Friday, November 12, 2010

Umbral Order

deviantArt/Silly-Sil
More information on the Umbral Order.

Umbral Order
Other Names: Order of the Maiden’s Kiss, the Shadowed Ones, Blood and Shadows
Goal: A secret society of Sehanine worshipers.  They serve the goddess using trickery, guile and seduction to achieve their goals.  Based in Moonsilver, they are slowly growing in their secret influence.  They seek to stabilize the area, thwarting various evil plots.  Their major concern at the moment is the Empire of Rothsburg and their expansion into the area.
Size: Small but they operate in a large area, even on other planes.
Alignment: Good
History: formed about forty years ago by Suli Bryghton, the Order has been secretly influencing the area around Moonsilver.
Leadership: Suli Bryghton, a cleric of Sehanine, leads the Umbral Order and it is though her leadership the Order has done so well for being so young.
Headquarters: The Spires of the Moon located in Moonsilver, the main temple to Sehanine.  Meetings are held to whenever needed.
Membership Requirements: Are open by invitation only.  Most of them all worship Sehanine.
Structure: The Order operates independently or in small bands.
Activities: The Orders members are mainly spies and saboteurs.
Enemies: The Empire of Rothsburg is the major concern.  They are only now beginning to suspect that they are so infiltrated.  Things are going to get a lot more interesting for the Order in Rothsburg.  But, the Empire is not their only concern.  They have made enemies (and allies) among such folks such as the Imperial Drow of Cheal'lut'thelas, the Court of the Frost Giant King, several efreets Sultans from the City of Brass and The Black Brood.

Important People: some of the important personages of the Order.
  • Suli Brighton (tiefling female; cleric [Sehanine]): the secret power behind Moonsilver.  While she is not the church lead of the Spires of the Moon in Moonsilver, she has considerable power as she controls the Umbral Order.  It is not common knowledge that she is a tiefling as she is never seen without her mask and is always dressed in in such a way that she never shows flesh as it is as black as a drows.  Recently, she lost her right arm and had it replaced with a sliver, mithril and darkwood arm akin to that of a warforged.  Little do people know she is over two-hundred years old but looks like she is only thirty.
  • Margo Trapman (human female; rogue): a woman who has been with Suli since her teen age years.  Though she is not a devout Sehanine worshiper she is one of the Umbral Order’s greatest agents.
  • Elomyria (elder silver dragon female): old beyond her years, Elomyria worships Sehanine and is a living repository of lore.
  • Chavie Dren (human female): captain of the airship the Autumn Raptor, a small skiff mainly used in smuggling.
  • Elsair Skysilver (eladrin male; avenger [Sehanine]): a member of the Umbral Order.
  • Kometsu of the Moonhair (elf female; cleric [Sehanine]): the high priestess of the Spires of the Moon.
  • Corste Riverstrong (halfling male): Corste is part of the Council of the Heralds of Moonsilver.  He is also part of the Order.
  • Ean (teifling female): a member of the Order who is in Hell on a mission.
deviantArt/fuuryoku


Wednesday, October 20, 2010

Timeline

This is a brief timeline of what is taking place on the Earth of Rynyn's game. After two years, I figured I should get a timeline done!

Timeline
• 2014: Man goes back to the moon. The Americans stake their claim on the moon by establishing a base on the moon.
• 2021: Important steps are taken in fusion power and a fusion plant is first developed by a joint American and Japanese corporate bridge. A new era in energy has begun.
• 2022: There are large bases on the moon. The population at this time is 2000, semi-permanent residents.
• 2026: The first man steps foot on Mars.
• 2027: A fusion plant is small enough to fit is a car.
• 2030: By this time, there are many colonies on Mars. The population is 1000. During this time, humanity has many off world holdings.
• 2032: The first Martian is born. Little Illianna is born to happy parents.
• 2033: Ciao Wei, a Chinese scientist develops the fusion-pulse drive, cutting travel time to Mars form six months to six weeks. It is an incredible leap forward.
• 2035: The first generation of Mechasuits is unveiled.
• 2036: Terrorist release a bioterror plague that wipes out bio-engineered grain that feeds America. Kansas becomes a hellhole. Algae becomes an important food staple.
• 2047: Dr. Louis Murphy is developing human clones.
• 2049: Zachary Sword wins the US account with his Longsword Class Mechasuit. He becomes one of the richest men in the world because of it.
• 2050: Dr. Murphy develops finds a mutant gene that lets him develop clones with psychic powers. They have a shortened lifespan, something that Dr. Murphy argues with.
• 2060: Sword Industries make the Broadsword Class Mechasuit. They are developing even larger size mecha but are stymied by reaction times.
• 2061: Evangeline Gray forms a secret society to counter the growing corruption in the government. She retirees from the Senate. Only females are allowed into the upper echelons.
• 2062: Evangeline meets Helen for the first time.
• 2063: Helen finds that she cannot bear children. She goes crazy and disappears from sight, including from Royo, whom is a top level intelligence operative. She is with Evangeline.
• 2065: An alien species destroy a deep space patrol. They are known as the Cross for their cross shaped ships.
• 2066: The Cross invade Mars and quickly take over. There were over 30000 people on Mars at this time. There is no word from Mars.
• 2066: Helen meets Chrystana McLyn, who works for the military as an analyst. They are soon dating each other.
• 2066: Emily, a clone who creates singularities, ends up destroying greater Los Angeles when she creates a black with a radius of some 14 miles. The cover story is it is the Cross. Helen was seriously wounded, the only survivor of the black hole.
• 2067: The Cross invades the Earth. The clone known as Rynyn is decanted and it is soon found out that she can create singularities. Helen Reece, Emily old handler is recalled to duty. She is the only one who has the experience to train somebody who can control singularities.
• 2069: The war in growing bad for humanity.
• 2070: Helen calls Royo Gibson to come and take Rynyn away. There are many reasons why, but her life is in danger. Royo, who is known as Hugh at the time, takes her and hides out in Seattle.
• 2071: Ryn, with help from Hugh, Amanda, Jayne and soldiers assembled by Evangeline rescue Helen from the clutches of Becky from the Clone Ark. Hugh dies with the wounded Becky in a black hole measuring approximately 2.5 miles in radius.
• 2071: Lucy Sword, the only daughter becomes head of Sword Industries when her father dies. She asks, at the insistence of Ryn, Evangeline Gray for help.
• 2071: In order to find a cure for Ryn, Helen and Ryn rejoins the military.
• 2071: Deep space probes detect unknown ship entering the solar system.
• 2071: Operation Firebug!
• 2072: Rynyn and Helen are transferred to a secret base to undergo trails of a new Mechasuit. The Rapier has a PsiLens, a new piece of tech that will increase the wearer’s psychic abilities.
• 2072: Now!

Thursday, September 30, 2010

Ryn in her Rapier Class Mechasuit

deviantArt/Shimmering_Sword

RYN in her Rapier Class Mechasuit
Child Psychic Extraordinaire
Real Name: Rynyn Reece
PL 10 (abilities 32 + powers 72/38 + advantages 8 + skills 19 + defenses 17 = 186 points)

STR 4 STA 2 AGL 2 DEX 2 FGT 3 INT 3 AWR 2 PRE 2

Powers
Singularity Creation via PsiLens
• Ranged Damage 10 [penetrating 10, multiattack, improved critical 2; 42pp]
Telepathy & Domination via PsiLens
• Mind Control 7 [28pp]
o Mental Communication 2 [1pp]
o Danger Sense [1pp]
Rapier Class Mechasuit [removable -9 points]
• ARC System
o Concealment 4 [all visual senses; limit (blending); 4pp]
• Armor
o Protection 5 [5pp]
• Servo Motors
o Enhanced Strength 4 [8pp]
o Leaping 4 (jump jets; 120’) [1pp]
• Life Support System
o Immunity 10 [10pp]
• Radio Suite
o Communication 3 [radio; 12pp]
• Sensors
o Senses 3 [direction sense, low-light, time sense; 3pp]
• Tactical Computer
o Enhanced Ranged Attack 2, Enhanced Dodge 2 [4pp]

Advantages
Attractive, Benefit (Child Psychic), Defensive Roll 3, Equipment 1, Extraordinary Effort, Precise Attack (ranged)
Equipment: knife (2ep), e-reader (1ep), cell phone (1ep), panic button (1ep)

Skills
Athletics 5 (+5), Close Combat: Knife 5 (+8), Deception 4(+6), Expertise: Para-psychological Sciences 4(+7), Insight 2 (+4), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: handguns 2 (+4), Ranged Combat: Singularities 6 (+8), Technology 2 (+5)

Offense
Initiative +2
Knife +8 close attack, 5 damage
Singularities +10 ranged attack, 10 damage, multiattack, penetrating 10, improved critical 2

Defense
Dodge 10, Parry 3, Fortitude 8, Toughness 10, Will 8

Complications
• Child Psychic: she is part of the Child Psychic program
• Limited Lifespan: she has just realized she is a clone who has a life span of 5 or 6 years. She is coming up on her 5th year
• The Clone Rules: she lives by the clone rules
• Handler: Captain Helen Reece is the only handler who has dealt with a clone who can create singularities
• One of a Kind: she is the only clone who deals in singularities


Here is Ryn in her new Mechasuit the Rapier. It is paired with the Main Gauche which is a modified Broadsword. She is undergoing Rapier trails for the mission to Mars. Unfortunately her limited lifespan is coming into play...

Thursday, August 26, 2010

Gods of Fourth Edition

Gods that are listed in the various books, along with there attended Exarchs. The ones with * are my own personal gods. This is ongoing and will be added to as more information comes to light.

The following was taken from the Points of Light setting located here: Points of Light

Divinities
Most dwell in their Astral Dominions in the Astral Sea. At the height of the hierarchy are the Gods themselves. Under them are their Exarchs and Archangels.
Gods
* Avandra: The goddess of change, Avandra delights in freedom, trade, travel, adventure, and the frontier.
* Bahamut: Called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor.
* Bane: God of conquest and tyranny, and patron of goblins. (Originally called "Achra")
* Corellon: The god of spring, beauty, and the arts, and the patron of arcane magic and the fey.
* Erathis: The goddess of civilization and the muse of great invention, founder of cities, and author of laws.
* Gruumsh: The chaotic evil one-eyed god of destruction, and lord of marauding barbarian hordes.
* Ioun: The goddess of knowledge, skill, and prophecy.
* Kord: The storm god and the lord of battle, who revels in strength, battlefield prowess, and thunder.
* Lolth: The chaotic evil god of shadow, lies, and spiders, and patron of the drow.
* Melora: Goddess of the wilderness and the sea.
* Moradin: God of creation and patron of dwarves, artisans, and especially miners and smiths.
* Pelor: God of the sun and summer, he is the keeper of time.
* Raven Queen: Goddess of death, winter and fate, and patron to the shadar-kai. She was once mortal and ascended to godhood after death. Unlike other deities, she reigns from the Shadowfell rather than the Astral Sea.
* Sehanine: Goddess of the moon and autumn, and patron of trickery and illusions.
* Tharizdun: The chaotic evil god who created the Abyss, and is now chained in the prison plane Carceri.
* Tiamat: The evil goddess of wealth, greed, and envy, and patron of the chromatic dragons.
* Torog: The evil god of the Underdark, and patron of jailers and torturers.
* Vecna: The evil god of undead, necromancy, and secrets. He was once mortal and ascended to godhood after becoming a lich.
* Zehir: The evil god of snakes, darkness, poison, and assassins, and patron to the yuan-ti.

Lesser Divinities
Exarchs of the various Gods.
* Athearsauriv: The "Eye of Heaven" and exarch of Ioun, she was once a Mithril dragon and seer who grants visions to her with bewildering accuracy.
* Baghtru: Exarch of Gruumsh.
* Berronar Truesilver: Exarch and consort of Moradin.
* Clangeddin Silverbeard: Moradin's exarch and patron of dwarf warriors.
* Corona Lysildya: The eladrin mistress of Faen Vardya in Arvandor.
* Edarmirrik: Exarch of Erathis, and once a gluttonous gold dragon with a skill at managing underlings.
* Erevan Ilesere: the Fey Jester, and a member of the Seldarine.
* Fenmarel Mestarine: The Lone Wolf, and a member of the Seldarine.
* Irfeljuhar: An exarch of Tiamat who once served Vecna and is unparalleled at the creation of rituals.
* Kas: A former exarch of Vecna, who betrayed and dismembered the undead god.
* Krag-Ik: Known as "Eight-eye", a beholder turned exarch of Kord.
* Maglubiyet: Once the patron god of goblins, now he is merely an Exarch of Bane.
* Mornujhar: Tiamat's Black Exarch, representing the black dragons.
* Namissi: Tiamat's Blue Exarch, and the true power in the City of Brass.
* Nahua: The Glorious Feathered Emperor of the Cloud Court of he coatls.
* Niuria: An angel of secrets dedicated to Vecna.
* Sekolah: An aquatic exarch of Melora.
* Shevarash: Of the Black Bow, and a member of the Seldarine.
* Thurkearvaeri: An exarch of Bane called the "Nightdancer" who lives to incite war.
* Torzak Belgirn: The Soul forge of Moradin, who crafted the Rod of Law to defeat the Queen of Chaos.
* Vaprak: Exarch of Gruumsh.
* Vivexkepesk: Bahamut's exarch and champion, formerly a brass dragon.
* Vocar: "The Disobedient". A former exarch of Vecna, dwelling in Sigil.
* Xihue: Nahua's rival for Emperor of the Cloud Court, wh sees Nahua as a usurper.

Other Exarchs
My own creations.
* Mitra: the Golden General is an exarch of Bahamut and Pelor.
* Suless: Suless is an exarch of Zehir. She is the exarch of sex and perversion, patron of whores.

Wednesday, August 18, 2010

Lady Vai

Vai is back for the last Act of the Tears of Taija.

(art by NinjaMasterTK located of deviantArt)

Lady Anistyrnia Vai

PL 12 (205pp)

Abilities: Str 10 (+10) Dex 10 (+0) Con 10 (+0) Int 26 (+8) Wis 24 (+7) Cha 22 (+6)

Skills: Bluff 8 (+14 /+18), Concentration 10 (+17), Craft (Fletcher) 4 (+12), Craft (Jewelry) 4 (+12), Diplomacy 8 (+14/+18), Gather Information 8 (+14), Intimidate 5 (+11) Knowledge (Arcane lore) 14 (+22), Knowledge (Civics) 4 (+12), Knowledge (Theology & Philosophy) 8 (+16), Notice 6 (+13), Perform (Singing) 4 (+10), Sense motive 8 (+15), Languages: (Sidhe, Ancient, Troll, Orc, Dwarf; Base: Common)

Feats: Artificer, Attack Specialization [Sorcery] (5), Benefit [Status: Granddaughter of Aglin Vani]), Connected, Contacts, Dedicated, Dodge Focus (8), Fascinate (2) [Bluff, Diplomacy], Luck, Master plan, Ritualist, Second Chance [Mind control], Speed of thought, Trance, Well informed

Powers
Feature 1 [long lived; 1pp], Flight 3 [50mph; 6pp], Mystic shield 14 [force field; extra: impervious 10; 24pp], Super senses 1 [detect magic; 1pp]
Sorcery 12 (54pp)
→ Mystic Arrow Blast 14 ["The Tears of Taija"; extra: autofire (2), penetrating, learned caster; feats: effects insubstantial (2), homing, improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Blast 12 ["Taija’s Storm"; extra: area (cloud), penetrating, selective attack, learned caster; feats: affects insubstantial (2), dimensional; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Binding 14 ["Taija’s Chains"; snare; extra: duration (sustained), independent, autofire, learned caster; feats: affects insubstantial (2), improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Dispel Magic 14 [nullify magic (2 points); extra: burst area, duration (concentration), learned caster; flaws: side effect (fatigue, always occurs), range to touch]
→ Glamour 7 [illusion (all senses); extra: selective attack, learned caster; flaws: side effect (fatigue, always occurs), phantasm]
→ Telekinesis 12 ["Taija’s Invisible Hand"; extra: damaging, perception, learned caster; feats: precise, subtle; flaws: side effect (fatigue, always occurs)]
→ Teleport 14 [extra: accurate, learned caster; feats: easy, progression (5), turnabout; flaws: side effect (fatigue, always occurs), short range only]
→ Obscure 14 ["Taija’s Miasma"; visual; extra: learned caster; feats: selective; flaws: side effect (fatigue, always occurs)]
→ Scrying 14 ["The Eye of Taija"; ESP (all senses); extra: learned caster; feats: subtle (2); flaws: side effect (fatigue, always occurs)]
→ Resurrection [Healing 9 (Extra: Restoration, Energizing, Resurrection)]
→ Disintegrate 14 [“Taija’s Demonbane Arrow”; extra: learned caster, penetrating; feats: effects insubstantial (2), improved critical (2); flaws side effect (fatigue, always occurs), requires bow and arrow, flaw (limited- demons)]

Combat: Attack +0 (+10 Sorcery) [Unarmed +0, Mystic Blasts +14; 19 20 Crit]; Defense 20 (11 flat footed); Init +8

Saves: Toughness +14 (impervious 10); Fort +11; Ref +10; Will +15

Equipment: The Bow of Heylen (Damage +3; Mighty [3], Improved Critical; free), quiver full of arrows

Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; 1 charisma/20 minutes; 4pp)

Abilities 42 + Skills 24 + Feats 28 + Powers 86 + Combat 4 + Saves 29 Drawbacks 8 = 205pp

Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)


/roll 1[1d20] #tearsoftaija

Tuesday, July 27, 2010

Rynyn (upgraded and in 3e)

Here she is, upgraded to Mutants and Masterminds 3e (there DC Adventures)

(image by shelovessnow located on deviantArt)

RYN
Child Psychic Extraordinaire
Real Name: Rynyn
PL 8 (abilities 32 + powers 56 + advantages 8 + skills 21 + defenses 17 = 134 points)

STR 0 STA 2 AGL 2 DEX 2 FGT 3 INT 3 AWR 2 PRE 2

Powers
Singularity Creation
• Ranged Damage 8 [penetrating 8, multiattack, improved critical 2; 34pp]
Telepathy & Domination
• Mind Control 5 [20pp]
o Mental Communication 2 [1pp]
o Danger Sense [1pp]

Advantages
Attractive, Benefit (Child Psychic), Defensive Roll 3, Equipment 1, Extraordinary Effort, Precise Attack (ranged)
Equipment: knife (2ep), e-reader (1ep), cell phone (1ep), panic button (1ep)

Skills
Athletics 5 (+5), Close Combat: Knife 5 (+8), Deception 4(+6), Expertise: Cooking 3 (+6), Expertise: Para-psychological Sciences 4(+7), Insight 2 (+4), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: handguns 2 (+4), Ranged Combat: Singularities 6 (+8), Technology 3 (+6)

Offense

Initiative +2
Knife +8 close attack, 1 damage
Singularities +8 ranged attack, 8 damage, multiattack, penetrating 8, improved critical 2

Defense
Dodge 8, Parry 3, Fortitude 8, Toughness 5, Will 8

Complications

• Child Psychic: she is part of the Child Psychic program
• Limited Lifespan: she has just realized she is a clone who has a life span of 5 or 6 years. She is coming up on her 5th year
• The Clone Rules: she lives by the clone rules
• Handler: Captain Helen Reece is the only handler who has dealt with a clone who can create singularities
• One of a Kind: she is the only clone who deals in singularities

Thursday, July 22, 2010

Quari Flamedrinker

(pic by anez_erynlis on deviantArt)

Quari Flamedriker, Duergar Blasphemer Level 20 Controller (Leader)
Medium natural humanoid (devil) XP 2,800
HP 191; Bloodied 96
AC 34; Fortitude 31; Reflex 31; Will 32
Speed 5
Resist fire 10, poison 10
Initiative +14
Perception +18
Darkvision

Traits
Crush Nonbelievers (fire, poison)
Aura sight; Quari and each ally within the aura can score critical hits on rolls of 19–20 against prone targets and deal 10 extra fire and poison damage on critical hits against prone targets.

Standard Actions
m Iron Mace (fire, necrotic, weapon) • At-Will
Attack: +25 vs. AC
Hit: 1d8 + 5 damage, and ongoing 5 fire and necrotic damage (save ends).
R Eyes of Asmodeus • At-Will
Attack: Ranged 10; +24 vs. Fortitude
Hit: The target is weakened and marked until the end of the duergar blasphemer’s next turn.
Aftereffect: The target is slowed (save ends).
Miss: The target is slowed (save ends).
R Infernal Quills (fire, poison) • At-Will
Attack: Ranged 10; +25 vs. AC
Hit: 1d8 + 6 fire and poison damage, ad the target takes ongoing 5 fire and poison damage and a -2 penalty to attack rolls (save ends).
R Flame Strike (fire, necrotic) • Encounter
Attack: Ranged 10 (blast 1); +24 vs. Reflex
Hit: 4d10 + 7 fire and necrotic damage. The target takes 10 fire and necrotic damage (save ends).

Minor Actions
R Quick Quill Strike • Encounter
Effect: The duergar blasphemer makes an infernal quills attack.

Triggered Actions
M Sinner's Slip (psychic) • Encounter
Attack (Immediate Interrupt): Targets the triggering enemy; +24 vs. Will
Hit: The enemy’s attack instead targets the ally of the attacker nearest to it. If no target is available, the attacker is knocked prone and takes 3d6 + 6 psychic damage.

Other Powers
C Preach Submission • At-Will
Action: Minor 1/round.
Attack: Close burst 10 (targets one creature); +25 vs. Will
Hit: The target is marked (save ends). If the target is already marked by the duergar blasphemer, it is knocked prone.

Skills Bluff +19, Dungeoneering +23, Religion +21
Str 17 (+13) Dex 18 (+14) Wis 26 (+18)
Con 23 (+16) Int 23 (+16) Cha 19 (+14)
Alignment evil     Languages Common, Deep Speech, Dwarven
Equipment robes, iron mace

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.


Quari is a priestess of Asmodeus who worked for Tilgar (though not willingly). More to come in the next interlude.

Monday, July 19, 2010

Gyuar

(photo by angelsm84 on deviantArt)

Gyuar, Infernal Medusa Level 20 Elite Controller
Medium immortal humanoid XP 5,600
Initiative +18 Senses Perception +21
HP 382; Bloodied 191
AC 36; Fortitude 33; Reflex 34; Will 34
Immune petrification; Resist 10 fire, 15 poison
Saving Throws +2
Speed 7
Action Points 1

m Snaky Hair (standard; at-will) • Poison
+25 vs AC; 1d6 + 8 damage, and the target takes ongoing 10 poison damage and takes a -2 penalty to Fortitude defense (save ends both)

m Whip of Fire (standard; at-will) • Fire
Reach 10; +25 vs AC; 3d6 + 8 and the target takes ongoing 10 fire (save ends). The target is pulled two squares.

C Petrifying Gaze (standard; at-will) • Gaze, Petrification
Close blast 5; blind creatures are immune; +24 vs Fortitude; 3 the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save)

Hellish Fury (standard; at-will)
Make two Whip of Fire attacks.

Alignment Evil Languages Common, Supernal
Skills Bluff +23, Diplomacy +23, Intimidate +23, Stealth +23
Str 21 (+15) Dex 26 (+18) Wis 22 (+16)
Con 23 (+16) Int 17 (+13) Cha 27 (+18)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

The party had fun fighting her! She was killed by Hakkan, dead on the nose!

Wersa, Guardian of the Statues

(photo by jerseyblackeagle on deviantArt)

Wersa Level 20 Elite Brute
Large immortal animate XP 5,600
Initiative +12 Senses Perception +13
HP 472; Bloodied 236
AC 32; Fortitude 33; Reflex 31; Will 29
Immune disease; poison; Resist 10 weapon; Vulnerable 5 thunder
Saving Throws +2
Speed 5
Action Points 1

m Stone Claw (standard; at-will)
Reach 2; +23 vs AC; 3d6 + 8 target is dazed (save ends)

M Stone Dead (when wersa drops to 0 hit points) • Polymorph
Wersa turns into a statue, and the square it occupies becomes difficult terrain that provides cover. If Wersa was reduced to 0 hit points by a melee attack using a weapon, it makes the following attack against that weapon’s wielder; +20 vs Reflex; the target is disarmed, and the weapon is stuck partially inside the statue. An adjacent creature can yank out the weapon by spending a standard action. The statue crumbles to dust at the end of the encounter

Surprising Burst of Speed (standard; encounter)
Wersa shifts 12 squares. At any point during its shift, Wersa makes a basic melee attack.

Alignment Evil Languages Common, Supernal
Str 23 (+16) Dex 14 (+12) Wis 17 (+13)
Con 26 (+18) Int 12 (+11) Cha 17 (+13)
Equipment Heart of Astral Diamond
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Wersa died surprisingly easily. I should have given him something else as he was stopped right in the middle of doing his Surprising Burst of Speed.

Thursday, July 8, 2010

Skast

Skast is Kala's panther she has had since she and he was young. They both have a dominant personality that so far he is winning.

(from the DnD Monster Manual)

Skast, Fey Panther Level 6 Skirmisher
Medium fey beast XP 250
Initiative +9 Senses Perception +10; low-light vision
HP 71; Bloodied 35
AC 20; Fortitude 18; Reflex 20; Will 18
Speed 8 , Climb 6

m Bite (standard; at-will)
+11 vs AC; 1d10 + 4 damage, and the fey panther shifts 1 square

Charging Pounce
When the fey panther charges, it deals an extra 1d6 damage and knocks the target prone.

Fey Step (move; encounter) • Teleportation
The fey panther can teleport 5 squares.

Alignment Unaligned Languages —
Skills Stealth +12
Str 15 (+5) Dex 19 (+7) Wis 14 (+5)
Con 15 (+5) Int 3 (–1) Cha 12 (+4)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Tuesday, July 6, 2010

Pismol the Gnome

(art by Danteofthe13 on deviantART)

Pismol Level 6 Lurker
Small fey humanoid XP 250
Initiative +14 Senses Perception +10; low-light vision
HP 58; Bloodied 29
AC 21; Fortitude 17; Reflex 18; Will 16
Speed 5

m Dagger (standard; at-will) • Weapon
+9 vs AC; 1d4 + 2 damage

Tuck and Roll (move; recharge 6)
Pismol shifts three squares and makes a dagger attack.

Combat Advantage
Pismol deals 1d6 extra damage against any creature granting combat advantage to it.

Fade Away (immediate reaction, when pismol takes damage; encounter) • Illusion
The gnome becomes invisible until after it hits or misses with an attack or until the end of its next turn.

Reactive Stealth
If the gnome has cover or concealment when it rolls initiative at the start of an encounter, it can make a Stealth check to become hidden.

Blur of Movement (immediate reaction, when pismol is hit by an enemy; at-will) • Teleportation
Pismol teleports 1 square.

Alignment Unaligned Languages Common, Elven
Skills Stealth +13, Bluff +9, Thievery +13
Str 11 (+3) Dex 20 (+8) Wis 14 (+5)
Con 16 (+6) Int 12 (+4) Cha 12 (+4)
Equipment Leather Armor, Dagger x3
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

The gnome is being groomed to be a thorn in Kala's side.

Sasha

(Pathfinder)

Sasha Level 7 Skirmisher
Medium natural humanoid XP 300
Initiative +11 Senses Perception +8; low-light vision
HP 74; Bloodied 37
AC 21; Fortitude 18; Reflex 20; Will 19
Speed 7

m Dagger (standard; at-will) • Weapon
+12 vs AC; 1d4 + 6

r Shuriken (standard; at-will) • Weapon
Ranged 6/12; +12 vs AC; 1d6 + 6

m Twin Slash and Run (standard; at-will) ● Weapon
Must be wielding two daggers.; +12 vs AC; 2d4 + 6 and Sasha shifts one square.

Wild Step
An elf ignores difficult terrain when it shifts.

Elven Accuracy (free; encounter)
An elf can reroll an attack roll. It must use the second roll, even if it’s lower.

Combat Advantage
Sasha deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.

Alignment Unaligned Languages Common, Elven
Skills Acrobatics +14, Athletics +9, Intimidate +11, Thievery +14
Str 13 (+4) Dex 22 (+9) Wis 10 (+3)
Con 10 (+3) Int 13 (+4) Cha 16 (+6)
Equipment Dagger x10, Shuriken x15, Leather Armor
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Sasha is one of the rogues who is helping Kala in Davis'taal.

Galgos Lur'kaas

(art by Johnowson on deviantART)

Galgos Lur'kaas, Spawn of Graz'zt Level 10 Elite Controller
Medium natural humanoid XP 1,000
Initiative +10 Senses Perception +12; darkvision
HP 200; Bloodied 100
AC 24; Fortitude 22; Reflex 23; Will 22
Saving Throws +2
Speed 6
Action Points 1

m Greatsword (standard; at-will) • Acid, Weapon
+15 vs AC; 1d10 + 5 damage, and ongoing 5 acid damage (save ends).

R Forceful Domination (standard; recharges when no enemies are dominated by galgos) • Charm
Ranged 10; +15 vs Will; the target is dominated (save ends). A creature dominated by the aspect of Galgos counts as his ally and is not considered dazed (as per the dominated condition) for the purpose of flanking

Combat Advantage
Galgos deals an extra 1d6 damage against any target he has combat advantage against.

Change Shape (minor; at-will) • Polymorph
Galgos can alter his physical form to appear as a drow of the Lur'kaas family.

Alignment Chaotic Evil Languages Abyssal, Common, Elven
Skills Arcana +11, Bluff +14, Diplomacy +14
Str 18 (+9) Dex 21 (+10) Wis 15 (+7)
Con 12 (+6) Int 12 (+6) Cha 18 (+9)
Equipment Chainmail, Greatsword
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.


Galgos is the son of the Lur'kaas Matron and an Aspect of Graz'zt.

Tuesday, June 29, 2010

Escape from Hell

Interlude Two

fierna was atop the tower that overlooked the volcano that Abyimoch was built upon. The wind blew though her hair and would of her clothes if she was wearing any. The two hell hounds flanked her, sniffing around for a sign. Maqi flew up to land on the center statue of a devil. “See. It is just as I said it was.”

“flint,” she said as she as she passed by the spot he was in. “A favored of Kord, was an animal. Kagima, her screams of pain were delicious,” she said. “Hakan, so strong was he. Corsair,” she chortled to herself. “Nednolu tried to fight the inevitable. Tobias said he said he didn’t believe in a god, but he believed in me. Sabbatine was my favorite though. Another couple of years and she would have been mine,” she said as she backfisted a statue of a man who was missing his head. He split apart like he was a piece of rotten fruit.

She calmed herself. “Wersa!” she called out. “Get out here now!” she said. The statue that Maqi opened its eyes and started to move. Maqi flew off surprised. The large stone statue turned to fierna.

“What do you want?” the gravelly voiced devil asked as it towered over fierna. She smiled as she let it know what it had to do.

*_*_*

Tilgar was angry. A duergar, he stroked his braided beard complete with spine as the messenger told him the news. A shipment was stolen and all of the guards were killed. “I am sorry Tilgar,” the messenger swallowed hard.

“Go ask to see Quari and bring her here. If she argues with her, tell her it is me that wishes to see and I will meet her price.” The messenger breathed a sigh of relief and excused himself. Tilgar was a marvel of self control.

“What is next, Mikor?” he asked his chamberlain sitting back in his throne.

“The next thing we have is Jemla Alkurie, of the clan Alkurie.”

A ragged looking duergar woman comes forward leading a eladrin, wearing silks that you can see through. “Grettings Tilgar. I am Jemla Alkurie. I come baring gifts, so that he might favor the Alkurie in the coming season of trade and war."

Tilgar looked at the eladrin. She was nice but not beautiful, but on closer look, she had a variety of weird scars that circled her arms and legs and belly. It was interesting, he thought. The scars were in supernal and looked to be part of a ritual. He smiled. This was going to be interesting.

*_*_*

Clax, the messenger swallowed hard as he entered the carved cave, the home of Quari. He was nervous as he entered the hall of Quari. The wall were carved with bas relief of leering faces of all kinds.

“What do ya want,” he heard her say before he saw her. She was an old duergar, dressed in robes that marked her a priestess of Asmodeus.

Clax gulped loudly. “You are wanted Lady Quari, Tilgar has sent for you.”

Tilgar. The name stuck in her throat. She did not like him. “I care not to serve that slug. Go away lest I roast you in a pit,” she sneered.

“My lady. Tilgar said he would meet your price,” he added. She turned to him eyes alight.

“Meet my price you say. Are you sure that is what he said?” Clax just nodded nervously. Quari smiled as she blasted him with a pillar of flame and smoke until he was but a burnt cinder. She stepped to the edge of her threshold and poked her foot out. It did not crackle and burn. She took another step out and then another and another. She was free and she was going to make the most of it, even if she did have to serve Tilgar.

*_*_*

Escape from Hell
You escape from Hell! You have to escape! You must escape!
Major Quest: 4000xp each

Meet Suli
Minor Quest: 500xp each

Find out who betrayed you
Major Quest: 3000xp each

Tuesday, June 22, 2010

Escape from Hell

Interlude One

Maqi fluttered madly down the halls. He had some important news to tell and flew through Abyrimoch as fast as his little wings could fly him. The imp flew though the maze of passages, past the inhabitants of the vast fortress that was the capital of the fourth plane of hell. “Mistress! Mistress!” he cried as he flew into the vast throne room. Inside the room a variety of attractive slaves danced erotically for their Mistress, the Lady Fierna. She was watching them, breathing hard with glazed look on her face. Fierna was flanked by two massive hell hounds who growled at the imps approach.

“What is it?” she said somewhat perturbed at the sudden interruption. She threw the imp a look that could melt stone as Maqi landed on the armrest. He gulped, all of the sudden he wasn’t to sure it was important as he thought he was. “Well?” Fierna said as she snapped her fingers and the dancers stopped, frozen in place and afraid to move.

“Morta is dead,” he said. “I can not find him and I went up to the tower where he is keeping your collection. There was signs of a fight.”

“So,” she said with a blank look on her face. Sure the loss of Morta was really not one that really bothered her. She was about to snap her fingers and let the dancers start their erotic dance again, but not for what the imp said next. “Well... several of your trophies are missing.” She narrowed her eyes and the smell of brimstone became more prevalent. She grabbed the imp by the throat. “What was that?” she hissed.

The imp whined. “Mercy Mistress,” he squealed. “Six or seven of your trophies have gone missing. There was evidence that a ritual was used,” he said as she squeezed. “You have a traitor...”

“Fetch me some trackers!” she roared as she threw the little imp in front of a hell hound who growled hungrily at the imp.

Thursday, June 17, 2010

Escape from Hell

In the forbidden tomes found in Ioun’s library, it started with a name, Grekorro the Light of Heaven. It all started with Grekorro, who was a charismatic human paladin of Bahamut and he led the Astral Companions. Well liked, he was a mighty force to be reckoned with. He held the favor of Bahamut and as well as most of the other gods, including Pelor, Moradin, Avandra and Erathis, just to name a few.

But power and favor could not save him as his astral clipper was found ravaged and the crew dead and Grekkoro was missing. There was evidence that infernal powers, devils, where involved. Enraged, the surviving companions put together an crusade. In a month ten thousand beings where called, in six months a quarter of a million beings where called and they marched on the gates of Hell itself.

It went well at first. You were part of a force that was to go in and prepare the way for the attackers. You were to kill high ranking devils, sabotage defenses and cause confusion behind the lines. You got all the way to Phlegethos, the fourth layer of Hell when it all fell apart.

You were captured, tortured and then petrified to be put on display for all to see.

Now, some two hundred and forty years later they find themselves coming out of petrification and in the bowels of Hell.

***
A little something for my characters. The first game is tomorrow!

Sunday, June 13, 2010

Nednolu Cladd'virr

The sixth and final character of my escape from Hell game.

(pic by the darkestseason on deviantArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Nednolu Cladd'viir, level 20
Drow, Warlord, Captain of Fortune
Warlord: Canny Leader
Commanding Presence: Inspiring Presence
Darkfire: Darkfire Charisma

FINAL ABILITY SCORES
Str 20, Con 15, Dex 16, Int 9, Wis 16, Cha 18.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 12, Int 8, Wis 13, Cha 14.


AC: 23 Fort: 27 Reflex: 24 Will: 26
HP: 122 Surges: 9 Surge Value: 30

TRAINED SKILLS
History +14, Endurance +17, Athletics +20, Diplomacy +19

UNTRAINED SKILLS
Acrobatics +13, Arcana +9, Bluff +14, Dungeoneering +13, Heal +13, Insight +15, Intimidate +16, Nature +13, Perception +15, Religion +9, Stealth +17, Streetwise +14, Thievery +13

FEATS
Level 1: Improved Inspiring Word
Level 2: Leaf Runner Student
Level 4: Rousing Resurgence
Level 6: Ruthless Hunter
Level 8: Weapon Expertise (Crossbow)
Level 10: Weapon Focus (Crossbow)
Level 11: Steady Shooter
Level 12: Armor Specialization (Hide)
Level 14: Fight On
Level 16: Fleet-Footed
Level 18: Drow Fighting Style
Level 20: Paragon Defenses

POWERS
Warlord at-will 1: Risky Shot
Warlord at-will 1: Paint the Bulls-Eye
Warlord encounter 1: Tactician's Invitation
Warlord daily 1: Destructive Surprise
Warlord utility 2: Motivated Recovery
Warlord encounter 3: Staggering Shot
Warlord daily 5: Archery Commander
Warlord utility 6: Stand Tough
Warlord encounter 7: Martial Excitation
Warlord daily 9: Coordinated Assault
Warlord utility 10: Unintended Feint
Warlord encounter 13: Pincer Maneuver (replaces Staggering Shot)
Warlord daily 15: Driving Volley (replaces Destructive Surprise)
Warlord utility 16: Kyton's Battledance
Warlord encounter 17: Disabling Missile (replaces Pincer Maneuver)
Warlord daily 19: Leader of the Bowmen (replaces Coordinated Assault)

ITEMS
Distance Hand Crossbow +5, Spider Bolt +4 (9)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Saturday, June 12, 2010

Kagina

Character number five for my escape from Hell game.

(pic by Pabeard located on deviantArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Kagina, level 20
Half-Elf, Sorcerer, Essence Mage
Spell Source: Wild Magic
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Chaos Bolt

FINAL ABILITY SCORES
Str 11, Con 15, Dex 20, Int 10, Wis 11, Cha 24.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 15, Int 9, Wis 10, Cha 17.


AC: 32 Fort: 26 Reflex: 29 Will: 33
HP: 122 Surges: 8 Surge Value: 30

TRAINED SKILLS
Arcana +15, Nature +15, Endurance +17, Athletics +15

UNTRAINED SKILLS
Acrobatics +15, Bluff +17, Diplomacy +19, Dungeoneering +10, Heal +10, History +10, Insight +12, Intimidate +17, Perception +10, Religion +10, Stealth +15, Streetwise +17, Thievery +15

FEATS
Level 1: Unarmored Agility
Level 2: Sorcerous Blade Channeling
Level 4: Warding Soul
Level 6: Distant Advantage
Level 8: Coordinated Explosion
Level 10: Versatile Expertise
Level 11: War Wizardry
Level 12: Versatile Master
Level 14: Wild Spellfury
Level 16: Arcane Admixture
Level 18: Blood Thirst
Level 20: Dual Implement Spellcaster

POWERS
Dilettante: Crane's Wings
Sorcerer at-will 1: Chaos Bolt
Sorcerer at-will 1: Energy Strobe
Sorcerer encounter 1: Thunder Slam
Sorcerer daily 1: Dazzling Ray
Sorcerer utility 2: Good Timing
Sorcerer encounter 3: Flame Spiral
Sorcerer daily 5: Moon and the Stars
Sorcerer utility 6: Chaos Wager
Sorcerer encounter 7: Spark Form
Sorcerer daily 9: Howling Hurricane
Sorcerer utility 10: Chaos Link
Sorcerer encounter 13: Primordial Storm (replaces Thunder Slam)
Sorcerer daily 15: Prismatic Lightning (replaces Moon and the Stars)
Sorcerer utility 16: Dominant Winds
Sorcerer encounter 17: Thunder Summons (replaces Flame Spiral)
Sorcerer daily 19: Prismatic Explosion (replaces Dazzling Ray)

ITEMS
Radiant Dagger +4, Dynamic Dagger +5, Shimmering Feyweave Armor +4, Cloak of Displacement +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Thursday, May 27, 2010

Flint

The forth character for my escape from Hell game. He is not finished, as we still have to do some rituals.

(from the DnD website)

====== Created Using Wizards of the Coast D&D Character Builder ======
Flint, level 20
Razorclaw Shifter, Invoker, Hammer of Vengeance (PH2)
Divine Covenant: Covenant of Wrath

FINAL ABILITY SCORES
Str 11, Con 18, Dex 18, Int 11, Wis 23, Cha 12.

STARTING ABILITY SCORES
Str 10, Con 15, Dex 13, Int 10, Wis 16, Cha 11.


AC: 33 Fort: 29 Reflex: 31 Will: 31
HP: 104 Surges: 10 Surge Value: 26

TRAINED SKILLS
Religion +15, Intimidate +18, Arcana +15, Endurance +18, Acrobatics +20

UNTRAINED SKILLS
Bluff +11, Diplomacy +11, Dungeoneering +16, Heal +16, History +10, Insight +16, Nature +16, Perception +16, Stealth +15, Streetwise +11, Thievery +13, Athletics +9

FEATS
Invoker: Ritual Caster
Level 1: Oncoming Storm
Level 2: Echoes of Thunder
Level 4: Raging Storm
Level 6: Storm Sacrifice
Level 8: Skill Training (Acrobatics)
Level 10: Power of the Storm
Level 11: Resounding Thunder
Level 12: Implement Expertise (Staff)
Level 14: Lightning Reflexes
Level 16: Speaker of the Gods
Level 18: Shifter's Agility
Level 20: Unfailing Courage

POWERS
Invoker at-will 1: Vanguard's Lightning
Invoker at-will 1: Divine Bolts
Invoker encounter 1: Thunder of Judgment
Invoker daily 1: Storm Call
Invoker utility 2: Emissary of the Gods
Invoker encounter 3: Fires of Judgment
Invoker daily 5: Rolling Thunderstrike
Invoker utility 6: Shield of Light
Invoker encounter 7: Thunderbolt of the Heavens
Invoker daily 9: Herald the Storm Unleashed
Invoker utility 10: Rapid Escape
Invoker encounter 13: Stormclaw (replaces Thunderbolt of the Heavens)
Invoker daily 15: Storm of Punishment (replaces Storm Call)
Invoker utility 16: Elemental Countermeasures
Invoker encounter 17: Sound of the Golden Clarion (replaces Thunder of Judgment)
Invoker daily 19: Astral Tempest (replaces Rolling Thunderstrike)

ITEMS
Ritual Book, Adventurer's Kit, Staff of Storms +4, Mithral Forgemail +4, Stormwalker's Cloak +4, Stone of Storms (paragon tier), Phylactery of Action (heroic tier), Helm of the Stubborn Mind (heroic tier), Magic Dagger +1
RITUALS
Hand of Fate, Create Campsite
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Haken

Third character!

(from the DnD website)

====== Created Using Wizards of the Coast D&D Character Builder ======
Hakan, level 20
Dragonborn, Cleric, Warpriest
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning

FINAL ABILITY SCORES
Str 18, Con 15, Dex 11, Int 10, Wis 22, Cha 16.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 10, Int 9, Wis 17, Cha 11.


AC: 39 Fort: 28 Reflex: 24 Will: 32
HP: 122 Surges: 9 Surge Value: 32

TRAINED SKILLS
Religion +15, Insight +21, Heal +21, Diplomacy +18, Athletics +17

UNTRAINED SKILLS
Acrobatics +8, Arcana +10, Bluff +13, Dungeoneering +16, Endurance +10, History +12, Intimidate +15, Nature +16, Perception +17, Stealth +8, Streetwise +13, Thievery +8

FEATS
Cleric: Ritual Caster
Level 1: Weapon Proficiency (Fullblade)
Level 2: Dragonborn Senses
Level 4: Armor Proficiency (Scale)
Level 6: Versatile Expertise
Level 8: Skill Training (Athletics)
Level 10: Kord's Favor
Level 11: Devastating Critical
Level 12: Paragon Defenses
Level 14: Breath of Life
Level 16: Armor Proficiency (Plate)
Level 18: Weapon Focus (Heavy Blade)
Level 20: Armor Specialization (Plate)

POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Priest's Shield
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Healing Strike
Cleric daily 1: Shield of the Gods
Cleric utility 2: Cure Light Wounds
Cleric encounter 3: Sacred Shielding
Cleric daily 5: Rune of Peace
Cleric utility 6: Divine Vigor
Cleric encounter 7: Strengthen the Faithful
Cleric daily 9: Crucial Resurgence
Cleric utility 10: Sacred Beneficence
Cleric encounter 13: Remorse (replaces Healing Strike)
Cleric daily 15: Holy Spark (replaces Shield of the Gods)
Cleric utility 16: Cure Critical Wounds
Cleric encounter 17: Sentinel Strike (replaces Sacred Shielding)
Cleric daily 19: Moment of Peace (replaces Rune of Peace)

ITEMS
Ritual Book, Adventurer's Kit, Drum, Grappling Hook, Crowbar, Fullblade of the Conqueror +4, Magic Legion Plate Armor +5, Fist of Kord +4, Mantle of Faith +3, Bracers of Mighty Striking (heroic tier), Everlasting Provisions (heroic tier)
RITUALS
Gentle Repose, Create Holy Water, Raise Dead, Sending, Cure Disease, Endure Elements, Purify Water, Discern Lies, Endure Primordial Elements, Enchant Magic Item, Disenchant Magic Item, Make Whole, Brew Potion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Corsair Darkwoode

Second character for my new game.

(from the DnD website)

====== Created Using Wizards of the Coast D&D Character Builder ======
Corsair Darkwoode, level 20
Human, Ranger, Blade Dancer
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack
Background: Geography - Forest (+2 to Perception)

FINAL ABILITY SCORES
Str 24, Con 11, Dex 18, Int 9, Wis 14, Cha 11.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 14, Int 8, Wis 11, Cha 10.


AC: 32 Fort: 34 Reflex: 32 Will: 28
HP: 128 Surges: 8 Surge Value: 32

TRAINED SKILLS
Dungeoneering +17, Nature +17, Acrobatics +19, Athletics +22, Perception +19, Stealth +19, Thievery +19

UNTRAINED SKILLS
Arcana +9, Bluff +10, Diplomacy +10, Endurance +10, Heal +12, History +9, Insight +12, Intimidate +10, Religion +9, Streetwise +10

FEATS
Human: Twilight Training
Level 1: Two-Weapon Fighting
Level 2: Two-Weapon Defense
Level 4: Weapon Expertise (Heavy Blade)
Level 6: Weapon Focus (Heavy Blade)
Level 8: Weapon Master
Level 10: Lethal Hunter
Level 11: Fleet-Footed
Level 12: Paragon Defenses
Level 14: Durable
Level 16: Grounding Shot
Level 18: Quick Draw
Level 20: Sneak of Shadows

POWERS
Bonus At-Will Power: Twin Strike
Ranger at-will 1: Careful Attack
Ranger at-will 1: Marauder's Rush
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Sure Shot
Ranger utility 2: Agile Recovery
Ranger encounter 3: Cut and Run
Ranger daily 5: Two-Wolf Pounce
Ranger utility 6: Healing Herbs
Ranger encounter 7: Biting Volley
Ranger daily 9: Attacks on the Run
Ranger utility 10: Blood of the Fallen
Ranger encounter 13: Bloodlust Strike (replaces Off-Hand Strike)
Ranger daily 15: Arterial Strike (replaces Two-Wolf Pounce)
Ranger utility 16: Shed the Mark
Ranger encounter 17: Blow-Through Assault (replaces Cut and Run)
Ranger daily 19: Threefold Assault (replaces Sure Shot)

ITEMS
Adventurer's Kit, Leather Armor, Longsword (2), Longbow, Arrows (30), Counterstrike Leather Armor +4, Paired Longsword +4 (2), Iron Armbands of Power (paragon tier), Cloak of Displacement +4, Wildrunners (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Tobias

The first character I have for my escape from Hell game.



====== Created Using Wizards of the Coast D&D Character Builder ======
Tobias, level 20
Human, Fighter, Shield Adept
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent

FINAL ABILITY SCORES
Str 21, Con 23, Dex 12, Int 11, Wis 12, Cha 11.

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


AC: 36 Fort: 36 Reflex: 30 Will: 30
HP: 162 Surges: 17 Surge Value: 43

TRAINED SKILLS
Athletics +16, Endurance +17, Intimidate +15, Heal +18

UNTRAINED SKILLS
Acrobatics +7, Arcana +10, Bluff +10, Diplomacy +10, Dungeoneering +11, History +10, Insight +11, Nature +11, Perception +11, Religion +10, Stealth +7, Streetwise +10, Thievery +7

FEATS
Human: Toughness
Level 1: Armor Proficiency (Plate)
Level 2: Durable
Level 4: Defensive Challenge
Level 6: Encouraging Shield
Level 8: Sideways Defense
Level 10: Combat Medic
Level 11: Phalanx Warrior
Level 12: Paragon Defenses
Level 14: Lightning Reflexes
Level 16: Iron Will
Level 18: Daunting Challenge
Level 20: Combat Anticipation

POWERS
Bonus At-Will Power: Threatening Rush
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Resolute Shield
Fighter encounter 1: Covering Attack
Fighter daily 1: Shove and Slap
Fighter utility 2: Endure Pain
Fighter encounter 3: Shield Edge Block
Fighter daily 5: Unexpected Shield Bash
Fighter utility 6: Physician's Care
Fighter encounter 7: Come and Get It
Fighter daily 9: Victorious Surge
Fighter utility 10: Mighty Surge
Fighter encounter 13: Shield Bearer's Vendetta (replaces Shield Edge Block)
Fighter daily 15: Unstoppable Force (replaces Shove and Slap)
Fighter utility 16: Diehard
Fighter encounter 17: Warrior's Challenge (replaces Covering Attack)
Fighter daily 19: Mighty Shield Slam (replaces Unexpected Shield Bash)

ITEMS
Heavy Shield, Battle Spirit Longsword +4, Amulet of Vigor +4, Defender's Specter Plate Armor +4, Belt of Blood (heroic tier), Gloves of Grace (heroic tier), Boots of Rapid Motion (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Saturday, May 22, 2010

Sabbatine Skysilver

Sabbatine (played by Ryn) is part of a failed attempt to siege hell. It is all part of a high-level game I am doing. She is part of a group that was supposed to infiltrate hell. They where captured and petrified to be put up as a warning to all who would attack hell. She finds herself unpetrified unknowing of the time that has past or her future in hell...

(Picture by Kupo-the-Avenger on deviantArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Sabbatine Skysilver, level 20
Eladrin, Avenger, Relentless Slayer
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit

FINAL ABILITY SCORES
Str 13, Con 13, Dex 23, Int 11, Wis 21, Cha 11.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 16, Int 8, Wis 16, Cha 10.


AC: 33 Fort: 22 Reflex: 27 Will: 27
HP: 141 Surges: 8 Surge Value: 35

TRAINED SKILLS
Insight +20, Religion +15, Athletics +16, Perception +20, Acrobatics +21, Stealth +21

UNTRAINED SKILLS
Arcana +12, Bluff +10, Diplomacy +10, Dungeoneering +15, Endurance +11, Heal +15, History +12, Intimidate +10, Nature +15, Streetwise +10, Thievery +16

FEATS
Level 1: Spiked Chain Training
Level 2: Improved Armor of Faith
Level 4: Unarmored Agility
Level 6: Twilight Adept
Level 8: Mark of Shadow
Level 10: Weapon Expertise (Light Blade)
Level 11: Nimble Blade
Level 12: Deft Blade
Level 14: Invigorating Pursuit
Level 16: Weapon Focus (Light Blade)
Level 18: Avenging Resolution
Level 20: Devastating Critical

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Distracting Flare
Avenger encounter 3: Intervening Blades
Avenger daily 5: Living Death Strike
Avenger utility 6: Fortifying Chant
Avenger encounter 7: Inexorable Pursuit
Avenger daily 9: Temple of Shadow
Avenger utility 10: River of Life
Avenger encounter 13: Whirling Blades (replaces Angelic Alacrity)
Avenger daily 15: Zealous Onslaught (replaces Aspect of Might)
Avenger utility 16: Astral Cloak
Avenger encounter 17: Wrathful Charge (replaces Inexorable Pursuit)
Avenger daily 19: Oath of the Inevitable Blade (replaces Living Death Strike)

ITEMS
The Raven Queen's Shroud (level 23), Jagged Spiked chain +5
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

The Great and Mighty Artificer

Bin made 2nd level a couple of weeks ago in the DnD Encounters. I just now had time to put him up.



====== Created Using Wizards of the Coast D&D Character Builder ======
Albinion "Bin" Grayick, level 2
Githzerai, Artificer
Student of the Plague: Larger than Life
Background: Githzerai - Cenobite Initiate (+2 to History)

FINAL ABILITY SCORES
Str 11, Con 14, Dex 10, Int 18, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 10, Int 16, Wis 14, Cha 10.


AC: 17 Fort: 14 Reflex: 15 Will: 15
HP: 31 Surges: 8 Surge Value: 7

TRAINED SKILLS
Arcana +10, Perception +9, Thievery +6, Diplomacy +6, Dungeoneering +9

UNTRAINED SKILLS
Acrobatics +3, Bluff +1, Endurance +3, Heal +4, History +7, Insight +4, Intimidate +1, Nature +4, Religion +5, Stealth +1, Streetwise +1, Athletics +3

FEATS
Artificer: Ritual Caster
Level 1: Githzerai Blade Master
Level 2: Student of the Plague

POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: War Proxy
Artificer utility 2: Restorative Infusion

ITEMS
Ritual Book, Adventurer's Kit, Leather Armor, Dagger, Crossbow Bolts (40), Repeating crossbow, Spiked gauntlet, Magazine, Fullblade, Thieves' Tools
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Scroll of Purify Water, Scroll of Magic Mouth
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Tuesday, May 18, 2010

Lady Vai

She is back! All ready for Part IV of MDSnowman's Tears of Taija: The Lance of Twilight.



Lady Anistyrnia Vai

PL 11 (180pp)


Abilities:
Str 10 (+10) Dex 10 (+0) Con 10 (+0) Int 24 (+7) Wis 20 (+5) Cha 20 (+5)

Skills: Bluff 8 (+13 /+17), Concentration 10 (+15), Diplomacy 10 (+15 /+19), Gather Information 8 (+13), Intimidate 5 (+10) Knowledge (Arcane lore) 16 (+23), Knowledge (Civics) 4 (+11), Knowledge (Theology & Philosophy) 8 (+15), Notice 6 (+11), Perform (Singing) 4 (+9), Sense motive 8 (+13), Languages: (Sidhe, Ancient, Troll, Orc, Dwarf; Base: Common)

Feats: Artificer, Attack Specialization [Sorcery] (5), Benefit [Status: Granddaughter of Aglin Vani]), Connected, Contacts, Dedicated, Dodge Focus (8), Fascinate (2) [Bluff, Diplomacy], Luck, Master plan, Ritualist, Second Chance [Mind control], Speed of thought, Trance, Well-informed

Powers
Feature 1 [long-lived; 1pp], Flight 3 [50mph; 6pp], Mystic shield 12 [force field; extra: impervious 8; 20pp], Super-senses 1 [detect magic; 1pp]
Sorcery 12 (49pp)
• Mystic Arrow Blast 12 ["The Tears of Taija"; extra: autofire (2), penetrating, learned caster; feats: effects insubstantial (2), homing, improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
• Mystic Arrow Blast 11 ["Taija’s Storm"; extra: area (cloud), penetrating, selective attack, learned caster; feats: affects insubstantial (2), dimensional; flaws: side effect (fatigue, always occurs), requires bow and arrow]
• Mystic Arrow Binding 12 ["Taija’s Chains"; snare; extra: duration (sustained), independent, autofire, learned caster; feats: affects insubstantial (2), improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
• Dispel Magic 11 [nullify magic (2 points); extra: burst area, duration (concentration), learned caster; flaws: side effect (fatigue, always occurs), range to touch]
• Glamour 6 [illusion (all senses); extra: selective attack, learned caster; flaws: side effect (fatigue, always occurs), phantasm]
• Telekinesis 11 ["Taija’s Invisible Hand"; extra: damaging, perception, learned caster; feats: precise, subtle; flaws: side effect (fatigue, always occurs)]
• Teleport 12 [extra: accurate, learned caster; feats: easy, progression (5), turnabout; flaws: side effect (fatigue, always occurs), short range only]
• Obscure 12 ["Taija’s Miasma"; visual; extra: learned caster; feats: selective; flaws: side effect (fatigue, always occurs)]
• Scrying 12 ["The Eye of Taija"; ESP (all senses); extra: learned caster; feats: subtle (2); flaws: side effect (fatigue, always occurs)]
• Resurrection [Healing 10 (Extra: Restoration, Resurrection)]

Combat: Attack +0 (+10 Sorcery) [Unarmed +0, Mystic Blasts +12; 19-20 Crit]; Defense 20 (11 flat-footed); Init +7

Saves: Toughness +12 [Impervious 8] (+12 flat-footed); Fort +9; Ref +6; Will +13

Equipment: The Bow of Heylen (Damage +3; Mighty [3], Improved Critical), quiver full of arrows

Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; -1 charisma/20 minutes; 4pp)

Abilities 34 + Skills 23 + Feats 27 + Powers 77 + Combat 4 + Saves 23 - Drawbacks 8 = 180pp

Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)

/roll 1[1d20] #tearsoftaija

Wednesday, April 14, 2010

Yaseril

(Pic by xadhoom located on deviantArt)


====== Created Using Wizards of the Coast D&D Character Builder ======
Yaseril, level 3
Drow, Assassin
Guild Training: Night Stalker
Darkfire: Darkfire Charisma
Background: Silent Hunter (Silent Hunter Benefit)

FINAL ABILITY SCORES
Str 10, Con 11, Dex 20, Int 10, Wis 8, Cha 16.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 18, Int 10, Wis 8, Cha 14.


AC: 18 Fort: 12 Reflex: 16 Will: 15
HP: 29 Surges: 6 Surge Value: 7

TRAINED SKILLS
Stealth +14, Acrobatics +11, Perception +6, Streetwise +9, Thievery +11

UNTRAINED SKILLS
Arcana +1, Bluff +4, Diplomacy +4, Dungeoneering, Endurance +1, Heal, History +1, Insight, Intimidate +6, Nature, Religion +1, Athletics +1

FEATS
Level 1: Hidden Insight
Level 2: Weapon Proficiency (Fullblade)

POWERS
Assassin at-will 1: Executioner's Noose
Assassin at-will 1: Leaping Shade
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Grave Spike
Assassin utility 2: Lurking Shadow
Assassin encounter 3: Inescapable Shadow

ITEMS
Fullblade, Leather Armor
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

You know this is the second drow that uses a fullblade. I gotta love them. She is an assassin-slave trained by Imperial Rothsburg and used in there Great Game of Houses. Her handler is Meyelle, a pretty thing with secrets herself.

Friday, March 19, 2010

Albinion "Bin" Grayick



====== Created Using Wizards of the Coast D&D Character Builder ======
Albinion "Bin" Grayick, level 1
Githzerai, Artificer

FINAL ABILITY SCORES
Str 11, Con 14, Dex 10, Int 16, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 10, Int 18, Wis 14, Cha 10.


AC: 16 Fort: 13 Reflex: 14 Will: 14
HP: 26 Surges: 8 Surge Value: 6

TRAINED SKILLS
Arcana +9, Perception +8, Thievery +5, Diplomacy +5, Dungeoneering +8

UNTRAINED SKILLS
Acrobatics +2, Bluff, Endurance +2, Heal +3, History +4, Insight +3, Intimidate, Nature +3, Religion +4, Stealth, Streetwise, Athletics +2

FEATS
Artificer: Ritual Caster
Level 1: Githzerai Blade Master

POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: War Proxy

ITEMS
Ritual Book, Adventurer's Kit, Leather Armor, Dagger (2), Crossbow Bolts (20), Repeating crossbow, Magazine (2), Fullblade
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

My character that I am playing in DnD Encounters. He is the defacto leader of the party.

Monday, March 1, 2010

Game World: Moonstair

A view of Moonstair

The Barony of Therund is a small autonomous, point of light ruled by Pernod Therund (human male). The Barony consist of three cities: Therund (population 8000) the capitol, Rathmore (population 3500) and Moonstair (population 2000); and four villages with populations from 300-800.

Moonstair
Built among the ruins of the troll kingdom of Vardar, the town of Moonstair is a trade outpost that lies at the confluence of two rivers. The town’s most renowned feature is the Moon Door, a portal to the feywild the opens when the moon is full and the sky is clear.
Population: 2000
Government: The Lord Mayor is Kelana Dhoram (half-elf female). Her leadership is based on strategies of trade and not warfare.
Defense: The town watch numbers some 100 men and woman; and are led by Bax (dragonborn male), a friend of Etheran, the late son of the Baron Pernod. The Lions of Mitra, the military arm of the church numbers 50 well trained warriors.
Inns: Cloudwatch Inn run by Cham (halfling male) is the oldest inn in Moonstair. Two more have opened up: the Troll’s Rest and the Coffer, to handle the increased traffic.
Taverns: Troll Vomit is a rocking place thanks to the strong drink. Vardar, named for the ancient troll kingdom, has many artifacts of the ancient kindgom
Temples
The Lion’s House: the temple of Mitra with Bahamut and Pelor. The Bishop is Dethos (human male), a former slave to Skalmad, the troll king.
The Moon Door: Sehanine with Melora and Avandra.

Sunday, February 14, 2010

The Heralds

The Loremaster (pic by ildi on deviantArt)

The Heralds (of Moonsilver)
Goal: a small coalition of bards and messengers who work in the Moonsilver area.
Size: Small
Alignment: Unaligned
History: The Heralds are an ancient order, originally formed during the heyday of the Empire of Nerath.
Leadership: a small council made up of Everlai Mistwarder (human female), Heyolin of the Sun (eladrin male), Corste Riverstrong (halfling male) and Mear of the Night’s Loving Void (tiefling male). The true power is the being known as the Loremaster (dwarf male). He is a truly ancient being who works on cataloging the incredible store of knowledge that have collected.
Headquarters: They are headquartered in Moonsilver. The Herald’s Hall is a small, unassuming building but underneath is a large underground vault.
Membership Requirements: By invitation only. They generally take their candidates from the bardic college of Moonsilver.
Structure: Heralds work separately, but can count on any Herald nearby for aid.
Activities: The Heralds mainly operate as messengers, but they also act in secret to catalog world events that they come across. They have on file much of the what has been happening since the fall of Nerath.
Enemies: Their main enemy is the Imperial Heralds of Rothsburg. Like them, the Imperial Heralds are an offshoot of the ancient Nerathian Heralds.

Thursday, January 28, 2010

Fesitvals of Eave

(Photo by Ron Lutz II [Darter the Chronicler])
Light of Civilization festival dying down.


The Years. The current calender counts the years since the fall of Nerath. The year is currently 107.

Martch (31 days)
• First day of the new year. The Knowing is a holy day to Ioun, where Ioun’s followers make predictions for the new year.
• First day of spring.

Apri (30 days)
• During the Vernal Equinox. It is a high holy day of Corellon. Magic fairs are common at this time.

May (31 days)
Day of Thunder is holy day dedicated to Kord. A feast with friends, not family are common to on this day to strengthen the bonds of friendship.

Jun (30 days)
• First day of summer
Dragon Feast. This festival commemorates the defeat of Tiamat by Bahamut. A holy day for Bahamut.

Juy (31 days)
• Summer Solstice. A holy day to Pelor. A grand feast is held and gifts are given. It is a day of forgiveness. Some cultures mark this day as an anti-Zehir day.

Argust (31 days)
The Raze is a holy day devoted to Gruumsh. A structure built in the from of a giant man with a sacrifice or two (or more!) are placed within and burned.
• The last day of summer and the first day of autumn are holy days of Avandra to commemorate the changing of the seasons. The Changing is a common time for people to make pacts and renew contracts.

Septar (30 days)
• First day of autumn
Light of Civilization is a festival dedicated to Erathis. A night market is common but lights of the whole community are lit to stave off the dark of chaos and barbarism.

Oktobar (31 days)
Festival of Masks. The first full moon of the month is when this festival to Sehanine takes place. For the three days before the full moon all those who wish to take part, do so by wearing masks, and it ends on night of the full moon. It is said that if you kiss someone on the that night, that they will be yours if they take off their mask to show you who they are. It is a time for lovers.
• Autumnal Equinox.

Novem (30 days)
Harvest Festival. The bringing in of the harvest is a common holiday among rural farmers but is gaining popularity among the city dwellers.

Decem (31 days)
• First day of winter
• A three day festival is the Festival of the Makers dedicated to Moradin. People tend to hang out with family and exchange gifts that they have made (if they can).

Januar (31 days)
• During the Winter Solstice is a a Holy Day to the Raven Queen. Snow Wake, as this time is called, all but one light is extinguished in a household. Stories are told around the fire of those who passed that year. The fire is kept alive though out the night and used to relight everything come morning when the sun comes up.
• The Winter Solstice also a holy day of Zehir, the Longest Night is when they hunt for a sacrifice and slay it before the sun comes up.

Febur (28 days)
Day of Chains. This festival commemorates the victory of the Gods over the Primordials. If they have snow, great beasts are made out of snow and allowed to melt with the coming spring.

Interim Day (1 day)
• A day that belongs to no month, the Interim Day happens every four years. Many tribes use this day as a time to renew alliances.

Sunday, January 24, 2010

Aurgust Jereth



====== Created Using Wizards of the Coast D&D Character Builder ======
Aurgust Jereth, level 1
Half-Elf, Warden
Guardian Might: Lifespirit

FINAL ABILITY SCORES
Str 16, Con 15, Dex 8, Int 10, Wis 16, Cha 13.

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


AC: 18 Fort: 14 Reflex: 12 Will: 14
HP: 32 Surges: 11 Surge Value: 8

TRAINED SKILLS
Nature +8, Endurance +4, Heal +8, Perception +8, Religion +5

UNTRAINED SKILLS
Acrobatics -4, Arcana, Bluff +1, Diplomacy +3, Dungeoneering +3, History, Insight +5, Intimidate +1, Stealth -4, Streetwise +1, Thievery -4, Athletics

FEATS
Level 1: Initiate of the Faith

POWERS
Dilettante: Holy Strike
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Resilience of Life
Warden encounter 1: Warden's Sacrifice
Warden daily 1: Form of Mountain's Thunder

ITEMS
Adventurer's Kit, Scimitar, Heavy Shield, Hide Armor, Crossbow, Dagger, Crossbow Bolts (20), Climber's Kit, Totem
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

My fifth player for my Moonsilver game!

Tuesday, January 19, 2010

Umbral Order

Umbral Order

Goal: A secret society of Sehanine worshipers. They serve the goddess using trickery, guile and seduction to achieve their goals. Based in Moonsilver, they are slowly growing in their secret influence. They seek to stabilize the area, thwarting various evil plots. Their major concern at the moment is the Empire of Rothsburg and their expansion into the area.

Size: Small but they operate in a large area, even on other planes.

Alignment: Good

History: formed about forty years ago by Suli Bryghton, the Order has been secretly influencing the area around Moonsilver.

Leadership: Suli Bryghton, a cleric of Sehanine, leads the Umbral Order and it is though her leadership the Order has done so well for being so young.

Headquarters: The Spires of the Moon located in Moonsilver. Meetings are held to whenever needed.

Membership Requirements: Are open by invitation only. Most of them all worship Sehanine.

Structure: The Order operates independently or in small bands.

Activities: The Orders members are mainly spies and saboteurs.

Enemies: The Empire of Rothsburg is the major concern. They are only now beginning to suspect that they are so infiltrated. Things are going to get a lot more interesting for the Order in Rothsburg. But, the Empire is not their only concern. They have made enemies (and allies) among such folks such as the Imperial Drow of Cirentaale, the Court of the frost Giant King, several efreets Sultans from the City of Brass and The Order of Black Blood.

Sunday, January 17, 2010

Daniel the Damned, 13th level


(pic by sukinahito on devaintArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Daniel the Damned, level 13
Human, Paladin, Astral Weapon

FINAL ABILITY SCORES
Str 20, Con 15, Dex 11, Int 11, Wis 14, Cha 17.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 10, Int 10, Wis 13, Cha 14.


AC: 29 Fort: 26 Reflex: 23 Will: 24
HP: 112 Surges: 12 Surge Value: 28

TRAINED SKILLS
Intimidate +14, Religion +11, Heal +13, Diplomacy +14, Endurance +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +6, Bluff +9, Dungeoneering +8, History +6, Insight +8, Nature +8, Perception +8, Stealth +2, Streetwise +9, Thievery +2, Athletics +7

FEATS
Human: Armor of Bahamut
Level 1: Toughness
Level 2: Weapon Focus (Heavy Blade)
Level 4: Human Perseverance
Level 6: Healing Hands
Level 8: Weapon Expertise (Heavy Blade)
Level 10: Power Attack
Level 11: Armor Specialization (Plate)
Level 12: Devastating Critical

POWERS
Bonus At-Will Power: Holy Strike
Lay on Hands: Lay on Hands
Paladin at-will 1: Valiant Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Radiant Smite
Paladin daily 1: Paladin's Judgment
Paladin utility 2: Sacred Circle
Paladin encounter 3: Arcing Smite
Paladin daily 5: Martyr's Retribution
Paladin utility 6: Divine Bodyguard
Paladin encounter 7: Thunder Smite
Paladin daily 9: Crown of Glory
Paladin utility 10: Cleansing Spirit
Paladin encounter 13: Zealous Smite (replaces Radiant Smite)

ITEMS
Solar Plate Armor +2, Sunblade Longsword +2, Bloodsoaked Shield Heavy Shield (heroic tier), Magic Holy Symbol +2, Cloak of Resistance +3, Gauntlets of Brilliance (heroic tier), Dagger (2), Adventurer's Kit, Javelin (6)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======