Showing posts with label Hell. Show all posts
Showing posts with label Hell. Show all posts

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.

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
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