Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Tuesday, April 19, 2011

Tristana Dancouris

Wizards of the Coast

 ====== Created Using Wizards of the Coast D&D Character Builder ======
Human, Sorcerer
Spell Source Option: Storm Magic
Human Power Selection Option: Bonus At-Will Power
Parentage - Noble (+2 to Diplomacy)

FINAL ABILITY SCORES
STR 10, CON 13, DEX 14, INT 10, WIS 10, CHA 19

STARTING ABILITY SCORES
STR 10, CON 13, DEX 14, INT 10, WIS 10, CHA 17


AC: 12 Fort: 12 Ref: 13 Will: 17
HP: 25 Surges: 7 Surge Value: 6

TRAINED SKILLS
Arcana +5, Bluff +9, Diplomacy +11, History +5, Insight +5

UNTRAINED SKILLS
Acrobatics +4, Athletics +0, Dungeoneering +0, Endurance +1, Heal +0, Intimidate +4, Nature +0, Perception +0, Religion +0, Stealth +2, Streetwise +4, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sorcerer Attack 1: Ensorcelled Blade
Sorcerer Attack 1: Lightning Strike
Sorcerer Attack 1: Chaos Bolt
Sorcerer Attack 1: Thunder Slam
Sorcerer Attack 1: Shocking Magnetism

FEATS
Level 1: Arcane Familiar
Level 1: Dual Implement Spellcaster

ITEMS
Cloth Armor (Basic Clothing) x1
Adventurer's Kit
Magic Dagger +1 x2
====== End ======

Tristana Dancouris is the daughter of the local baron.  She is on her first adventure with her loyal bodyguard Mika and some rather questionable characters!

Thursday, March 3, 2011

Ethan Coll (3e)


skeygeta/devaintArt

Ethan Coll
Happy Go Lucky Blob
PL 8 (abilities 32 + powers 45 + advantages 18 + skills 20 + defenses 12 = 127 points)

STR 2, STA 5, AGL 0, DEX 0, FGT 5, INT 0, AWR 2, PRE 2

Skills
Deception 8 (+10), Expertise: Streetwise 6 (+6), Perception 4 (+6), Persuasion 6 (+8), Sleight of Hand 8 (+8), Stealth 8 (+8)

Advantages
Close Attack 5, Equipment 1, Improved Grab, Improved Initiative, Instant Up, Languages 4 [Portugese, German, Spanish, Mandarin, Italian, Japanese, Thai, Tagalog, Base: English], Luck 1, Power Attack, Prone Fighting, Takedown, Taunt

Powers
Semi-solid Form
  • Elongation 3 [60’; 3pp]
  • Immunity 2 [breath underwater, aging; 2pp]
  • Morph 4 [any form; 20pp]
o   Concealment 4 [visual; blending; 1pp]
o   Insubstantial [1pp]
o   Suffocation 6 [close, progressive affliction vs. fortitude: dazed, stunned, incapacitated; 1pp]
  • Movement 3 [slithering, wall crawling 2; 6pp]
o   Flying 1 [60’, subtle 2, gliding; 1pp]          
o   Swimming 3 [60’; 1pp]
  • Protection 5 [5pp]
  • Super-strength 4 [limited to lifting; 3200 pounds; 4pp]

Offense
Initiative +4
Punch +10 close, 2 damage
Suffocate DC16 vs Fortitude

Defense
Dodge (0) 6, Parry (5) 6, Fortitude (5) 8, Will (2) 4, Toughness (5) 10

Complications
  • Adrenaline Junkie
  • Ne'er-do-well
  • Vulnerable to cold


Wednesday, February 9, 2011

Dirge/Sydney Montague

Photo by mzrn89 on deviantArt

Dirge
Sydney Montague
Power level 9 (stats 44 + powers 54 + advantages 8 + skills 17 + defenses 15 = 138)

Str 2, Sta 4, Agl 3, Dex 4, Fgt 1, Int 6, Awe 2, Pre 0

Skills
Acrobatics 3 (+6), Insight 3 (+5), Investigation 3 (+9), Perception 8 (+10), Ranged Combat: plasma blasts 4 (+8), stealth 3 (+6), Technology 10 (+16)

Advantages
Diehard, Fearless, Improved Initiative, Jack of All Trades, Languages 3 (French, Japanese, Mandarin, plus unknown; base: English), Uncanny Dodge

Powers
Nano Powered Body
·         Blast 10 [plasma; 10pp]
·         Communication 2 [radio; subtle 2; 10pp]
·         Enhanced Strength 4 [limited to lifting, max load 3200; 4pp]
·         Immunity 10 [special; sustained; 10pp]
·         Morph 2 [human females only; 10pp]
·         Protection 5 [5pp]
·         Regeneration 5 [5pp]

Offense
Initiative +7
Fist, +1 close, 2 damage
Plasma blast, +8 ranged, 10 damage

Defense
Dodge (6) 9, Parry 3, Fortitude (2) 6, Toughness 9, Will (7) 9

Complications
Obsession: with learning more about herself.
Hatred: towards those who have done her harm in her inherited memories.

This is Ryn's Mutants and Mastermind's character.  A girl who really doesnt remember that much about herself, save she is dead and an AI has taken over her body! 


Sydney sans her Dirge persona
Photo by OhApothecary on deviantArt

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...

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 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.

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
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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)
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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)
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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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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
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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
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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.