Skill Bonuses: +2 Endurance, +2 Intimidate Half-Orc Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. Swift Charge: You gain a +2 bonus to speed when charging. Furious Assault Encounter Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t. Languages: Common, Orcish ClassChaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw. Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level. Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square. Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type: 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level. While you have resistance to that damage type, your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance. PowersAt-Will- Chaos Bolt At-Will ✦ Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Level 21: 2d10 + Charisma modifier psychic damage. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power. Storm Walk At-Will ✦ Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier thunder damage. Level 21: 2d8 + Charisma modifier thunder damage. Effect: Before or after the attack, you shift 1 square Encounter- Thunder Slam Encounter ✦ Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier thunder damage, and you push the target 3 squares. Daily- Dazzling Ray Daily ✦ Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier radiant damage. Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). Miss: Half damage. Equipment 13g Dagger +3 Prof 1d4 dmg Quarterstaff [Walking stick] +2 Prof 1d8 dmg Fine Clothing [2 sets] Backpack Bed roll, Blankets, flint and steel, belt pouch, rations 10 days, 50' rope, waterskin, tent
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Posted: Thu Feb 03, 2011 9:17 pm
Hakken Id Deva male Lawful good Level 1 shaman 0/1000 xp Height: 5'10" Weight: 175 lbs. Skin: black with white patterns Eyes: white Hair: white Build: thin
Str: 10 Con: 17 (+3) Dex: 8 (-1) Int: 16 (+3) Wis: 16 (+3) Cha: 10
HP: 29/29 HS: 10/10 Speed: 6 Initiative: -1
AC: 15 Fortitude: 14 Reflex: 13 Will: 14
Dagger: +3 att, 1d4 dam, light blade, off-hand, light thrown, range 5/10 Longspear: +2 att, 1d10 dam, polearm, spear, reach Crossbow: +1 att, 1d8-1 dam, crossbow, load minor, range 15/30
Skills: Heal: +8 History: +7 Insight: +8 Nature: +8 Perception: +8 Religion: +7
Feats: Jack of All Trades
Abilities: Skill Bonuses: +2 History, +2 Religion Astral Majesty: +1 all defenses vs bloodied creaturse Astral Resistance: Resist Necrotic and Radiant 5+(1/2 level) Immortal Origin: Considered immortal for effects related to origin Companion Spirit: Protector Spirit (his own) Spirit Boon: Any ally adjascent to spirit campanion regains additional hp equal to Hakken's Con mod when using second wind or when he uses a healing power on them.
Powers: At Will: Call Companion: Conjuration, Primal, minor action, close burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack. Spirit's Shield: Healing, Implement, Primal, Spirit, Opportunity Action, Melee spirit 1 Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Target: The triggering enemy Attack: Wisdom vs. Reflex Hit: Wisdom modifier damage. Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier. Protecting Strike: Implement, Primal, Spirit, Standard Action, Melee spirit 1 Target: One creature Attack: Wisdom vs. Will Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier. Level 21: 2d8 + Wisdom modifier damage. Defending Strike: Implement, Primal, Spirit, Standard Action, Melee spirit 1 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +1 power bonus to AC while adjacent to your spirit companion. Level 21: 2d8 + Wisdom modifier damage. Stalker's Strike: Implement, Primal, Spirit, Standard Action, Melee spirit 1 Target: One creature Attack: Wisdom vs. Fortitude. If the target is bloodied, you gain a bonus to the attack roll equal to one-half your Intelligence modifier. Hit: 1d10 + Wisdom modifier damage. Until the end of your next turn, your spirit companion can flank with you and your allies. Level 21: 2d10 + Wisdom modifier damage. Encounter: Memory of a Thousand Lifetimes: No Action, Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll. Healing Spirit: Healing, Primal, minor action, close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. Level 6: 2d6 hit points. Level 11: 3d6 hit points. Level 16: 4d6 hit points. Level 21: 5d6 hit points. Level 26: 6d6 hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. Speak with Spirits: Primal, minor action, personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier. Thunder Bear's Warding: Implement, Primal, Thunder, Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion. Protector Spirit: You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier. Daily: Spirit of the Healing Flood: Healing, Implement, Primal, Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
Equipment: 31 gold 9 silver Leather armor Backpack Bedroll Flint and Steel, Trail Rations x5 50' silk rope Waterskin x2 20 bolts Lantern Tent
Languages: Common Draconic Primordial
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Posted: Sun Feb 27, 2011 3:39 pm
Delcon Dracoch’e Dragonborn Male Neutral Rogue 1
Exp: 0/1000
Height: 6’2” Weight: 250 lbs Skin: Dull grey scales Eyes: Dark gold Tendrils: Dull rusted orange Build: Athletic
Str 13 + 1 Con 11 + 0 Dex 18 + 4 Int 7 - 2 Wis 11 + 0 Cha 16 + 3
HP: [23] 12 + 11 Bld: 11 HS: 5: 6/6 Speed: 6 [12 when charging, 24 when running]
Melee : Short sword: +4 vs. ac, 1d6 + 1 damage Ranged : Dagger + 8 vs. ac, 1d4+4 damage Powers : Dex + Prof AC : 16 Fort: 11 Ref: 16 Will: 13 Init: + 4
Skills Acrobatics: 9 Athletics: 6 Dungeoneering: 5 Perception: 5 Stealth: 9 Thievery: 9
Feats Combat Reflexes Prerequisite Dex 13 Benefit: You gain a +1 bonus to opportunity attack rolls.
Racial Dragon Breath As you open your mouth with a roar, the deadly power of your draconic kin blasts to engulf your foes
Encounter: Acid, Cold, Fire, Lightning, or Poison Minor Action Close blast 3 Targets: All creatures in area Attack: Strength + 2 Vs. Reflex, Constitution + 2 vs. Reflex, or Dexterity + 2 vs. Reflex Hit: 1d6 + Constitution modifier damage. Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level
Special When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power’s damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character’s life and do not change the power’s other effects.
Languages: Common, Dragonborn
Powers
At Will
Riposte Strike With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you. At-Will * Martial, Weapon Standard weapon Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte agenised the target as a an immediate interrupt: Strength vs. AC attack that deals 1[W] + Strength modifier damage. Increase to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.
Piercing Strike A needle sharp point slips past armour and into tender flesh. At-Will – Martial, Weapon Standard Action Melee Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage. Increase damage to 2 [W] + Dexterity modifier at 21st level.
Encounter
Torturous strike If you twist the blade in the wound just so, you can make your enemy howl in pain. Encounter * Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Brutal Scoundrel: You gain a bonus to the damage roll equal to your strength modifier.
Daily
Blinding Barrage A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes. Daily * Martial, Weapon Standard Action Close blast 3 Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: Each enemy in blast you can see Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. And the target is blinded until the end of your next turn. Miss: Half damage and the target is not blinded.
Equipment: 01 x Leather armour 10 x Shuriken 02 x Dagger’s 02 x Short swords 01 x Backpack [empty] 01 x Bedroll 01 x Flint and Steel 01 x Belt Pouch [empty] 01 x Hempen Rope (50 ft.) 02 x Waterskin 01 x Chain (10 ft.) 01 x Climbers kit 01 x Grappling hook 01 x Lantern 01 x Thieves’ tools 01 x Torch 01 x Pitcher of ale 02 x Trail rations 01 x Poisoners kit 01 x Disguise
Gold: G 31 G, 9S, 0 C
Weight: [ Incl Equip] Total weight (lbs) 94 Carrying Capacity (lbs) Norma:l 130 Heavy: 260 Max: 650
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Posted: Mon Feb 28, 2011 4:16 am
Nemeia Tiefling Female Wizard 1
Exp: 0/1000
Height: 5'10" Weight: 180 lbs Skin color: Brick red Hair color: Black Eyes: Black Build: Slender
Str. 10 Con 13 +1 Dex 10 Int 19 +4 Wis 14 +2 Cha 12 +1
HP: 23 Bloodied: 11 HS 5 7:7 Speed: 6
Melee: Quarterstaff: 1d8 Ranged: 2d4+4 AC: 14 Fortitude: 11 Reflex: 14 Will: 14
Skills Arcana: 9 History: 9 Insight: 7 Nature: 7
Feats Ritual Caster Diabolic Soul
Abilities Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes. Fire Resistance: You have resist fire 5 + one-half your level. Arcane Implement Mastery Cantrips Ritual Casting, Spellbook +2 Will
Powers At Will: Ghost Sound: Cantrip, Arcane, Illusion,standard action, Ranged 10, one object or unoccupied square. Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. Light: Cantrip, Arcane, Minor Action, Ranged 5, One object or unoccupied square. Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. Mage Hand: Cantrip, Arcane, conjuration, minor action, ranged 5 Effect:You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time Prestidigitation: Cantrip, Arcane, Standard Action, Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists until the end of your next turn. ✦ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time. Magic Missile: Arcane, Force, Implement, standard action, ranged 20. Attack: Int vs. Reflex Hit: 2d4 + Int modifier force damage. Increase damage to 4d4 + int modifier at 21st level. Special: This Power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Thunderwave: Arcane, Implement, Thunder, standard action, close blast 3. Attack: Int vs. Fort. Hit: 1d6 + int modifier thunder damage, and you push the target a number of squares equal to your wisdom modifier. Increase damage to 2d6 + int modifier at 21st lvl.
Encounter Infernal Wrath:Tiefling racial power, Minor action, Personal. Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage. Burning Hands: Arcane, Fire, Implement, standard action, close blast 5. Attack: Int vs Reflex Hit: 2d6 + Int modifier fire damage. Orb of Imposition: Arcane Effect: You can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to it's next saving throw against that effect equal to your Wis modifier. Alternatively, you can 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. The effect instead ends at the end of your next turn. Requirement: You must wield an orb to use this ability.
Daily Sleep: Arcane, Implement, Sleep, standard action, area burst within 20 squares. Attack: Int vs. will 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) Fountain of Flame: Staff Implement: +4 vs reflex, 3d8+4 damage Arcane, Evocation, Fire, Implement, Zone,Area burst 1 within 10 squares. Attack:Int vs. Reflex Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. Hit: 3d8 + Int modifier fire damage Miss: Half damage.
Equipment: Basic Adventurer's Kit Backpack (empty) Bedroll Flint and steel Pouch, belt Rations, trail (10 days) Rope, hempen (50 ft.) Sunrods (2) Waterskin Quarterstaff (Equipped) Spellbook Orb (Equipped) Fine Clothing (Equipped) 40gp
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Posted: Wed Mar 02, 2011 12:57 pm
[My fill in if nobody else joins, yes, based on a particular character of mine already.]
Lafianh Minotaur Male Neutral Ranger 1 [103]
Exp: 0/1000
Height: 7'3" Weight: 337 lbs Skin: Black? Eyes: White Hair: Shaggy mottled black and grey Build: FUKKIN HUGE
Str 18 +4 Dex 16 +3 Con 12 +1 Int 9 -1 Wis 14 +2 Cha 8 -1
HP 29 Bld: 14 HS: 7: 7/7 Speed: 6 [12 when charging, 24 when running]
Melee +0+4+3 Ranged +0+3 AC 10+3+2 Fort 10+1+1 Ref 10+3+1 Will 10+2 Init +3
Skills Nature 5+2+2 Acrobatics 5+3 Athletics 5+4 Stealth 5+3 Perception 5+2+2
Feats Toughness Weapon Focus [Heavy Blades]
Racial Languages: Common Skill Bonuses: +2 Nature, +2 Perception Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious. Oversized: You can use weapons of your size or one size larger than you as if they were your size [which allows him to dual wield falchions]. Goring Charge: You can use goring charge as an encounter power.
Class Bonus to Defense: +1 Fortitude, +1 Reflex Hunter’s Quarry- Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Prime Shot- If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. Two-Blade Fighting Style: Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is offhand.) In addition, you gain Toughness as a bonus feat.
Powers At-Will- Twin Strike Ranger Attack 1 At-Will ✦ Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack.
Hit and Run Ranger Attack 1 At-Will ✦ Martial,Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
Encounter- Two-Fanged Strike Ranger Attack 1 Encounter ✦ Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.
Goring Charge Minotaur Racial Power You charge the enemy and gore him with your horns. Encounter Standard Action Melee 1 Attack: Strength +2 vs. AC Special: You must charge as part of the attack. Hit: 1d6 + Strength modifier damage, and the target is knocked prone.
Daily- Jaws of the Wolf Ranger Attack 1 Daily ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier damage per attack. Miss: Half damage per attack.
Equipment 7g
Leather Armor Falchion x2 +3 Prof 2d4+5 High Crit [deals an extra 2d4 on a crit] Dagger x5 Large Longbow +2 Prof 1d12 damage 20/40 Range Load Free Clothing
Backpack Bedroll, flint and steel, empty belt pouch, 10 days rations, hemp rope 50', sunrods x2, waterskin, climber's kit, 5 pitchers of ale, .
AMMO: Arrows x300
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Posted: Wed Mar 02, 2011 9:40 pm
Feneltic Longtooth Shifter Male Paladin 1 Nuetral Good Role: Defender
Str 18 +4 Dex 10 +0 Con 12 +1 Int 12 +1 Wis 16 +3 Cha 12 +1
HP: 27 Bloodied: 13 HS Value: 6 HS/Day: 11/11
Speed: 6 squares [30']
Level Bonus- +0
Attacks [Str]: +4+3 Fort- 10+1+1 Ref- 10+1+1 Will- 10+3+1 AC- 10+8+2
Init- +0
Skills Religion 5+1 Endurance 5+1 Heal 5+3 Insight 5+3
Feats Weapon Focus [Longsword]
Abilities Vision: Low-light Skill Bonuses: +2 Athletics, +2 Endurance
Implements: Holy Symbols Channel Divinity- 1/Encounter Divine Challenge Lay on Hands
Powers At-Will- Used whenever where ever, as often as they have a use. Divine Challenge At-Will ✦ Divine, Radiant Minor Action Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn. Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Lay on Hands At-Will (Special) ✦ Divine, Healing Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Holy Strike Paladin Attack 1 At-Will ✦ Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. Increase damage to 2[W] + Strength modifier at 21st level.
Valiant Strike Paladin Attack 1 At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Strength + 1 per enemy adjacent to you vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Encounter Powers- Only used once per encounter, regained with a short rest. Longtooth Shifting Shifter Racial Power Encounter ✦ Healing Minor Action Personal Requirement: You must be bloodied [50% HP]. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. Level 11: Regeneration 4. Level 21: Regeneration 6.
Piercing Smite Paladin Attack 1 Encounter ✦ Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.
Daily Powers- Can only be used once per day, recovered with an extended rest [min 6 hour sleep period]. Paladin’s Judgment Paladin Attack 1 Daily ✦ Divine, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge. Miss: One ally within 5 squares of you can spend a healing surge.
Equipment 50 gold
Longsword Prof Bonus +3 1d8+1 damage Versitile [can be used in one or two hands]
Plate Armor AC Bonus +8 -1 Speed -2 Check
Heavy Shield AC Bonus +2 -2 Check
Clothing
Backpack Bedroll, Flint and Steel, Empty Pouch, Trail Rations [10 days], rope 50', sunrods x2, waterskin, Holy Symbol
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Posted: Wed Mar 02, 2011 9:46 pm
Iomma Sensei [My fill in if nobody else joins, yes, based on a particular character of mine already.] LafianhMinotaur Male Neutral Ranger 1 [103] Exp: 0/1000 Height: 7'3" Weight: 337 lbs Skin: Black? Eyes: White Hair: Shaggy mottled black and grey Build: FUKKIN HUGE Str 18 +4 Dex 16 +3 Con 12 +1 Int 9 -1 Wis 14 +2 Cha 8 -1 HP 29 Bld: 14 HS: 7: 7/7 Speed: 6 [12 when charging, 24 when running] Melee +0+4+3 Ranged +0+3 AC 10+3+2 Fort 10+1+1 Ref 10+3+1 Will 10+2 Init +3 SkillsNature 5+2+2 Acrobatics 5+3 Athletics 5+4 Stealth 5+3 Perception 5+2+2 FeatsToughness Weapon Focus [Heavy Blades] RacialLanguages: Common Skill Bonuses: +2 Nature, +2 Perception Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious. Oversized: You can use weapons of your size or one size larger than you as if they were your size [which allows him to dual wield falchions]. Goring Charge: You can use goring charge as an encounter power. ClassBonus to Defense: +1 Fortitude, +1 Reflex Hunter’s Quarry- Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Prime Shot- If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. Two-Blade Fighting Style: Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is offhand.) In addition, you gain Toughness as a bonus feat. PowersAt-Will- Twin Strike Ranger Attack 1 At-Will ✦ Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Hit and Run Ranger Attack 1 At-Will ✦ Martial,Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target. Encounter- Two-Fanged Strike Ranger Attack 1 Encounter ✦ Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier. Goring Charge Minotaur Racial Power You charge the enemy and gore him with your horns. Encounter Standard Action Melee 1 Attack: Strength +2 vs. AC Special: You must charge as part of the attack. Hit: 1d6 + Strength modifier damage, and the target is knocked prone. Daily- Jaws of the Wolf Ranger Attack 1 Daily ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier damage per attack. Miss: Half damage per attack. Equipment7g Leather Armor Falchion x2 +3 Prof 2d4+5 High Crit [deals an extra 2d4 on a crit] Dagger x5 Large Longbow +2 Prof 1d12 damage 20/40 Range Load Free Clothing Backpack Bedroll, flint and steel, empty belt pouch, 10 days rations, hemp rope 50', sunrods x2, waterskin, climber's kit, 5 pitchers of ale, . AMMO: Arrows x300 well well well arent we the bad a**?
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Posted: Thu Mar 03, 2011 12:18 am
crazy fox lady well well well arent we the bad a**? Well, that's if there aren't enough players to continue.
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Posted: Thu Mar 03, 2011 3:33 pm
Iomma Sensei crazy fox lady well well well arent we the bad a**? Well, that's if there aren't enough players to continue. Ah i see. whatever you say mam'.
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