Friday, August 21, 2009

Carissa Feyweaver

[pic goes here]

====== Created Using Wizards of the Coast D&D Character Builder ======
Carissa Feyweaver, level 4
Human, Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact

FINAL ABILITY SCORES
Str 8, Con 8, Dex 8, Int 17, Wis 11, Cha 21.

STARTING ABILITY SCORES
Str 8, Con 8, Dex 8, Int 16, Wis 11, Cha 18.


AC: 16 Fort: 13 Reflex: 18 Will: 20
HP: 35 Surges: 5 Surge Value: 8

TRAINED SKILLS
Religion +10, Insight +7, History +10, Bluff +12, Arcana +10

UNTRAINED SKILLS
Acrobatics +3, Diplomacy +9, Dungeoneering +4, Endurance +3, Heal +4, Intimidate +9, Nature +4, Perception +4, Stealth +3, Streetwise +9, Thievery +3, Athletics +3

FEATS
Human: Human Perseverance
Level 1: Improved Misty Step
Level 2: Improved Initiative
Level 4: Jack of All Trades

POWERS
Bonus At-Will Power: Dire Radiance
Warlock encounter 1: Witchfire
Warlock daily 1: Curse of the Dark Dream
Warlock utility 2: Beguiling Tongue
Warlock encounter 3: Eldritch Rain

ITEMS
Adventurer's Kit, Magic Cloth Armor (Basic Clothing) +1, Pact Blade Dagger +1, Amulet of Protection +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

The new character in the Slave for a Day campaign! A warlock in family of warlocks.

Saturday, August 8, 2009

Rynyn (updated)

(photo by shelovessnow on deviantArt)

Rynyn
Child psychic, power level 7 [Abilities 25 + Skills 12 + Feats 14 + Powers 40 + Combat 14 + Saves 16 - Drawbacks 1 = 120]

Str 11, Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)

Skills: bluff 4 (+7/+11 attractive), concentration 8 (+10), diplomacy 4 (+7/+11 attractive), disguise 2 (+5), knowledge (parapsychological science) 6 (+9), knowledge (physical science) 4 (+7), medicine 3 (+5), notice 6 (+8), profession (cook) 4 (+6), sense motive 1 (+3), stealth 6 (+8)

Feats: attack focus (melee) 2, attack specialization (blast) 2, attractive, benefit 2 [alternate identity (Shae Black), status (child psychic)], equipment 2, dodge focus 3, luck 1, precise shot.
Equipment: arsenal (light pistol, knife; 7ec), cell phone (1ec), panic button (1ec), e-reader (1ec)

Powers
Blast 7 [grav-shifting; extra: penetrating; alternate powers: blast 5 (extra: autofire 1, penetrating); 22pp]
Super-senses 1 [danger sense; 1pp]
Transform 5 [2 point mental version; extra: continuous; alternate powers: mind control 7, telepathy 7; 17pp]

Combat (base attack +3, base defense +4): attack +5 melee (+0 unarmed, +1 knife), attack +7 ranged (+7 grav-shift, penetrating), attack +7 ranged (+5 grav-shifting, autofire, penetrating), attack +3 ranged (+3 light pistol), defense 17 (12 flat-footed), grapple +3, initiative +2

Saves: Toughness +2 (+2 flat-footed); Fort save (+6) +8; Ref save (+4) +6; Will save (+6) +8

Complications: enemy (Becky)

Drawbacks: power give away (bloody noses; 1pp)