Sunday, December 6, 2009
Ethan Coll
(Photo by Skeygeta on deviantArt)
Ethan Coll
Power Level 8 (125pp) [+2 toughness, -2 defense]
Abilities: Str 14 (+2), Dex 10, Con 20 (+5), Int 12 (+2), Wis 12 (+2), Cha 14 (+2)
Skills: bluff 6 (+8), diplomacy 6 (+8),disable device 8 (+9), disguise 6 (+8), knowledge [popular culture] 6 (+7),language 8 [Portugese, German, Spanish, Mandarin, Italian, Japanese, Thai, Tagalog, Base: English], notice 8 (+9), slight of hand 8 (+8), stealth 8 (+8) swim 4 (+6)
Feats: attack focus (melee) 8, benefit 1 (LA Chapter), chokehold, equipment 1, improved grab, improved initiative, improved pin, instant up, luck 1, power attack, takedown attack 1, toughness 5
Powers
• Alternate form 8 [semi-solid form; concealment 4 (all visual senses: flaw: blending), elongation 5, flying 1 (flaw: gliding), immunity 2 (breath underwater, aging), insubstantial 1, morph 3 (any form), suffocate 5, super-movement (wall crawling) 1, swimming 2; 40pp]
• Super-strength 2 [max load 1400; 4pp]
Equipment: commlink (1ep), cell phone (1ep), +3 free points
Combat [base attack +0, base defense +6]: initiative +4, defense 16 (13 flatfooted), unarmed +8 melee, grapple +16
Saves: toughness +10, fortitude (2) +7, reflex (4) +4, will (3) +4
Complications: enemy (various law-enforcement agencies around the world)
Drawback: vulnerable (cold; uncommon/moderate; -2pp)
abilities (22) + skills (17: 68 points) + feats (23) + powers (44) + combat (12) + saves (9) - drawback (2) = 125
History:
• Once a world renown thief
• He was captured but made a deal with who captured him to join the LA chapter
• All of his wealth is gone... or is it!
• Likes being the center of attention! He will live with it for a decade or two
• Hold old is he? Well he is not saying! But he does keep on mentioning the odd old personality. The oldest mentioned is Leonardo Davinci.
• He is a total adrenaline junkie!
Ethan is for a for my friend's Freedom Force West game.
Saturday, November 21, 2009
Elomyria, Sage of Moonsilver
Elomyria, Elder Silver Dragon Level 22 Solo Brute
Huge natural magical beast XP 20,750
Initiative +16 Senses Perception +21; darkvision
HP 840; Bloodied 420
AC 34; Fortitude 36; Reflex 33; Will 33
Resist 25 cold
Saving Throws +5
Speed 6 , Fly 8 (hover), Overland Flight 15
Action Points 2
m Bite (standard; at-will)
Reach 2; +25 vs AC; 3d8 + 8 damage
m Claw (standard; at-will)
Reach 2; +25 vs AC; 2d8 + 8 damage
C Tail Slam (standard; at-will)
Close blast 5; +23 vs AC; 4d6 + 8 damage, and the target is dazed (save ends)
M Furious Dragon Onslaught (standard; at-will)
The elder silver dragon makes a claw attack against each enemy within reach. It also attacks one creature with a bite
M Wing Slice (immediate reaction, when an enemy attacks the elder silver dragon while flanking it; at-will)
Reach 2; targets the triggering enemy and an enemy flanking with the triggering enemy; +25 vs AC; 2d8 + 8 damage
C Breath Weapon (standard; recharge 4 5 6) • Cold
Close blast 5; +21 vs Reflex; 3d8 + 8 cold damage, and the target gains vulnerable 10 to all damage (save ends). Miss: Half damage
C Bloodied Breath (free, when first bloodied; encounter)
Breath weapon recharges, and the elder silver dragon uses it
C Frightful Presence (standard; encounter) • Fear
Close burst 10; targets enemies; +21 vs Will; the target is stunned until the end of the elder silver dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends)
Threatening Reach
An elder silver dragon can make opportunity attacks against all enemies within its reach (2 squares).
Unstoppable
An elder silver dragon makes saving throws against ongoing damage at the start of its turn as well as at the end of its turn.
Alignment Good Languages Common, Draconic
Skills Arcana +24, Dungeoneering +21, Insight +21, History +22, Nature +22, Religion +26
Str 27 (+19) Dex 21 (+16) Wis 20 (+16)
Con 26 (+19) Int 23 (+17) Cha 22 (+17)
© 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.
Elomyria is a fierce dragon, though not as strong as others of her kind. She was smarter however and used her intelligence to great effect, such as when she took out the red wyrm Ikkrandoarice.
She has not done much of anything lately however. She has been applying her incredible intelligence to more sedate pursuits and has become a sage of great reknown. Suli met her and after a lengthty discussion, she agreed to move and provide her intelligence and sagely skill to the Spires of the Moon.
She knows many rituals as well
Friday, November 20, 2009
Game World: Moonsilver
Moonsilver
Moonsilver is a bustling port city. They have a small arcane college, and a bardic school.
Population: 35000 with as many as half who live with in 50 miles
Government: Moonsilver is for all purposes a theocracy devoted to Sehanine. The mayor is Lord Severn (human male), a devout worshiper of Sehanine. The High Priestess is Lady Kometsu (elf female), and she practically runs everything... if it wasn’t for Lady Suli Bryghton (tiefling female). She is the real power behind the prosperity of Moonsilver.
Defense: Moonsilver possess a variety of different troop types. They have a small navy, a few airships and an army made up of not just warriors but heavily peppered with arcane casters and Sehenine acolytes. The Knights of the Moon are champions known far and wide.
Inns: Cock ‘n Dagger, Sehanine’s Rest
Taverns: the Bard Stop, the Flying Swallow, the Dancing Maiden
Supplies: Darvan Coaster, Vorkaan Trade House
Trade: trade simply flourishes in Moonsilver.
Temples
• The Spires of the Moon: Sehanine. It resides on the largest earthmote in Moonsilver. It hovers some four-hundred feet in the air and has a commanding view.
• Halls of Knowledge: Ioun with Corellon, Erathis and Moradin
• House of Change: Avandra with Melora
• The Rookery: Raven Queen
Important People
• Suli Bryghton (tiefling female; cleric [Sehanine]): the secret power behind Moonsilver. While she is not the church lead, she has considerable power as she controls the Umbral Order, a secret society of Sehanine worshipers.
• Kometsu of the Moonhair (elf female; cleric [Sehanine]): the high priestess of the Spires of the Moon.
• Elsair Skysilver (eladrin male; avenger [Sehanine]): a member of the Umbral Order
• Severn Thunderhand (human male): a large man at 6'6" and a devout worshiper of Sehanine
• Left (human female; fighter): a giantess standing at 13' tall. Mean and she takes no guff. Suli’s bodyguard
• 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
• Adeni Vorkaan (adult steel dragon male): no one knows that there is a dragon in their midst. Adeni is a merchant prince
• Akelnan Ullar (human male): the leader of the armed forces of Moonsilver. He is an older man with years of experience. He is looking to retire soon
• Bokendur Ironhammer (dwarf male): Akelnan’s well chosen second in command
• Naikel of the Moonsword (half-elf female): the newly formed head of the Knights of the Moon
• Chavie Dren (human female): captain of the airship the Autumn Raptor, a small skiff mainly used in smuggling
• Borta (minotaur male): a mercenary down on his luck
• Tessi (human female): a smiple bathmaid who works at the Cock'n'Dagger
• Nardenalf Golem-master (human male): master of the arcane college of Moonsilver. Master maker of golems. Always has at least one in attendance.
• Ea-lai of the Song (teifling female): the master of the bardic college of Moonsilver
Wednesday, November 18, 2009
Game World: The Barony of Dancouris
Barony of Dancouris: to the north of Sennesti across the Iron Mountains. Two cities, Dancouris and Travus (a port city) and 6 villages make up the Barony.
• Temples: Bahamut (minor), Erathis (minor), Melora, Raven Queen ,Sehanine
Important People
• Tristanna Dancouris (human female; sorcerer): Ryn’s character.
• Aylen Dancouris (human male; bard): father, 40. Was known as the Shepherd
• Janner (halfling male; sorcerer): an old halfling who is your tutor. He was an adventuring member of Aylen’s
• Nathron Bloodtalon (dragonborn male): captain of the guard. Many dragonborn in the guard
• Keri Dancouris (human female): mother, dead, died in childbirth with Tristanna. She was a skilled sorceress
• Sylen Skysilver-Dancouris (elf female): stepmother, 68 years old
• Andar Skysilver (elf male): stepbrother, 28, missing
• Keylan Skysilver-Dancouris (elf female): stepsister, 17
• Varis Skysilver-Dancouris (half-elf male): half-brother, newborn
• Immeral Skysilver (eladrin male): Sylen’s adopted father
• Rachi Skysilver (eladrin female; invoker [Sehanine]): Sylen’s adopted mother. A former adventuring member of Aylen’s
• Zanna (gnome female): Sylen’s handmaiden
• Beyissa (elf female): Tristanna’s guard
• Mika (human female): Tristanna’s guard
• Drokkar (dwarf male; cleric [Erathis]): a former adventuring member of Aylen’s. Semi retired to the church of Erathis
• Hogar (half-orc male; ranger): a big man with a spreading middle. Uncle Hogar is one of Aylen’s oldest friends and adventuring member. An aged half-orc. Retired to the castle
• Corwyn (human male; fighter): the youngest member of Aylen’s old adventuring company. A practical joker. Not retired but what he does it a mystery
• Chant (tiefling female): was one of your mothers best friends. She promised your mother she would watch over you. She was with you for the first 14 years and then she left. She comes into town every once in a while and you always welcome your Aunt Chant. She always seems to make it on your birthday.
• Hygal (adult copper dragon): a copper dragon who flys in the air above the barony. He doesnt attack anyone and his motives are unclear
• Myase (human female): a human merchant of some truly arcane and obscene items. But she always has the goods!
• Ellai (human female): maid
What has gone before
• Tristanna was born to Aylen when he was quite young.
• Keri, Tristanna’s mother died in childbirth. It practically devastated the man. He did the best he could however.
• Tris, as he calls her, grew up with the best, even though it was at the time a small barony. She had the best tutors available.
• The castle was being built. It was finished only some time this year. It took over 13 years to complete. Dancouris population as more than tripled during that time.
• Aylen had to spend a lot of time clearing his lands when she was a child. It all came to an end when she was about 11 years old when he defeated a dread necromancer Menhold. You and he spent much time together afterwards. You grew up looking a lot like your mother.
• When she was 18, her father met Sylen, they were married when she was 21.
• 22 is when they start the story
• Temples: Bahamut (minor), Erathis (minor), Melora, Raven Queen ,Sehanine
Important People
• Tristanna Dancouris (human female; sorcerer): Ryn’s character.
• Aylen Dancouris (human male; bard): father, 40. Was known as the Shepherd
• Janner (halfling male; sorcerer): an old halfling who is your tutor. He was an adventuring member of Aylen’s
• Nathron Bloodtalon (dragonborn male): captain of the guard. Many dragonborn in the guard
• Keri Dancouris (human female): mother, dead, died in childbirth with Tristanna. She was a skilled sorceress
• Sylen Skysilver-Dancouris (elf female): stepmother, 68 years old
• Andar Skysilver (elf male): stepbrother, 28, missing
• Keylan Skysilver-Dancouris (elf female): stepsister, 17
• Varis Skysilver-Dancouris (half-elf male): half-brother, newborn
• Immeral Skysilver (eladrin male): Sylen’s adopted father
• Rachi Skysilver (eladrin female; invoker [Sehanine]): Sylen’s adopted mother. A former adventuring member of Aylen’s
• Zanna (gnome female): Sylen’s handmaiden
• Beyissa (elf female): Tristanna’s guard
• Mika (human female): Tristanna’s guard
• Drokkar (dwarf male; cleric [Erathis]): a former adventuring member of Aylen’s. Semi retired to the church of Erathis
• Hogar (half-orc male; ranger): a big man with a spreading middle. Uncle Hogar is one of Aylen’s oldest friends and adventuring member. An aged half-orc. Retired to the castle
• Corwyn (human male; fighter): the youngest member of Aylen’s old adventuring company. A practical joker. Not retired but what he does it a mystery
• Chant (tiefling female): was one of your mothers best friends. She promised your mother she would watch over you. She was with you for the first 14 years and then she left. She comes into town every once in a while and you always welcome your Aunt Chant. She always seems to make it on your birthday.
• Hygal (adult copper dragon): a copper dragon who flys in the air above the barony. He doesnt attack anyone and his motives are unclear
• Myase (human female): a human merchant of some truly arcane and obscene items. But she always has the goods!
• Ellai (human female): maid
What has gone before
• Tristanna was born to Aylen when he was quite young.
• Keri, Tristanna’s mother died in childbirth. It practically devastated the man. He did the best he could however.
• Tris, as he calls her, grew up with the best, even though it was at the time a small barony. She had the best tutors available.
• The castle was being built. It was finished only some time this year. It took over 13 years to complete. Dancouris population as more than tripled during that time.
• Aylen had to spend a lot of time clearing his lands when she was a child. It all came to an end when she was about 11 years old when he defeated a dread necromancer Menhold. You and he spent much time together afterwards. You grew up looking a lot like your mother.
• When she was 18, her father met Sylen, they were married when she was 21.
• 22 is when they start the story
Tuesday, November 10, 2009
Ashellekai Eathkarise
====== Created Using Wizards of the Coast D&D Character Builder ======
Ashellekai Eathkarise, level 8
Human, Wizard
Arcane Implement Mastery: Tome of Readiness
FINAL ABILITY SCORES
Str 10, Con 13, Dex 10, Int 22, Wis 17, Cha 17.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 10, Int 18, Wis 15, Cha 17.
AC: 22 Fort: 18 Reflex: 23 Will: 22
HP: 51 Surges: 7 Surge Value: 12
TRAINED SKILLS
Religion +15, Nature +12, Arcana +15, Diplomacy +12, Insight +12, Dungeoneering +12
UNTRAINED SKILLS
Acrobatics +6, Bluff +7, Endurance +5, Heal +7, History +10, Intimidate +7, Perception +7, Stealth +6, Streetwise +7, Thievery +4, Athletics +6
FEATS
Wizard: Ritual Caster
Human: Initiate of the Faith
Level 1: Implement Expertise (Tome)
Level 2: Expanded Spellbook
Level 4: Student of Moil
Level 6: Divine Channeler (Cleric)
Level 8: Death Knell
POWERS
Bonus At-Will Power: Thunderwave
Divine Channeler (Cleric): Turn Undead
Tome of Readiness: Fire Burst
Wizard at-will 1: Magic Missile
Wizard at-will 1: Ray of Frost
Wizard encounter 1: Ray of Enfeeblement
Wizard daily 1: Wizard's Fury
Wizard daily 1 Spellbook: Sleep
Wizard daily 1 Spellbook: Freezing Cloud
Wizard utility 2: Guardian Blades
Wizard utility 2 Spellbook: Summon Shadow Serpent
Wizard encounter 3: Icy Rays
Wizard daily 5: Grasp of the Grave
Wizard daily 5 Spellbook: Bigby's Icy Grasp
Wizard daily 5 Spellbook: Summon Abyssal Maw
Wizard utility 6: Dimension Door
Wizard utility 6 Spellbook: Fire Shield
Wizard encounter 7: Winter's Wrath
ITEMS
Spellbook, Adventurer's Kit, Dagger (4), Magic Holy Symbol +1, Gloaming Shroud +2, Sandals of Precise Stepping (heroic tier), Tome of the North Wind +2, Magic Cloth Armor (Basic Clothing) +2, Potion of Healing (heroic tier)
RITUALS
Comprehend Language, Tenser's Floating Disk, Gentle Repose, Undead Servitor, Share Husk, Raise Dead, Speak with Dead, Disenchant Magic Item, Deathly Shroud, Skull Watch, Remove Affliction, Gravesight, Leomund's Secret Chest, Ironwood, Magic Circle, Undead Ward, Unseen Servant, Corpse Light, Last Sight Vision, Enchant Magic Item
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A character made for a friends game. Originally for 3.5 (a wizard/cleric/mystic thuerge), but here she is updated to 4e. I wonder what the other characters are going to be like! She is or was a necromancer.
Monday, November 9, 2009
Nar'ghul
Nar'ghul Level 1 Artillery
Medium natural humanoid XP 100
Initiative +3 Senses Perception +1; low-light vision
HP 25; Bloodied 12
AC 13; Fortitude 12; Reflex 13; Will 13
Speed 6
m Dagger (at-will; standard) • Weapon
+5 vs AC; 1d4 + 2 damage
A Death Flock (encounter; standard) • Force, Implement
Area burst 1 within 20; +4 vs Reflex; 1d6 + 5 force damage, and the target is dazed (save ends)
Mimicry
Nar'ghul can mimic sounds and voices. A successful Insight check opposed by the ringleader’s Bluff check allows a listener to determine that the effect is faked.
Alignment Unaligned Languages Common
Skills Arcana +8, Stealth +8
Str 10 (+0) Dex 16 (+3) Wis 13 (+1)
Con 13 (+1) Int 16 (+3) Cha 16 (+3)
Equipment Dagger, Implement, Wand
© 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.
Nar'ghul is the kenku apprentice of Calessa Devilin, created using the Monster Builder. A young and inexperienced wing-mage.
Tor
====== Created Using Wizards of the Coast D&D Character Builder ======
Tor, level 11
Longtooth Shifter, Rogue, Daggermaster
Rogue Tactics: Brutal Scoundrel
FINAL ABILITY SCORES
Str 20, Con 13, Dex 20, Int 11, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 12, Dex 17, Int 10, Wis 10, Cha 9.
AC: 25 Fort: 22 Reflex: 24 Will: 18
HP: 85 Surges: 7 Surge Value: 21
TRAINED SKILLS
Stealth +15, Thievery +15, Perception +11, Streetwise +10, Athletics +17, Intimidate +10
UNTRAINED SKILLS
Acrobatics +10, Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +6, Endurance +8, Heal +6, History +5, Insight +6, Nature +6, Religion +5
FEATS
Level 1: Backstabber
Level 2: Toughness
Level 4: Sturdy Shifter
Level 6: Surprise Knockdown
Level 8: Defensive Mobility
Level 10: Surprising Charge
Level 11: Rogue Weapon Mastery
POWERS
Rogue at-will 1: Probing Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Torturous Strike
Rogue daily 1: Trick Strike
Rogue utility 2: Bounding Leap
Rogue encounter 3: Low Slash
Rogue daily 5: Downward Spiral
Rogue utility 6: Guided Shot
Rogue encounter 7: Circling Predator
Rogue daily 9: Into Harm's Way
Rogue utility 10: Gap in the Armor
ITEMS
Magic Leather Armor +3, Wraithblade Dagger +2, Bracers of Infinite Blades (level 11), Periapt of Proof against Poison +2, Shuriken (10)
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Character for a new player in my Warriors of the Sun game
Tor, level 11
Longtooth Shifter, Rogue, Daggermaster
Rogue Tactics: Brutal Scoundrel
FINAL ABILITY SCORES
Str 20, Con 13, Dex 20, Int 11, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 12, Dex 17, Int 10, Wis 10, Cha 9.
AC: 25 Fort: 22 Reflex: 24 Will: 18
HP: 85 Surges: 7 Surge Value: 21
TRAINED SKILLS
Stealth +15, Thievery +15, Perception +11, Streetwise +10, Athletics +17, Intimidate +10
UNTRAINED SKILLS
Acrobatics +10, Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +6, Endurance +8, Heal +6, History +5, Insight +6, Nature +6, Religion +5
FEATS
Level 1: Backstabber
Level 2: Toughness
Level 4: Sturdy Shifter
Level 6: Surprise Knockdown
Level 8: Defensive Mobility
Level 10: Surprising Charge
Level 11: Rogue Weapon Mastery
POWERS
Rogue at-will 1: Probing Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Torturous Strike
Rogue daily 1: Trick Strike
Rogue utility 2: Bounding Leap
Rogue encounter 3: Low Slash
Rogue daily 5: Downward Spiral
Rogue utility 6: Guided Shot
Rogue encounter 7: Circling Predator
Rogue daily 9: Into Harm's Way
Rogue utility 10: Gap in the Armor
ITEMS
Magic Leather Armor +3, Wraithblade Dagger +2, Bracers of Infinite Blades (level 11), Periapt of Proof against Poison +2, Shuriken (10)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Character for a new player in my Warriors of the Sun game
Friday, November 6, 2009
Kala Kal'kanis, 6th level
====== Created Using Wizards of the Coast D&D Character Builder ======
Kala Kal'kanis, level 6
Drow, Swordmage
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
Darkfire: Darkfire Intelligence
Blood Drain: Blood Drain Strength
FINAL ABILITY SCORES
Str 16, Con 11, Dex 14, Int 18, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 11, Dex 12, Int 17, Wis 10, Cha 8.
AC: 20 Fort: 20 Reflex: 21 Will: 19
HP: 56 Surges: 8 Surge Value: 14
TRAINED SKILLS
Arcana +12, Diplomacy +8, History +12, Athletics +11
UNTRAINED SKILLS
Acrobatics +5, Bluff +3, Dungeoneering +3, Endurance +3, Heal +3, Insight +3, Intimidate +5, Nature +3, Perception +3, Religion +7, Stealth +7, Streetwise +3, Thievery +5
FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Vampiric Heritage
Level 6: Arcane Fire
POWERS
Swordmage at-will 1: Sword Burst (retrained to Frostwind Blade at Level 6)
Swordmage at-will 1: Greenflame Blade
Swordmage encounter 1: Blazing Pursuit
Swordmage daily 1: Whirling Blade
Swordmage utility 2: Host of Shields
Swordmage encounter 3: Blazing Lunge
Swordmage daily 5: Purifying Wound
Swordmage utility 6: Swordmage's Decree
ITEMS
Vicious Fullblade +1, Leather Armor, Drow House Insignia +4, Adventurer's Kit, Boots of Adept Charging (heroic tier)
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Calessa Devilin, 6th level
====== Created Using Wizards of the Coast D&D Character Builder ======
Calessa Devlin, level 6
Half-Elf, Wizard
Build: Control Wizard
Eldritch Blast: Eldritch Blast Charisma
Arcane Implement Mastery: Orb of Imposition
FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 17, Wis 12, Cha 19.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 12, Int 16, Wis 12, Cha 16.
AC: 17 Fort: 14 Reflex: 16 Will: 19
HP: 42 Surges: 7 Surge Value: 10
TRAINED SKILLS
Arcana +11, Religion +11, Insight +11, Diplomacy +14
UNTRAINED SKILLS
Acrobatics +4, Bluff +7, Dungeoneering +4, Endurance +4, Heal +4, History +6, Intimidate +7, Nature +4, Perception +4, Stealth +4, Streetwise +7, Thievery +4, Athletics +2
FEATS
Wizard: Ritual Caster
Level 1: Wintertouched
Level 2: Group Insight
Level 4: Elven Arcane Precision
Level 6: Arcane Familiar
POWERS
Dilettante: Eldritch Blast
Wizard at-will 1: Ray of Frost
Wizard at-will 1: Magic Missile
Wizard encounter 1: Chill Strike
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Freezing Cloud
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Feather Fall
Wizard encounter 3: Maze of Mirrors
Wizard daily 5: Glitterdust
Wizard daily 5 Spellbook: Web
Wizard utility 6: Invisibility
Wizard utility 6 Spellbook: Arcane Insight
ITEMS
Spellbook, Adventurer's Kit, Dagger, Fine Clothing, Magic Orb +1, Potion of Healing (heroic tier), Circlet of Second Chances (heroic tier), Slick Cloth Armor (Basic Clothing) +1
RITUALS
Arcane Mark, Brew Potion, Make Whole, Gentle Repose, Comprehend Language, Detect Secret Doors, Water Walk, Animal Messenger, Amanuensis
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She got the Amulet like she was supposed to, but the artifact is giving them all bizzare dreams, involving a lot of sex and a woman with blazing blood red hair.
Lexihara Bloodtalon, 6th level
====== Created Using Wizards of the Coast D&D Character Builder ======
Lexihara Bloodtalon, level 6
Dragonborn, Warlord
Build: Inspiring Warlord
Commanding Presence: Inspiring Presence
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
FINAL ABILITY SCORES
Str 17, Con 14, Dex 10, Int 14, Wis 10, Cha 17.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 10, Int 14, Wis 10, Cha 14.
AC: 21 Fort: 17 Reflex: 16 Will: 17
HP: 56 Surges: 9 Surge Value: 16
TRAINED SKILLS
Endurance +9, Athletics +10, Intimidate +13, Diplomacy +11
UNTRAINED SKILLS
Acrobatics +2, Arcana +5, Bluff +6, Dungeoneering +3, Heal +3, History +7, Insight +3, Nature +3, Perception +4, Religion +5, Stealth +2, Streetwise +6, Thievery +2
FEATS
Level 1: Toughness
Level 2: Dragonborn Senses
Level 4: Improved Inspiring Word
Level 6: Double Team
POWERS
Warlord at-will 1: Furious Smash
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Hammer and Anvil
Warlord daily 1: Bastion of Defense
Warlord utility 2: Shake It Off
Warlord encounter 3: Warlord's Strike
Warlord daily 5: Stand the Fallen
Warlord utility 6: Stand Tough
ITEMS
Adventurer's Kit, Light Shield, Veteran's Chainmail +1, Magic Broadsword +1, Flask (empty), Fine Clothing, Wine, Bottle (2), Short sword, Bashing Shield Light Shield (heroic tier), Potion of Healing (heroic tier), Ironskin Belt (heroic tier)
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6th level! And they have Amulet they were questing for! Now they have to get it back!
Wednesday, October 14, 2009
Aurin, 13th level
====== Created Using Wizards of the Coast D&D Character Builder ======
Aurin Dawnbringer, level 13
Human, Invoker, Flame of Hope
Divine Covenant: Covenant of Wrath
FINAL ABILITY SCORES
Str 12, Con 14, Dex 14, Int 16, Wis 20, Cha 14.
STARTING ABILITY SCORES
Str 11, Con 13, Dex 13, Int 13, Wis 15, Cha 13.
AC: 25 Fort: 22 Reflex: 23 Will: 25
HP: 72 Surges: 8 Surge Value: 18
TRAINED SKILLS
History +14, Religion +14, Insight +16, Arcana +14, Intimidate +13, Perception +16
UNTRAINED SKILLS
Acrobatics +7, Bluff +8, Diplomacy +8, Dungeoneering +11, Endurance +7, Heal +11, Nature +11, Stealth +7, Streetwise +8, Thievery +7, Athletics +6
FEATS
Invoker: Ritual Caster
Human: Astral Fire
Level 1: Skill Training (Perception)
Level 2: Armor of Bahamut
Level 4: Solar Enemy
Level 6: Implement Expertise (staff)
Level 8: Action Surge
Level 10: Speed Loader (retrained to Combat Anticipation at Level 11)
Level 11: Devastating Critical
Level 12: Speaker of the Gods
POWERS
Bonus At-Will Power: Grasping Shards
Invoker at-will 1: Sun Strike
Invoker at-will 1: Avenging Light
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Purging Flame
Invoker utility 2: Wall of Light
Invoker encounter 3: Sun Hammer
Invoker daily 5: Searing Orb
Invoker utility 6: Symbol of Hope
Invoker encounter 7: Invoke Obedience
Invoker daily 9: Cerulean Flames
Invoker utility 10: Covenant of Endurance
Invoker encounter 13: Pillar of Guardian Flame (replaces Sun Hammer)
ITEMS
Ritual Book, Astral Fire Chainmail +3, Magic Staff +3, Cloak of Resistance +2, Adventurer's Kit, Battlestrider Greaves (paragon tier), Dagger (2), Repeating crossbow, Crossbow Bolts (20), Magic Holy Symbol +1, Gloves of Storing (heroic tier), Alchemical Reagents (Arcana) (1200), Sanctified Incense (Religion) (1000), Residuum (Any) (2530), Magazine
RITUALS
Hand of Fate, Comprehend Language, Gentle Repose, Animal Messenger, Arcane Mark, Enchant Magic Item, Magic Circle, Disenchant Magic Item, Wizard's Sight, Passwall, Sending, Raise Dead, Consult Mystic Sages
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Aurin Dawnbringer, level 13
Human, Invoker, Flame of Hope
Divine Covenant: Covenant of Wrath
FINAL ABILITY SCORES
Str 12, Con 14, Dex 14, Int 16, Wis 20, Cha 14.
STARTING ABILITY SCORES
Str 11, Con 13, Dex 13, Int 13, Wis 15, Cha 13.
AC: 25 Fort: 22 Reflex: 23 Will: 25
HP: 72 Surges: 8 Surge Value: 18
TRAINED SKILLS
History +14, Religion +14, Insight +16, Arcana +14, Intimidate +13, Perception +16
UNTRAINED SKILLS
Acrobatics +7, Bluff +8, Diplomacy +8, Dungeoneering +11, Endurance +7, Heal +11, Nature +11, Stealth +7, Streetwise +8, Thievery +7, Athletics +6
FEATS
Invoker: Ritual Caster
Human: Astral Fire
Level 1: Skill Training (Perception)
Level 2: Armor of Bahamut
Level 4: Solar Enemy
Level 6: Implement Expertise (staff)
Level 8: Action Surge
Level 10: Speed Loader (retrained to Combat Anticipation at Level 11)
Level 11: Devastating Critical
Level 12: Speaker of the Gods
POWERS
Bonus At-Will Power: Grasping Shards
Invoker at-will 1: Sun Strike
Invoker at-will 1: Avenging Light
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Purging Flame
Invoker utility 2: Wall of Light
Invoker encounter 3: Sun Hammer
Invoker daily 5: Searing Orb
Invoker utility 6: Symbol of Hope
Invoker encounter 7: Invoke Obedience
Invoker daily 9: Cerulean Flames
Invoker utility 10: Covenant of Endurance
Invoker encounter 13: Pillar of Guardian Flame (replaces Sun Hammer)
ITEMS
Ritual Book, Astral Fire Chainmail +3, Magic Staff +3, Cloak of Resistance +2, Adventurer's Kit, Battlestrider Greaves (paragon tier), Dagger (2), Repeating crossbow, Crossbow Bolts (20), Magic Holy Symbol +1, Gloves of Storing (heroic tier), Alchemical Reagents (Arcana) (1200), Sanctified Incense (Religion) (1000), Residuum (Any) (2530), Magazine
RITUALS
Hand of Fate, Comprehend Language, Gentle Repose, Animal Messenger, Arcane Mark, Enchant Magic Item, Magic Circle, Disenchant Magic Item, Wizard's Sight, Passwall, Sending, Raise Dead, Consult Mystic Sages
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Lady Vai for Part 3: Of Sages and Priests
Lady Anistyrnia Vai
PL 10 (160pp)
Abilities: Str 10 (+10) Dex 10 (+0) Con 10 (+0) Int 22 (+6) Wis 20 (+5) Cha 20 (+5)
Skills: Bluff 8 (+13 /+17), Concentration 10 (+15), Diplomacy 8 (+13 /+17), Gather Information 8 (+13), Intimidate 3 (+8) Knowledge (Arcane lore) 13 (+19), Knowledge (Civics) 4 (+10), Knowledge (Theology & Philosophy) 8 (+14), Notice 6 (+11), Perform (Singing) 4 (+9), Sense motive 8 (+13), Languages: (Sidhe, Ancient, Troll, Orc; Base: Common)
Feats: Artificer, Attack Focus [Ranged], Attack Specialization [Sorcery] (4), Benefit [Status: Granddaughter of Aglin Vani]), Connected, Contacts, Dedicated, Dodge Focus (7), 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 11 [force field; 11pp], Super-senses 1 [detect magic; 1pp]
Sorcery 11 (45pp)
→ Mystic Arrow Blast 11 ["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 10 ["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 11 ["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 5 [illusion (all senses); extra: selective attack, learned caster; flaws: side effect (fatigue, always occurs), phantasm]
→ Telekinesis 10 ["Taija’s Invisible Hand"; extra: damaging, perception, learned caster; feats: precise, subtle; flaws: side effect (fatigue, always occurs)]
→ Teleport 11 [extra: accurate, learned caster; feats: easy, progression (3), turnabout; flaws: side effect (fatigue, always occurs), short range only]
→ Obscure 11 ["Taija’s Miasma"; visual; extra: learned caster; feats: selective; flaws: side effect (fatigue, always occurs)]
→ Scrying 11 ["The Eye of Taija"; ESP (all senses); extra: learned caster; feats: subtle (2); flaws: side effect (fatigue, always occurs)]
Combat: Attack +0 (+1 Ranged, +9 Sorcery) [Unarmed +0, Mystic Blasts +11; 19-20 Crit]; Defense 19 (11 flat-footed); Init +6
Saves: Toughness +11 (+11 flat-footed); Fort +6; Ref +6; Will +13
Equipment: The Bow of Heylen (Damage +3; Mighty [3], Improved Critical)
Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; -1 charisma/20 minutes; 4pp)
Abilities 32 + Skills 21 + Feats 26 + Powers 65 + Combat 4 + Saves 20 - Drawbacks 8 = 160pp
Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)
Tuesday, September 22, 2009
Katheryn Kathleen Young
[photo by CosmoPhoto on deviantArt]
Katheryn Kathleen Young
Corporal and medic.
Power level 6 [Abilities 19 + Skills 18 + Feats 16 + Powers 12 + Combat 20 + Saves 16 - Drawbacks 0 = 101]
Str 10, Dex 14 (+2), Con 11, Int 13 (+1), Wis 17 (+3), Chr 14 (+2)
Skills: climb 4 (+4), computers 4 (+5), concentration 6 (+9), craft [chemical] 4 (+5), diplomacy 4 (+6/+10 attractive), drive 4 (+6), knowledge [life sciences] 6 (+7), medicine 10 (+13), notice 6 (+9), profession [medic] 6 (+9), sense motive 6 (+9), stealth 4 (+6), survival 4 (+7), swim 4 (+4)
Feats: attack focus (ranged) 2, attractive, benefit 2 [security clearance, status (handler)], equipment 9, luck 1, precise shot
Equipment: ARC armored jumpsuit (+3 toughness, camo (foliage, urban, night); 6ec), arsenal (submachine gun, heavy pistol, knife; 14ec), grenades (frag, smoke; 16ec), cell phone (1ec), laptop (1c), multitool (1ec), gas mask (1ec), GPS receiver (1ec), +4 free points
Powers
• Med-kit [healing 6; 12pp]
Combat [base attack +4, base defense +6]: attack +4 melee (+0 unarmed, +1 knife), attack +6 ranged (+4 pistol; +4 SMG, autofire); defenses +6; initiative +2
Saves: Toughness +5; fort save (+4) +4; Ref save (+6) +8; Will save (+5) +8
Complication: phobia (claustrophobia), responsibility (military, child psychic)
Kit-Kat, as some in her old platoon called her, is one of the newest Handler of Sarah, a pychic young girl who can "melt" stuff with her mind!
Katheryn Kathleen Young
Corporal and medic.
Power level 6 [Abilities 19 + Skills 18 + Feats 16 + Powers 12 + Combat 20 + Saves 16 - Drawbacks 0 = 101]
Str 10, Dex 14 (+2), Con 11, Int 13 (+1), Wis 17 (+3), Chr 14 (+2)
Skills: climb 4 (+4), computers 4 (+5), concentration 6 (+9), craft [chemical] 4 (+5), diplomacy 4 (+6/+10 attractive), drive 4 (+6), knowledge [life sciences] 6 (+7), medicine 10 (+13), notice 6 (+9), profession [medic] 6 (+9), sense motive 6 (+9), stealth 4 (+6), survival 4 (+7), swim 4 (+4)
Feats: attack focus (ranged) 2, attractive, benefit 2 [security clearance, status (handler)], equipment 9, luck 1, precise shot
Equipment: ARC armored jumpsuit (+3 toughness, camo (foliage, urban, night); 6ec), arsenal (submachine gun, heavy pistol, knife; 14ec), grenades (frag, smoke; 16ec), cell phone (1ec), laptop (1c), multitool (1ec), gas mask (1ec), GPS receiver (1ec), +4 free points
Powers
• Med-kit [healing 6; 12pp]
Combat [base attack +4, base defense +6]: attack +4 melee (+0 unarmed, +1 knife), attack +6 ranged (+4 pistol; +4 SMG, autofire); defenses +6; initiative +2
Saves: Toughness +5; fort save (+4) +4; Ref save (+6) +8; Will save (+5) +8
Complication: phobia (claustrophobia), responsibility (military, child psychic)
Kit-Kat, as some in her old platoon called her, is one of the newest Handler of Sarah, a pychic young girl who can "melt" stuff with her mind!
Sunday, September 20, 2009
They need a name!
====== Created Using Wizards of the Coast D&D Character Builder ======
Khouri, level 1
Elf, Cleric
FINAL ABILITY SCORES
Str 12, Con 10, Dex 16, Int 9, Wis 18, Cha 14.
STARTING ABILITY SCORES
Str 12, Con 10, Dex 14, Int 9, Wis 16, Cha 14.
AC: 16 Fort: 11 Reflex: 13 Will: 16
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS
Religion +4, Diplomacy +7, Heal +9, Insight +9
UNTRAINED SKILLS
Acrobatics +2, Arcana -1, Bluff +2, Dungeoneering +4, Endurance -1, History -1, Intimidate +2, Nature +6, Perception +6, Stealth +2, Streetwise +2, Thievery +2, Athletics
FEATS
Cleric: Ritual Caster
Level 1: Implement Expertise (holy symbol)
POWERS
Channel Divinity: Turn Undead
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Divine Glow
Cleric daily 1: Cascade of Light
ITEMS
Ritual Book, Adventurer's Kit, Dagger (2), Holy Symbol, Longbow, Hide Armor, Arrows (30), Mace
RITUALS
Gentle Repose, Unseen Servant
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====== Created Using Wizards of the Coast D&D Character Builder ======
Rhadze, level 1
Tiefling, Swordmage
Swordmage Aegis: Aegis of Assault
FINAL ABILITY SCORES
Str 13, Con 14, Dex 10, Int 18, Wis 10, Cha 15.
STARTING ABILITY SCORES
Str 13, Con 14, Dex 10, Int 16, Wis 10, Cha 13.
AC: 19 Fort: 12 Reflex: 14 Will: 14
HP: 29 Surges: 10 Surge Value: 7
TRAINED SKILLS
Arcana +9, History +9, Diplomacy +7, Athletics +6
UNTRAINED SKILLS
Acrobatics, Bluff +4, Dungeoneering, Endurance +2, Heal, Insight, Intimidate +2, Nature, Perception, Religion +4, Stealth +2, Streetwise +2, Thievery
FEATS
Level 1: Intelligent Blademaster
POWERS
Swordmage at-will 1: Luring Strike
Swordmage at-will 1: Greenflame Blade
Swordmage encounter 1: Blazing Pursuit
Swordmage daily 1: Dimensional Thunder
ITEMS
Adventurer's Kit, Leather Armor, Longsword, Dagger (2), Javelin (2), Grappling Hook, Lantern, Oil (1 pint) (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ======
Moke, level 1
Dwarf, Barbarian
Feral Might: Rageblood Vigor
FINAL ABILITY SCORES
Str 16, Con 18, Dex 12, Int 10, Wis 10, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 10, Wis 8, Cha 12.
AC: 15 Fort: 16 Reflex: 12 Will: 11
HP: 33 Surges: 12 Surge Value: 8
TRAINED SKILLS
Intimidate +6, Endurance +10, Athletics +7
UNTRAINED SKILLS
Acrobatics, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal, History, Insight, Nature, Perception, Religion, Stealth, Streetwise +1, Thievery
FEATS
Level 1: Dwarven Weapon Training
POWERS
Barbarian at-will 1: Recuperating Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Great Cleave
Barbarian daily 1: Bloodhunt Rage
ITEMS
Adventurer's Kit, Hide Armor, Execution axe, Dagger (2), Handaxe (2)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Sarte, level 1
Dragonborn, Fighter
Fighter Talents: Two-handed Weapon Talent
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
FINAL ABILITY SCORES
Str 18, Con 14, Dex 14, Int 10, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 10, Wis 13, Cha 8.
AC: 17 Fort: 16 Reflex: 12 Will: 11
HP: 29 Surges: 11 Surge Value: 9
TRAINED SKILLS
Athletics +9, Endurance +7, Intimidate +7
UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Religion, Stealth +2, Streetwise, Thievery +2
FEATS
Level 1: Weapon Focus (Spear)
POWERS
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Lasting Threat
ITEMS
Adventurer's Kit, Scale Armor, Dagger (2), Longspear, Shortbow, Arrows (30)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The character I have in my new campaign!
Khouri, level 1
Elf, Cleric
FINAL ABILITY SCORES
Str 12, Con 10, Dex 16, Int 9, Wis 18, Cha 14.
STARTING ABILITY SCORES
Str 12, Con 10, Dex 14, Int 9, Wis 16, Cha 14.
AC: 16 Fort: 11 Reflex: 13 Will: 16
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS
Religion +4, Diplomacy +7, Heal +9, Insight +9
UNTRAINED SKILLS
Acrobatics +2, Arcana -1, Bluff +2, Dungeoneering +4, Endurance -1, History -1, Intimidate +2, Nature +6, Perception +6, Stealth +2, Streetwise +2, Thievery +2, Athletics
FEATS
Cleric: Ritual Caster
Level 1: Implement Expertise (holy symbol)
POWERS
Channel Divinity: Turn Undead
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Divine Glow
Cleric daily 1: Cascade of Light
ITEMS
Ritual Book, Adventurer's Kit, Dagger (2), Holy Symbol, Longbow, Hide Armor, Arrows (30), Mace
RITUALS
Gentle Repose, Unseen Servant
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====== Created Using Wizards of the Coast D&D Character Builder ======
Rhadze, level 1
Tiefling, Swordmage
Swordmage Aegis: Aegis of Assault
FINAL ABILITY SCORES
Str 13, Con 14, Dex 10, Int 18, Wis 10, Cha 15.
STARTING ABILITY SCORES
Str 13, Con 14, Dex 10, Int 16, Wis 10, Cha 13.
AC: 19 Fort: 12 Reflex: 14 Will: 14
HP: 29 Surges: 10 Surge Value: 7
TRAINED SKILLS
Arcana +9, History +9, Diplomacy +7, Athletics +6
UNTRAINED SKILLS
Acrobatics, Bluff +4, Dungeoneering, Endurance +2, Heal, Insight, Intimidate +2, Nature, Perception, Religion +4, Stealth +2, Streetwise +2, Thievery
FEATS
Level 1: Intelligent Blademaster
POWERS
Swordmage at-will 1: Luring Strike
Swordmage at-will 1: Greenflame Blade
Swordmage encounter 1: Blazing Pursuit
Swordmage daily 1: Dimensional Thunder
ITEMS
Adventurer's Kit, Leather Armor, Longsword, Dagger (2), Javelin (2), Grappling Hook, Lantern, Oil (1 pint) (2)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Moke, level 1
Dwarf, Barbarian
Feral Might: Rageblood Vigor
FINAL ABILITY SCORES
Str 16, Con 18, Dex 12, Int 10, Wis 10, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 10, Wis 8, Cha 12.
AC: 15 Fort: 16 Reflex: 12 Will: 11
HP: 33 Surges: 12 Surge Value: 8
TRAINED SKILLS
Intimidate +6, Endurance +10, Athletics +7
UNTRAINED SKILLS
Acrobatics, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal, History, Insight, Nature, Perception, Religion, Stealth, Streetwise +1, Thievery
FEATS
Level 1: Dwarven Weapon Training
POWERS
Barbarian at-will 1: Recuperating Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Great Cleave
Barbarian daily 1: Bloodhunt Rage
ITEMS
Adventurer's Kit, Hide Armor, Execution axe, Dagger (2), Handaxe (2)
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====== Created Using Wizards of the Coast D&D Character Builder ======
Sarte, level 1
Dragonborn, Fighter
Fighter Talents: Two-handed Weapon Talent
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
FINAL ABILITY SCORES
Str 18, Con 14, Dex 14, Int 10, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 10, Wis 13, Cha 8.
AC: 17 Fort: 16 Reflex: 12 Will: 11
HP: 29 Surges: 11 Surge Value: 9
TRAINED SKILLS
Athletics +9, Endurance +7, Intimidate +7
UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Religion, Stealth +2, Streetwise, Thievery +2
FEATS
Level 1: Weapon Focus (Spear)
POWERS
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Lasting Threat
ITEMS
Adventurer's Kit, Scale Armor, Dagger (2), Longspear, Shortbow, Arrows (30)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The character I have in my new campaign!
Game World: Mirehold
(pic by snowskadi on deviantArt)
Mirehold
Even with part of the city facing flooding, Mirehold is an important town. It occupies a strategic crossroads between the Empire of Rothsburg, the Barony of Dancouris and Moonsilver. The waterline is an important divsion and much of Mirehold that is controlled by the River Knives is built on pontoons.
Population: 850 with 500-1000 extras who are in the town on business or trade.
Government: the Lord Mayor Persi (halfling male) fights a battle with the River Knives. They pretty much each control half of the city.
Defense: there are 80 town guard, about 20 of them are on the River Knives payroll.
Inns: the Marsh Wren, the Dozing Dwarf
Taverns: the Pink Dragon, Iron Barley, Pond Scum. Pond Scum is a tavern built on a barge and is a River Knives hang out.
Supplies: Elo, is a drunk old halfling who is the best weaponsmith around... when he is not drunk. Darvan Coaster, Hesk’s Emporium
Trade: trade is an important factor in the survival of Mirehold.
Temples
• The House of the Moon is a temple devoted to Sehanine. Lady Casteri (human female), is an older lady whose husband, a fellow adventurer, died a long time ago. Closely allied with Moonsilver. There are also shrines the Avandra and Corellon.
• Temple of the Blood Hunt is a temple to Melora. Kron (elf male), is the temple lead. It is said once a month, on the new moon, he lead a few of his followers on a hunt...
• There is a small shrine to the Raven Queen, and a mysterious woman known only as Rell (human female) attends to it and to the cemetery. No one messes with her and they all give her a wide birth unless they need business with her.
Mirehold
Even with part of the city facing flooding, Mirehold is an important town. It occupies a strategic crossroads between the Empire of Rothsburg, the Barony of Dancouris and Moonsilver. The waterline is an important divsion and much of Mirehold that is controlled by the River Knives is built on pontoons.
Population: 850 with 500-1000 extras who are in the town on business or trade.
Government: the Lord Mayor Persi (halfling male) fights a battle with the River Knives. They pretty much each control half of the city.
Defense: there are 80 town guard, about 20 of them are on the River Knives payroll.
Inns: the Marsh Wren, the Dozing Dwarf
Taverns: the Pink Dragon, Iron Barley, Pond Scum. Pond Scum is a tavern built on a barge and is a River Knives hang out.
Supplies: Elo, is a drunk old halfling who is the best weaponsmith around... when he is not drunk. Darvan Coaster, Hesk’s Emporium
Trade: trade is an important factor in the survival of Mirehold.
Temples
• The House of the Moon is a temple devoted to Sehanine. Lady Casteri (human female), is an older lady whose husband, a fellow adventurer, died a long time ago. Closely allied with Moonsilver. There are also shrines the Avandra and Corellon.
• Temple of the Blood Hunt is a temple to Melora. Kron (elf male), is the temple lead. It is said once a month, on the new moon, he lead a few of his followers on a hunt...
• There is a small shrine to the Raven Queen, and a mysterious woman known only as Rell (human female) attends to it and to the cemetery. No one messes with her and they all give her a wide birth unless they need business with her.
Friday, August 21, 2009
Carissa Feyweaver
[pic goes here]
====== Created Using Wizards of the Coast D&D Character Builder ======
Carissa Feyweaver, level 4
Human, Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact
FINAL ABILITY SCORES
Str 8, Con 8, Dex 8, Int 17, Wis 11, Cha 21.
STARTING ABILITY SCORES
Str 8, Con 8, Dex 8, Int 16, Wis 11, Cha 18.
AC: 16 Fort: 13 Reflex: 18 Will: 20
HP: 35 Surges: 5 Surge Value: 8
TRAINED SKILLS
Religion +10, Insight +7, History +10, Bluff +12, Arcana +10
UNTRAINED SKILLS
Acrobatics +3, Diplomacy +9, Dungeoneering +4, Endurance +3, Heal +4, Intimidate +9, Nature +4, Perception +4, Stealth +3, Streetwise +9, Thievery +3, Athletics +3
FEATS
Human: Human Perseverance
Level 1: Improved Misty Step
Level 2: Improved Initiative
Level 4: Jack of All Trades
POWERS
Bonus At-Will Power: Dire Radiance
Warlock encounter 1: Witchfire
Warlock daily 1: Curse of the Dark Dream
Warlock utility 2: Beguiling Tongue
Warlock encounter 3: Eldritch Rain
ITEMS
Adventurer's Kit, Magic Cloth Armor (Basic Clothing) +1, Pact Blade Dagger +1, Amulet of Protection +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The new character in the Slave for a Day campaign! A warlock in family of warlocks.
====== Created Using Wizards of the Coast D&D Character Builder ======
Carissa Feyweaver, level 4
Human, Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact
FINAL ABILITY SCORES
Str 8, Con 8, Dex 8, Int 17, Wis 11, Cha 21.
STARTING ABILITY SCORES
Str 8, Con 8, Dex 8, Int 16, Wis 11, Cha 18.
AC: 16 Fort: 13 Reflex: 18 Will: 20
HP: 35 Surges: 5 Surge Value: 8
TRAINED SKILLS
Religion +10, Insight +7, History +10, Bluff +12, Arcana +10
UNTRAINED SKILLS
Acrobatics +3, Diplomacy +9, Dungeoneering +4, Endurance +3, Heal +4, Intimidate +9, Nature +4, Perception +4, Stealth +3, Streetwise +9, Thievery +3, Athletics +3
FEATS
Human: Human Perseverance
Level 1: Improved Misty Step
Level 2: Improved Initiative
Level 4: Jack of All Trades
POWERS
Bonus At-Will Power: Dire Radiance
Warlock encounter 1: Witchfire
Warlock daily 1: Curse of the Dark Dream
Warlock utility 2: Beguiling Tongue
Warlock encounter 3: Eldritch Rain
ITEMS
Adventurer's Kit, Magic Cloth Armor (Basic Clothing) +1, Pact Blade Dagger +1, Amulet of Protection +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The new character in the Slave for a Day campaign! A warlock in family of warlocks.
Saturday, August 8, 2009
Rynyn (updated)
(photo by shelovessnow on deviantArt)
Rynyn
Child psychic, power level 7 [Abilities 25 + Skills 12 + Feats 14 + Powers 40 + Combat 14 + Saves 16 - Drawbacks 1 = 120]
Str 11, Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
Skills: bluff 4 (+7/+11 attractive), concentration 8 (+10), diplomacy 4 (+7/+11 attractive), disguise 2 (+5), knowledge (parapsychological science) 6 (+9), knowledge (physical science) 4 (+7), medicine 3 (+5), notice 6 (+8), profession (cook) 4 (+6), sense motive 1 (+3), stealth 6 (+8)
Feats: attack focus (melee) 2, attack specialization (blast) 2, attractive, benefit 2 [alternate identity (Shae Black), status (child psychic)], equipment 2, dodge focus 3, luck 1, precise shot.
Equipment: arsenal (light pistol, knife; 7ec), cell phone (1ec), panic button (1ec), e-reader (1ec)
Powers
• Blast 7 [grav-shifting; extra: penetrating; alternate powers: blast 5 (extra: autofire 1, penetrating); 22pp]
• Super-senses 1 [danger sense; 1pp]
• Transform 5 [2 point mental version; extra: continuous; alternate powers: mind control 7, telepathy 7; 17pp]
Combat (base attack +3, base defense +4): attack +5 melee (+0 unarmed, +1 knife), attack +7 ranged (+7 grav-shift, penetrating), attack +7 ranged (+5 grav-shifting, autofire, penetrating), attack +3 ranged (+3 light pistol), defense 17 (12 flat-footed), grapple +3, initiative +2
Saves: Toughness +2 (+2 flat-footed); Fort save (+6) +8; Ref save (+4) +6; Will save (+6) +8
Complications: enemy (Becky)
Drawbacks: power give away (bloody noses; 1pp)
Rynyn
Child psychic, power level 7 [Abilities 25 + Skills 12 + Feats 14 + Powers 40 + Combat 14 + Saves 16 - Drawbacks 1 = 120]
Str 11, Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
Skills: bluff 4 (+7/+11 attractive), concentration 8 (+10), diplomacy 4 (+7/+11 attractive), disguise 2 (+5), knowledge (parapsychological science) 6 (+9), knowledge (physical science) 4 (+7), medicine 3 (+5), notice 6 (+8), profession (cook) 4 (+6), sense motive 1 (+3), stealth 6 (+8)
Feats: attack focus (melee) 2, attack specialization (blast) 2, attractive, benefit 2 [alternate identity (Shae Black), status (child psychic)], equipment 2, dodge focus 3, luck 1, precise shot.
Equipment: arsenal (light pistol, knife; 7ec), cell phone (1ec), panic button (1ec), e-reader (1ec)
Powers
• Blast 7 [grav-shifting; extra: penetrating; alternate powers: blast 5 (extra: autofire 1, penetrating); 22pp]
• Super-senses 1 [danger sense; 1pp]
• Transform 5 [2 point mental version; extra: continuous; alternate powers: mind control 7, telepathy 7; 17pp]
Combat (base attack +3, base defense +4): attack +5 melee (+0 unarmed, +1 knife), attack +7 ranged (+7 grav-shift, penetrating), attack +7 ranged (+5 grav-shifting, autofire, penetrating), attack +3 ranged (+3 light pistol), defense 17 (12 flat-footed), grapple +3, initiative +2
Saves: Toughness +2 (+2 flat-footed); Fort save (+6) +8; Ref save (+4) +6; Will save (+6) +8
Complications: enemy (Becky)
Drawbacks: power give away (bloody noses; 1pp)
Wednesday, July 15, 2009
Stalsi Salings
(Deni to the left, Stalsi to the right)
====== Created Using Wizards of the Coast D&D Character Builder ======
Stalsi, level 1
Human, Rogue
Build: Trickster Rogue
Rogue Tactics: Artful Dodger
FINAL ABILITY SCORES
Str 12, Con 12, Dex 18, Int 12, Wis 10, Cha 14.
STARTING ABILITY SCORES
Str 12, Con 12, Dex 16, Int 12, Wis 10, Cha 14.
AC: 16 Fort: 12 Reflex: 17 Will: 13
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Perception +5, Stealth +9, Thievery +9, Streetwise +7, Bluff +7, Athletics +6, Acrobatics +9
UNTRAINED SKILLS
Arcana +1, Diplomacy +2, Dungeoneering, Endurance +1, Heal, History +1, Insight, Intimidate +2, Nature, Religion +1
FEATS
Human: Human Perseverance
Level 1: Backstabber
POWERS
Bonus At-Will Power: Piercing Strike
Rogue at-will 1: Sly Flourish
Rogue at-will 1: Deft Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Trick Strike
ITEMS
Thieves' Tools, Short sword, Dagger, Leather Armor, Flask (empty), Climber's Kit, Fine Clothing, Rope, Silk (50 ft.), Pouch, Belt (empty), Backpack (empty), Deni
====== Copy to Clipboard and Press the Import Button on the Summary Tab =====
Stalsi is the only daugher of a powerful noble family. She ran afoul of a wizard and her and her handmaid Deni became the playthings to Daelyss. She will be a slave for a year and a day, but she will keep adding days to save people!
Deni is a first level creature who will do just about anything for Stalsi. She has a str 9, dex 12, con 12, int 12, wis 9, cha 16. She is trained in Diplomacy.
Thursday, July 9, 2009
Targath Quickblade
====== Created Using Wizards of the Coast D&D Character Builder ======
Targath Quickblade, level 10
Half-Orc, Fighter
Fighter Talents: Tempest Technique
FINAL ABILITY SCORES
Str 18, Con 14, Dex 18, Int 8, Wis 14, Cha 12.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 14, Int 8, Wis 14, Cha 12.
AC: 25 Fort: 23 Reflex: 22 Will: 19
HP: 83 Surges: 11 Surge Value: 20
TRAINED SKILLS
Intimidate +13, Endurance +13, Athletics +13, Thievery +13
UNTRAINED SKILLS
Acrobatics +8, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +7, Heal +7, History +4, Insight +7, Nature +7, Perception +7, Religion +4, Stealth +8, Streetwise +6
FEATS
Level 1: Two-Weapon Fighting
Level 2: Sneak of Shadows
Level 4: Two-Weapon Threat
Level 6: Weapon Expertise (Light Blade)
Level 8: Weapon Focus (Light Blade)
Level 10: Quick Draw
POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Distracting Spate
Fighter daily 1: Tempest Dance
Fighter utility 2: Pass Forward
Fighter encounter 3: Advance Lunge
Fighter daily 5: Subtle Cut
Fighter utility 6: Agile Approach
Fighter encounter 7: Twofold Torment
Fighter daily 9: Thicket of Blades
Fighter utility 10: Strength From Pain
ITEMS
Adventurer's Kit, Shared Suffering Hide Armor +2, Tyrant's Short sword +2, Magic Short sword +1, Amulet of False Life +2, Crossbow, Crossbow Bolts (20), Handaxe, Dagger (2), Thieves' Tools
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Tuesday, June 23, 2009
Anime!
This is a friend of mine's blog about Anime. Read it, she does good!
Kowai Koneko
Kowai Koneko
Friday, June 19, 2009
Nar'ghul
====== Created Using Wizards of the Coast D&DI Character Builder ======
Nar'ghul, level 1
Kenku, Wizard
Arcane Implement Mastery: Wand of Accuracy
FINAL ABILITY SCORES
Str 10, Con 12, Dex 14, Int 17, Wis 11, Cha 15.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 12, Int 17, Wis 11, Cha 13.
AC: 13 Fort: 11 Reflex: 13 Will: 14
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS
Arcana +8, Insight +5, Diplomacy +7, Dungeoneering +5, Bluff +9
UNTRAINED SKILLS
Acrobatics +2, Endurance +1, Heal, History +3, Intimidate +2, Nature, Perception, Religion +3, Stealth +4, Streetwise +2, Thievery +2, Athletics
FEATS
Wizard: Ritual Caster
Level 1: Sly Dodge
POWERS
Wizard at-will 1: Magic Missile
Wizard at-will 1: Storm Pillar
Wizard daily 1: Wizard's Fury
Wizard daily 1 Spellbook: Horrid Whispers
Wizard encounter 1: Ray of Enfeeblement
ITEMS
Spellbook, Implement, Wand, Dagger (4), Tanglefoot Bag (level 2), Alchemist's Frost (level 1)
RITUALS
Comprehend Language, Arcane Mark, Silence
====== Created Using Wizards of the Coast D&DI Character Builder ======
Nar is a kenku who is getting traded to Calessa to learn how to be there new wing mage.
Kala Kal'kanis
(Art by LindaLisa found on deviantArt)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kala Kal'kanis, level 5
Drow, Swordmage
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
FINAL ABILITY SCORES
Str 16, Con 11, Dex 14, Int 18, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 11, Dex 12, Int 17, Wis 10, Cha 8.
AC: 19 Fort: 19 Reflex: 20 Will: 18
HP: 50 Surges: 8 Surge Value: 12
TRAINED SKILLS
Arcana +11, Diplomacy +7, History +11, Athletics +10
UNTRAINED SKILLS
Acrobatics +4, Bluff +2, Dungeoneering +2, Endurance +2, Heal +2, Insight +2, Intimidate +4, Nature +2, Perception +2, Religion +6, Stealth +6, Streetwise +2, Thievery +4
FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Vampiric Heritage
POWERS
Swordmage at-will 1: Sword Burst
Swordmage at-will 1: Greenflame Blade
Swordmage daily 1: Whirling Blade
Swordmage daily 5: Purifying Wound
Swordmage encounter 1: Blazing Pursuit
Swordmage encounter 3: Blazing Lunge
Swordmage utility 2: Host of Shields
ITEMS
Vicious Fullblade +1, Leather Armor, Drow House Insignia +4, Adventurer's Kit, Boots of Adept Charging (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Our good Kala for her 5th level incarnation!
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kala Kal'kanis, level 5
Drow, Swordmage
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
FINAL ABILITY SCORES
Str 16, Con 11, Dex 14, Int 18, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 15, Con 11, Dex 12, Int 17, Wis 10, Cha 8.
AC: 19 Fort: 19 Reflex: 20 Will: 18
HP: 50 Surges: 8 Surge Value: 12
TRAINED SKILLS
Arcana +11, Diplomacy +7, History +11, Athletics +10
UNTRAINED SKILLS
Acrobatics +4, Bluff +2, Dungeoneering +2, Endurance +2, Heal +2, Insight +2, Intimidate +4, Nature +2, Perception +2, Religion +6, Stealth +6, Streetwise +2, Thievery +4
FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Vampiric Heritage
POWERS
Swordmage at-will 1: Sword Burst
Swordmage at-will 1: Greenflame Blade
Swordmage daily 1: Whirling Blade
Swordmage daily 5: Purifying Wound
Swordmage encounter 1: Blazing Pursuit
Swordmage encounter 3: Blazing Lunge
Swordmage utility 2: Host of Shields
ITEMS
Vicious Fullblade +1, Leather Armor, Drow House Insignia +4, Adventurer's Kit, Boots of Adept Charging (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Our good Kala for her 5th level incarnation!
Fiona Pinot
(Art by iDNAR from deviatArt)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Fiona Pinot, level 4
Human, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style
FINAL ABILITY SCORES
Str 10, Con 14, Dex 19, Int 10, Wis 12, Cha 14.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 16, Int 10, Wis 11, Cha 14.
AC: 18 Fort: 16 Reflex: 18 Will: 15
HP: 41 Surges: 8 Surge Value: 10
TRAINED SKILLS
Thievery +11, Dungeoneering +8, Nature +8, Acrobatics +11, Stealth +11, Perception +8, Endurance +9
UNTRAINED SKILLS
Arcana +2, Bluff +4, Diplomacy +4, Heal +3, History +2, Insight +3, Intimidate +4, Religion +2, Streetwise +4, Athletics +2
FEATS
Human: Sneak of Shadows
Level 1: Lethal Hunter
Level 2: Camouflage
Level 4: Human Perseverance
POWERS
Ranger at-will 1: Hit and Run
Ranger at-will 1: Nimble Strike
Bonus At-Will Power: Twin Strike
Ranger daily 1: Split the Tree
Ranger encounter 1: Singular Shot
Ranger encounter 3: Disruptive Strike
Ranger utility 2: Crucial Advice
ITEMS
Longbow, Leather Armor, Backpack (empty), Tent, Arrows (90), Dagger (2)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Fiona is a slave, well an ex-slave. She has gone missing though, her player. We dont know if she is all right. We hope she is.
====== Created Using Wizards of the Coast D&DI Character Builder ======
Fiona Pinot, level 4
Human, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style
FINAL ABILITY SCORES
Str 10, Con 14, Dex 19, Int 10, Wis 12, Cha 14.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 16, Int 10, Wis 11, Cha 14.
AC: 18 Fort: 16 Reflex: 18 Will: 15
HP: 41 Surges: 8 Surge Value: 10
TRAINED SKILLS
Thievery +11, Dungeoneering +8, Nature +8, Acrobatics +11, Stealth +11, Perception +8, Endurance +9
UNTRAINED SKILLS
Arcana +2, Bluff +4, Diplomacy +4, Heal +3, History +2, Insight +3, Intimidate +4, Religion +2, Streetwise +4, Athletics +2
FEATS
Human: Sneak of Shadows
Level 1: Lethal Hunter
Level 2: Camouflage
Level 4: Human Perseverance
POWERS
Ranger at-will 1: Hit and Run
Ranger at-will 1: Nimble Strike
Bonus At-Will Power: Twin Strike
Ranger daily 1: Split the Tree
Ranger encounter 1: Singular Shot
Ranger encounter 3: Disruptive Strike
Ranger utility 2: Crucial Advice
ITEMS
Longbow, Leather Armor, Backpack (empty), Tent, Arrows (90), Dagger (2)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Fiona is a slave, well an ex-slave. She has gone missing though, her player. We dont know if she is all right. We hope she is.
Calessa Devlin
====== Created Using Wizards of the Coast D&DI Character Builder ======
Calessa Devlin, level 5
Half-Elf, Wizard
Build: Control Wizard
Eldritch Blast: Eldritch Blast Charisma
Arcane Implement Mastery: Orb of Imposition
FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 17, Wis 12, Cha 19.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 12, Int 16, Wis 12, Cha 16.
AC: 16 Fort: 13 Reflex: 15 Will: 18
HP: 38 Surges: 7 Surge Value: 9
TRAINED SKILLS
Arcana +10, Religion +10, Insight +10, Diplomacy +13
UNTRAINED SKILLS
Acrobatics +3, Bluff +6, Dungeoneering +3, Endurance +3, Heal +3, History +5, Intimidate +6, Nature +3, Perception +3, Stealth +3, Streetwise +6, Thievery +3, Athletics +1
FEATS
Wizard: Alchemist
Level 1: Wintertouched
Level 2: Ritual Caster
POWERS
Wizard at-will 1: Ray of Frost
Wizard at-will 1: Magic Missile
Dilettante: Eldritch Blast
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Freezing Cloud
Wizard encounter 1: Chill Strike
Wizard encounter 3: Maze of Mirrors
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Feather Fall
ITEMS
Spellbook, Adventurer's Kit, Dagger, Fine Clothing, Magic Orb +1, Potion of Healing (heroic tier), Slick Cloth Armor (Basic Clothing) +1, Circlet of Second Chances (heroic tier)
RITUALS
Arcane Mark, Brew Potion, Make Whole, Gentle Repose, Comprehend Language, Detect Secret Doors, Water Walk, Animal Messenger, Amanuensis
FORMULAS
Alchemist's Fire, Blinding Bomb
====== Created Using Wizards of the Coast D&DI Character Builder ======
Calessa, the wizard who is on a quest! I am waiting for her to update her.
Lexihara Bloodtalon
====== Created Using Wizards of the Coast D&DI Character Builder ======
Lexihara Bloodtalon, level 5
Dragonborn, Warlord
Build: Inspiring Warlord
Commanding Presence: Inspiring Presence
FINAL ABILITY SCORES
Str 17, Con 14, Dex 10, Int 14, Wis 10, Cha 17.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 10, Int 14, Wis 10, Cha 14.
AC: 20 Fort: 16 Reflex: 15 Will: 16
HP: 51 Surges: 9 Surge Value: 14
TRAINED SKILLS
Endurance +8, Athletics +9, Intimidate +12, Diplomacy +10
UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +5, Dungeoneering +2, Heal +2, History +6, Insight +2, Nature +2, Perception +3, Religion +4, Stealth +1, Streetwise +5, Thievery +1
FEATS
Level 1: Toughness
Level 2: Dragonborn Senses
Level 4: Improved Inspiring Word
POWERS
Warlord at-will 1: Furious Smash
Warlord at-will 1: Commander's Strike
Warlord daily 1: Bastion of Defense
Warlord daily 5: Stand the Fallen
Warlord encounter 1: Hammer and Anvil
Warlord encounter 3: Warlord's Strike
Warlord utility 2: Shake It Off
ITEMS
Adventurer's Kit, Light Shield, Veteran's Chainmail +1, Magic Broadsword +1, Flask (empty), Fine Clothing, Wine, Bottle (2), Short sword, Bashing Shield Light Shield (heroic tier), Potion of Healing (heroic tier), Ironskin Belt (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Part off the game I run for Ryn (who plays Kala).
Lex was hired by Lady Kayana to protect her dear apprentice, Calessa.
Saturday, June 6, 2009
Evangeline Novastar
(Picture by fox_orian on deviantArt)
Captain Evangeline Novastar
Human female. 5'7", 130 pounds, 23 years old. White hair is long, and she has two bangs on either side that she keeps extra long and braided. Blue eyes, pale complexion. Scarred
7th level: Jedi 1, Noble 2, Soldier 4
Strength 13 (+1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 12 (+1)
Hit Points 84
Damage Threshold 20/22
Defenses
Fortitude Save 21 (23)
Reflex Save 20 (24)
Will save 20
Talents: Armored Defense, Damage Reduction 10, Improved Armored Defense, Wealth
Feats: armor (light), armor (medium), dual weapon mastery I, force sensitivity, linguist, point blank shot, precise shot, skill training (use the force), weapon (advanced melee), weapon (heavy), weapon (pistols), weapon (rifle), weapon (simple), vehicular combat
Skill
Acrobatics +5, Climb +4, Deception +9, Endurance +10, Gather Information +4, Initiative +10, Jump +4, Knowledge (tactics) +11, Mechanics +11, Perception +9 (+11), Persuasion +4, Pilot +10, Ride +5, Stealth +5, Survival +4, Swim +4, Treat Injury +4, Use Computer +6, Use the Force +9
Languages: Basic, Bocce, Hapes Consortium, High Galactic, Huttese, Ithorese, Ryl, Shyriiwook
Gear
• Battle armor with helmet package
• 2 slugthower pistols in concealed holsters (4 clips)
• Force pike
• Blaster carbine with grenade launcher (4 frag grenades)
• Knife
• 4 frag grenades
• Utility belt [3 days food, medpac, tool kit, 3 power pack, 3 energy cell, 4 clips, glow rod, commlink, liquid cable dispenser, small grappling hook, security kit, aquata breather]
• Commlink on wrist
• Breath mask
• All-temperature cloak
* * *
My character in my friend Dan's Star Wars game.
She is the middle daughter of the Hapian Matriarch. She has six sisters and one of them is out to kill her. She is the Captain of the Astral Moon, an ancient Borclaz frieghter. As old as it is, it is lovingly cared for and maintained.
Captain Evangeline Novastar
Human female. 5'7", 130 pounds, 23 years old. White hair is long, and she has two bangs on either side that she keeps extra long and braided. Blue eyes, pale complexion. Scarred
7th level: Jedi 1, Noble 2, Soldier 4
Strength 13 (+1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 12 (+1)
Hit Points 84
Damage Threshold 20/22
Defenses
Fortitude Save 21 (23)
Reflex Save 20 (24)
Will save 20
Talents: Armored Defense, Damage Reduction 10, Improved Armored Defense, Wealth
Feats: armor (light), armor (medium), dual weapon mastery I, force sensitivity, linguist, point blank shot, precise shot, skill training (use the force), weapon (advanced melee), weapon (heavy), weapon (pistols), weapon (rifle), weapon (simple), vehicular combat
Skill
Acrobatics +5, Climb +4, Deception +9, Endurance +10, Gather Information +4, Initiative +10, Jump +4, Knowledge (tactics) +11, Mechanics +11, Perception +9 (+11), Persuasion +4, Pilot +10, Ride +5, Stealth +5, Survival +4, Swim +4, Treat Injury +4, Use Computer +6, Use the Force +9
Languages: Basic, Bocce, Hapes Consortium, High Galactic, Huttese, Ithorese, Ryl, Shyriiwook
Gear
• Battle armor with helmet package
• 2 slugthower pistols in concealed holsters (4 clips)
• Force pike
• Blaster carbine with grenade launcher (4 frag grenades)
• Knife
• 4 frag grenades
• Utility belt [3 days food, medpac, tool kit, 3 power pack, 3 energy cell, 4 clips, glow rod, commlink, liquid cable dispenser, small grappling hook, security kit, aquata breather]
• Commlink on wrist
• Breath mask
• All-temperature cloak
* * *
My character in my friend Dan's Star Wars game.
She is the middle daughter of the Hapian Matriarch. She has six sisters and one of them is out to kill her. She is the Captain of the Astral Moon, an ancient Borclaz frieghter. As old as it is, it is lovingly cared for and maintained.
Tuesday, June 2, 2009
Level 13!
====== Created Using Wizards of the Coast D&DI Character Builder ======
Amar, level 13
Human, Cleric, Radiant Servant
FINAL ABILITY SCORES
Str 14, Con 11, Dex 10, Int 12, Wis 21, Cha 16.
STARTING ABILITY SCORES
Str 12, Con 10, Dex 9, Int 11, Wis 18, Cha 12.
AC: 25 Fort: 22 Reflex: 22 Will: 27
HP: 83 Surges: 7 Surge Value: 20
TRAINED SKILLS
History +12, Religion +12, Insight +17, Heal +17, Diplomacy +14, Perception +17, Endurance +10, Arcana +12
UNTRAINED SKILLS
Acrobatics +5, Bluff +9, Dungeoneering +12, Intimidate +9, Nature +12, Stealth +5, Streetwise +9, Thievery +5, Athletics +7
FEATS
Cleric: Ritual Caster
Human: Armor of Bahamut
Level 1: Weapon Proficiency (longsword)
Level 2: Skill Training (Perception)
Level 4: Student of Battle
Level 6: Shield Proficiency (Light)
Level 8: Skill Training (Arcana)
Level 10: Action Surge
Level 11: Avenging Spirit
Level 12: Action Recovery
POWERS
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Sacred Flame
Human: Priest's Shield
Cleric encounter 1: Divine Glow
Cleric daily 1: Beacon of Hope
Cleric utility 2: Shield of Faith
Cleric encounter 3: Command
Cleric daily 5: Spiritual Weapon
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Searing Light
Cleric daily 9: Flame Strike
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Mantle of Glory (replaces Divine Glow)
ITEMS
Ritual Book, Torch (4), Exalted Chainmail +2, Flaming Longsword +2, Dragonscale of Bahamut +3, Periapt of Wisdom +3, Shield of the Guardian Light Shield (paragon tier), Handy Haversack (heroic tier), Potion of Vitality (paragon tier), Journeybread (30), Bedroll (2), Flint and Steel, Crossbow Bolts (20), Everburning Torch, Pouch, Belt (empty), Rope, Silk (50 ft.) (2), Grappling Hook, Waterskin, Golden Lion (paragon tier), Sanctified Incense (Religion) (2500), Alchemical Reagents (Arcana) (1000), Mystic Salves (Heal) (1000), Residuum (Any) (1000), Rare Herbs (Nature) (500)
RITUALS
Gentle Repose, Battlefield Elocution, Enchant Magic Item, Comprehend Language, Raise Dead, Disenchant Magic Item, Discern Lies, Cure Disease, Undead Ward, Brew Potion, Make Whole, Remove Affliction, Magic Circle, Endure Elements
====== Created Using Wizards of the Coast D&DI Character Builder ======
====== Created Using Wizards of the Coast D&DI Character Builder ======
Sumatai, level 13
Human, Ranger, Sharpshooter
Fighting Style: Archer Fighting Style
FINAL ABILITY SCORES
Str 15, Con 14, Dex 21, Int 14, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 16, Int 13, Wis 13, Cha 9.
AC: 27 Fort: 22 Reflex: 25 Will: 21
HP: 96 Surges: 8 Surge Value: 24
TRAINED SKILLS
Endurance +12, Nature +13, Perception +13, Acrobatics +15, Athletics +12, Stealth +15, Diplomacy +11
UNTRAINED SKILLS
Arcana +8, Bluff +6, Dungeoneering +8, Heal +8, History +8, Insight +8, Intimidate +6, Religion +8, Streetwise +6, Thievery +10
FEATS
Human: Lethal Hunter
Level 1: Human Perseverance
Level 2: Weapon Focus (Bow)
Level 4: Toughness
Level 6: Martial Alacrity (retrained to Danger Sense at Level 11)
Level 8: Student of Battle
Level 10: Hunter's Aim (retrained to Bleeding Precision at Level 12)
Level 11: Mettle
Level 12: Evasion
POWERS
Ranger at-will 1: Careful Attack
Ranger at-will 1: Nimble Strike
Human: Twin Strike
Ranger encounter 1: Rapid Volley
Ranger daily 1: Hunt's End
Ranger utility 2: Hunter's Privilege
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Splintering Shot
Ranger utility 6: Evade Ambush
Ranger encounter 7: Spikes of the Manticore
Ranger daily 9: Ranger's Recovery
Ranger utility 10: Hunting Party
Ranger encounter 13: Hammering Volley (replaces Rapid Volley)
ITEMS
Adventurer's Kit, Elven Battle Hide Armor +3, Demonslayer Longbow +2, Magic Greatsword +2, Starlight Goggles (heroic tier), Endless Quiver (heroic tier), Cloak of Resistance +2, Everburning Torch, Oil (1 pint) (5), Holy Symbol
====== Created Using Wizards of the Coast D&DI Character Builder ======
Two characters in my game made it 13th level. Here they are.
Amar, level 13
Human, Cleric, Radiant Servant
FINAL ABILITY SCORES
Str 14, Con 11, Dex 10, Int 12, Wis 21, Cha 16.
STARTING ABILITY SCORES
Str 12, Con 10, Dex 9, Int 11, Wis 18, Cha 12.
AC: 25 Fort: 22 Reflex: 22 Will: 27
HP: 83 Surges: 7 Surge Value: 20
TRAINED SKILLS
History +12, Religion +12, Insight +17, Heal +17, Diplomacy +14, Perception +17, Endurance +10, Arcana +12
UNTRAINED SKILLS
Acrobatics +5, Bluff +9, Dungeoneering +12, Intimidate +9, Nature +12, Stealth +5, Streetwise +9, Thievery +5, Athletics +7
FEATS
Cleric: Ritual Caster
Human: Armor of Bahamut
Level 1: Weapon Proficiency (longsword)
Level 2: Skill Training (Perception)
Level 4: Student of Battle
Level 6: Shield Proficiency (Light)
Level 8: Skill Training (Arcana)
Level 10: Action Surge
Level 11: Avenging Spirit
Level 12: Action Recovery
POWERS
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Sacred Flame
Human: Priest's Shield
Cleric encounter 1: Divine Glow
Cleric daily 1: Beacon of Hope
Cleric utility 2: Shield of Faith
Cleric encounter 3: Command
Cleric daily 5: Spiritual Weapon
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Searing Light
Cleric daily 9: Flame Strike
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Mantle of Glory (replaces Divine Glow)
ITEMS
Ritual Book, Torch (4), Exalted Chainmail +2, Flaming Longsword +2, Dragonscale of Bahamut +3, Periapt of Wisdom +3, Shield of the Guardian Light Shield (paragon tier), Handy Haversack (heroic tier), Potion of Vitality (paragon tier), Journeybread (30), Bedroll (2), Flint and Steel, Crossbow Bolts (20), Everburning Torch, Pouch, Belt (empty), Rope, Silk (50 ft.) (2), Grappling Hook, Waterskin, Golden Lion (paragon tier), Sanctified Incense (Religion) (2500), Alchemical Reagents (Arcana) (1000), Mystic Salves (Heal) (1000), Residuum (Any) (1000), Rare Herbs (Nature) (500)
RITUALS
Gentle Repose, Battlefield Elocution, Enchant Magic Item, Comprehend Language, Raise Dead, Disenchant Magic Item, Discern Lies, Cure Disease, Undead Ward, Brew Potion, Make Whole, Remove Affliction, Magic Circle, Endure Elements
====== Created Using Wizards of the Coast D&DI Character Builder ======
====== Created Using Wizards of the Coast D&DI Character Builder ======
Sumatai, level 13
Human, Ranger, Sharpshooter
Fighting Style: Archer Fighting Style
FINAL ABILITY SCORES
Str 15, Con 14, Dex 21, Int 14, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 16, Int 13, Wis 13, Cha 9.
AC: 27 Fort: 22 Reflex: 25 Will: 21
HP: 96 Surges: 8 Surge Value: 24
TRAINED SKILLS
Endurance +12, Nature +13, Perception +13, Acrobatics +15, Athletics +12, Stealth +15, Diplomacy +11
UNTRAINED SKILLS
Arcana +8, Bluff +6, Dungeoneering +8, Heal +8, History +8, Insight +8, Intimidate +6, Religion +8, Streetwise +6, Thievery +10
FEATS
Human: Lethal Hunter
Level 1: Human Perseverance
Level 2: Weapon Focus (Bow)
Level 4: Toughness
Level 6: Martial Alacrity (retrained to Danger Sense at Level 11)
Level 8: Student of Battle
Level 10: Hunter's Aim (retrained to Bleeding Precision at Level 12)
Level 11: Mettle
Level 12: Evasion
POWERS
Ranger at-will 1: Careful Attack
Ranger at-will 1: Nimble Strike
Human: Twin Strike
Ranger encounter 1: Rapid Volley
Ranger daily 1: Hunt's End
Ranger utility 2: Hunter's Privilege
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Splintering Shot
Ranger utility 6: Evade Ambush
Ranger encounter 7: Spikes of the Manticore
Ranger daily 9: Ranger's Recovery
Ranger utility 10: Hunting Party
Ranger encounter 13: Hammering Volley (replaces Rapid Volley)
ITEMS
Adventurer's Kit, Elven Battle Hide Armor +3, Demonslayer Longbow +2, Magic Greatsword +2, Starlight Goggles (heroic tier), Endless Quiver (heroic tier), Cloak of Resistance +2, Everburning Torch, Oil (1 pint) (5), Holy Symbol
====== Created Using Wizards of the Coast D&DI Character Builder ======
Two characters in my game made it 13th level. Here they are.
Sunday, May 31, 2009
Edge of LA Comic Con!
Come one, come all, to the Edge of LA Comic Con, for the Living Forgotten Realms RPGA games, run by Dark Forest Games. Games will takes place upstairs. $3.00 a game or two for $5.00, first come, first served. Sample, first level character’s available.
We have two DM’s running two game each for the entire day.
Core 1-1 Inheritance [level 1-4 (10-2pm)]
Core 1-2 Radiant Vessel of Thesk [level 1-4 (3-7pm)]
East 1-1 These Hallowed Halls [level 1-4 (10-2pm)]
East 1-2 Marauder’s Spear [level 4-7 (3-7pm)]
Game will start at 10-2pm we will take an hour for lunch and the second game will be 3-7pm.
* * *
This is taking place on June 20 from 10am to 6pm, in the lovely Claremont Village. Go to http://losangelescomic-con.com/ to learn more.
We have two DM’s running two game each for the entire day.
Core 1-1 Inheritance [level 1-4 (10-2pm)]
Core 1-2 Radiant Vessel of Thesk [level 1-4 (3-7pm)]
East 1-1 These Hallowed Halls [level 1-4 (10-2pm)]
East 1-2 Marauder’s Spear [level 4-7 (3-7pm)]
Game will start at 10-2pm we will take an hour for lunch and the second game will be 3-7pm.
* * *
This is taking place on June 20 from 10am to 6pm, in the lovely Claremont Village. Go to http://losangelescomic-con.com/ to learn more.
Kyartane Kal'kanis
(Art by Lokai2000 in deviantArt)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kyartane Kal'kanis, level 24
Drow, Fighter, Dread Reaper, Adamantine Soldier
Fighter Talents: Two-handed Weapon Talent
FINAL ABILITY SCORES
Str 24, Con 18, Dex 14, Int 12, Wis 16, Cha 16.
STARTING ABILITY SCORES
Str 17, Con 14, Dex 10, Int 10, Wis 11, Cha 12.
AC: 43 Fort: 36 Reflex: 29 Will: 30
HP: 186 Surges: 13 Surge Value: 46
TRAINED SKILLS
Athletics +24, Streetwise +20, Intimidate +22, Diplomacy +20
UNTRAINED SKILLS
Acrobatics +14, Arcana +15, Bluff +15, Dungeoneering +15, Endurance +16, Heal +15, History +13, Insight +15, Nature +15, Perception +15, Religion +13, Stealth +16, Thievery +14
FEATS
Level 1: Weapon Expertise (Axe)
Level 2: Weapon Proficiency (Execution axe)
Level 4: Weapon Focus (Axe)
Level 6: Power Attack
Level 8: Toughness
Level 10: Armor Proficiency (Plate)
Level 11: Armor Specialization (Plate)
Level 12: Student of Battle
Level 14: Reckless Attacker
Level 16: Devastating Critical
Level 18: Venomous Heritage
Level 20: Highborn Drow
Level 21: Knock-Back Swing
Level 22: Axe Mastery
Level 24: Epic Resurgence
POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Spinning Sweep
Fighter daily 1: Brute Strike
Fighter utility 2: Pass Forward
Fighter encounter 3: Crushing Blow
Fighter daily 5: Pinning Smash
Fighter utility 6: Unbreakable
Fighter encounter 7: Reckless Strike
Fighter daily 9: Terrifying Impact
Fighter utility 10: Into the Fray
Fighter encounter 13: Appalling Crunch (replaces Crushing Blow)
Fighter daily 15: Unyielding Avalanche (replaces Pinning Smash)
Fighter utility 16: Marking Stance
Fighter encounter 17: Wild Strike (replaces Spinning Sweep)
Fighter daily 19: Devastation's Wake (replaces Brute Strike)
Fighter utility 22: Victor's Stance
Fighter encounter 23: Hack 'n' Slash (replaces Reckless Strike)
ITEMS
Briartwine Tarrasque Plate Armor +6, Bloodiron Execution axe +5, Drow House Insignia +5
====== Created Using Wizards of the Coast D&DI Character Builder ======
I was bored one night and was experimenting with the Character builder. I decided to make Kala's mother, so here she is. She is the leader of Kal'kanis clan, one of the nine great houses of the city.
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kyartane Kal'kanis, level 24
Drow, Fighter, Dread Reaper, Adamantine Soldier
Fighter Talents: Two-handed Weapon Talent
FINAL ABILITY SCORES
Str 24, Con 18, Dex 14, Int 12, Wis 16, Cha 16.
STARTING ABILITY SCORES
Str 17, Con 14, Dex 10, Int 10, Wis 11, Cha 12.
AC: 43 Fort: 36 Reflex: 29 Will: 30
HP: 186 Surges: 13 Surge Value: 46
TRAINED SKILLS
Athletics +24, Streetwise +20, Intimidate +22, Diplomacy +20
UNTRAINED SKILLS
Acrobatics +14, Arcana +15, Bluff +15, Dungeoneering +15, Endurance +16, Heal +15, History +13, Insight +15, Nature +15, Perception +15, Religion +13, Stealth +16, Thievery +14
FEATS
Level 1: Weapon Expertise (Axe)
Level 2: Weapon Proficiency (Execution axe)
Level 4: Weapon Focus (Axe)
Level 6: Power Attack
Level 8: Toughness
Level 10: Armor Proficiency (Plate)
Level 11: Armor Specialization (Plate)
Level 12: Student of Battle
Level 14: Reckless Attacker
Level 16: Devastating Critical
Level 18: Venomous Heritage
Level 20: Highborn Drow
Level 21: Knock-Back Swing
Level 22: Axe Mastery
Level 24: Epic Resurgence
POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Spinning Sweep
Fighter daily 1: Brute Strike
Fighter utility 2: Pass Forward
Fighter encounter 3: Crushing Blow
Fighter daily 5: Pinning Smash
Fighter utility 6: Unbreakable
Fighter encounter 7: Reckless Strike
Fighter daily 9: Terrifying Impact
Fighter utility 10: Into the Fray
Fighter encounter 13: Appalling Crunch (replaces Crushing Blow)
Fighter daily 15: Unyielding Avalanche (replaces Pinning Smash)
Fighter utility 16: Marking Stance
Fighter encounter 17: Wild Strike (replaces Spinning Sweep)
Fighter daily 19: Devastation's Wake (replaces Brute Strike)
Fighter utility 22: Victor's Stance
Fighter encounter 23: Hack 'n' Slash (replaces Reckless Strike)
ITEMS
Briartwine Tarrasque Plate Armor +6, Bloodiron Execution axe +5, Drow House Insignia +5
====== Created Using Wizards of the Coast D&DI Character Builder ======
I was bored one night and was experimenting with the Character builder. I decided to make Kala's mother, so here she is. She is the leader of Kal'kanis clan, one of the nine great houses of the city.
Friday, May 29, 2009
Kaihexime Bender
(Art by WillDan on deviantArt)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kaihexime "Hex" Bender, level 3
Half-Elf, Cleric
FINAL ABILITY SCORES
Str 12, Con 10, Dex 14, Int 11, Wis 16, Cha 16.
STARTING ABILITY SCORES
Str 12, Con 8, Dex 14, Int 11, Wis 16, Cha 14.
AC: 15 Fort: 12 Reflex: 13 Will: 16
HP: 32 Surges: 7 Surge Value: 8
TRAINED SKILLS
Religion +6, Insight +11, Diplomacy +11, Arcana +6, Thievery +8
UNTRAINED SKILLS
Acrobatics +3, Bluff +4, Dungeoneering +4, Endurance +1, Heal +4, History +1, Intimidate +4, Nature +4, Perception +4, Stealth +3, Streetwise +4, Athletics +2
FEATS
Cleric: Ritual Caster
Level 1: Sneak of Shadows
Level 2: Weapon Proficiency (Rapier)
POWERS
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Priest's Shield
Half-Elf: Spiteful Glamor
Cleric encounter 1: Divine Glow
Cleric daily 1: Guardian of Faith
Cleric utility 2: Shield of Faith
Cleric encounter 3: Daunting Light
ITEMS
Ritual Book, Adventurer's Kit, Crossbow Bolts (20), Holy Symbol, Thieves' Tools, Leather Armor, Dagger (4), Spear, Hand Crossbow, Rapier, Symbol of Hope +1, Rope, Silk (50 ft.)
RITUALS
Gentle Repose, Tenser's Floating Disk
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kaihexime is a character I play in my friend Chris's game. I multi-classed as a rogue because the party didn't have a cleric or a rogue. And the party was in a kobald's lair. Needless to say, it was a dangerous thing I got in!
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kaihexime "Hex" Bender, level 3
Half-Elf, Cleric
FINAL ABILITY SCORES
Str 12, Con 10, Dex 14, Int 11, Wis 16, Cha 16.
STARTING ABILITY SCORES
Str 12, Con 8, Dex 14, Int 11, Wis 16, Cha 14.
AC: 15 Fort: 12 Reflex: 13 Will: 16
HP: 32 Surges: 7 Surge Value: 8
TRAINED SKILLS
Religion +6, Insight +11, Diplomacy +11, Arcana +6, Thievery +8
UNTRAINED SKILLS
Acrobatics +3, Bluff +4, Dungeoneering +4, Endurance +1, Heal +4, History +1, Intimidate +4, Nature +4, Perception +4, Stealth +3, Streetwise +4, Athletics +2
FEATS
Cleric: Ritual Caster
Level 1: Sneak of Shadows
Level 2: Weapon Proficiency (Rapier)
POWERS
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Priest's Shield
Half-Elf: Spiteful Glamor
Cleric encounter 1: Divine Glow
Cleric daily 1: Guardian of Faith
Cleric utility 2: Shield of Faith
Cleric encounter 3: Daunting Light
ITEMS
Ritual Book, Adventurer's Kit, Crossbow Bolts (20), Holy Symbol, Thieves' Tools, Leather Armor, Dagger (4), Spear, Hand Crossbow, Rapier, Symbol of Hope +1, Rope, Silk (50 ft.)
RITUALS
Gentle Repose, Tenser's Floating Disk
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kaihexime is a character I play in my friend Chris's game. I multi-classed as a rogue because the party didn't have a cleric or a rogue. And the party was in a kobald's lair. Needless to say, it was a dangerous thing I got in!
Wednesday, May 27, 2009
"Hex" Bender
(Picture by JackSilver on deviantART)
Kaihexime “Hex” Bender
Human female. 21 years (looks 16). 5 foot even, 100 pounds. Long black hair in braids and blue eyes
Dexterity 2D+2
• Blasters- blaster pistols 3D+2
• Melee combat- blunt objects 3D+2
Knowledge 3D
• Streetwise- Karazak Slaver Cooperative 4D
• Value- black market good 4D
Mechanical 4D
• Starship shields 5D
Perception 2D+1
• Bargin- black market goods 3D+1
• Persuasion- seduction 4D+1
Strength 2D
Technical 4D
• Blaster repair- baster pistols 5D
• Computer progamming/repair 5D
• Droid repair 5D
• Space transport repair 5D
• Starship weapon repair- laser cannon 5D
Gear
• Large spanner (strength +1D)
• Blaster pistol (3D+1)
• Tools
• Duct tape
• Goggles
• Kesseline, a voorpak
Background: Kaihexime “Hex” Bender grew up on a Borlaz, and was technically bent for as long as she could remember. But her parents died in a freak accident, when an asteroid struck their ship. Herself and Lorli, her twi’lek mentor/nanny were the only ones left alive. They were there for a week when they were rescued, but they were rescued by a group of Karazak slavers. She was 14 years old.
Lorli was taken and sold immediately. She was sold about a week later to Sorla Vynne, a wealthy crime boss. Being fourteen, but looking only nine had an appeal to woman. She gave Hex all the tech work she could want but expected from her a level of “commitment”, that Hex also had to provide. She served her in and out of bedroom for five years before she was killed by a rival. At nineteen, but looking so much younger, she was the target for her new master’s advances. A zabrack named Cheloz.
She could not stand the man who gave her the nickname “Sexy Hexy”, and subjected her to all manner of sexual cruelty. Hex hated the man and began plotting her escape. He dismissed her technical abilities and this gave Hex, her chance to escape. She has been an escaped slave for several months now. She has a chance to buy a Borlaz, the ship of her childhood.
She has her large spanner, a blaster pistol, a few tools, her disabled slave collar, a voorpak named Kesseline and a jumpsuit that is too big for her, that she has cinched up with duct tape.
• Hides food and water all around the ship
• Has a thing for twi’leks. The thing is, because she was raised by Lolri, she has learned how to wait it out. She very twi’lek like in that reguard. She didn’t mind Sorla that much because of her time with Lorli
• Likes making small droids
• Sleeps in odd places on board the ship
• Wears goggles strapped to her head
• She grew up to be a knockout, though she hides her body by wearing her jumpsuit
Kaihexime “Hex” Bender
Human female. 21 years (looks 16). 5 foot even, 100 pounds. Long black hair in braids and blue eyes
Dexterity 2D+2
• Blasters- blaster pistols 3D+2
• Melee combat- blunt objects 3D+2
Knowledge 3D
• Streetwise- Karazak Slaver Cooperative 4D
• Value- black market good 4D
Mechanical 4D
• Starship shields 5D
Perception 2D+1
• Bargin- black market goods 3D+1
• Persuasion- seduction 4D+1
Strength 2D
Technical 4D
• Blaster repair- baster pistols 5D
• Computer progamming/repair 5D
• Droid repair 5D
• Space transport repair 5D
• Starship weapon repair- laser cannon 5D
Gear
• Large spanner (strength +1D)
• Blaster pistol (3D+1)
• Tools
• Duct tape
• Goggles
• Kesseline, a voorpak
Background: Kaihexime “Hex” Bender grew up on a Borlaz, and was technically bent for as long as she could remember. But her parents died in a freak accident, when an asteroid struck their ship. Herself and Lorli, her twi’lek mentor/nanny were the only ones left alive. They were there for a week when they were rescued, but they were rescued by a group of Karazak slavers. She was 14 years old.
Lorli was taken and sold immediately. She was sold about a week later to Sorla Vynne, a wealthy crime boss. Being fourteen, but looking only nine had an appeal to woman. She gave Hex all the tech work she could want but expected from her a level of “commitment”, that Hex also had to provide. She served her in and out of bedroom for five years before she was killed by a rival. At nineteen, but looking so much younger, she was the target for her new master’s advances. A zabrack named Cheloz.
She could not stand the man who gave her the nickname “Sexy Hexy”, and subjected her to all manner of sexual cruelty. Hex hated the man and began plotting her escape. He dismissed her technical abilities and this gave Hex, her chance to escape. She has been an escaped slave for several months now. She has a chance to buy a Borlaz, the ship of her childhood.
She has her large spanner, a blaster pistol, a few tools, her disabled slave collar, a voorpak named Kesseline and a jumpsuit that is too big for her, that she has cinched up with duct tape.
• Hides food and water all around the ship
• Has a thing for twi’leks. The thing is, because she was raised by Lolri, she has learned how to wait it out. She very twi’lek like in that reguard. She didn’t mind Sorla that much because of her time with Lorli
• Likes making small droids
• Sleeps in odd places on board the ship
• Wears goggles strapped to her head
• She grew up to be a knockout, though she hides her body by wearing her jumpsuit
Tuesday, May 26, 2009
Lady Vai
(Art by Shilin located on deviatArt)
Lady Vai
PL: 9 (140pp)
Abilities: Str: 10 (+0) Dex: 10 (+0) Con: 10 (+0) Int: 18 (+4) Wis: 18 (+4) Cha: 20 (+5)
Skills: Bluff 8 (+13 / +17), Concentration 10 (+14), Diplomacy 8 (+13 / +17), Gather Information 8 (+13), Intimidate 3 (+8) Knowledge [Arcane lore] 13 (+17), Knowledge [Civics] 4 (+8), Knowledge [Theology & Philosophy] 8 (+12), Notice 6 (+10), Perform [Singing] 4 (+9), Sense Motive 8 (+12), Languages (Sidhe, Ancient, Troll, Orcish; Base: Common)
Feats: Artificer, Attack specialization [Magic] (4), Attractive, Connected, Contacts, Dedicated, Dodge Focus (6), Fascinate [Bluff, Diplomacy], Luck, Masterplan, Ritualist, Second Chance [Mind control], Trance, Well-Informed
Powers
Feature 1 (Long-lived; 1pp)
Flight 3 (50mph; 6pp)
Mystic shield 10 (Force Field; 10pp)
Sorcery 10 [Mystic Blast; Extras: Auto-fire x2 [+2], Learned Caster [+1]; Flaw: Side Effect [Fatigue, Always Occurs] [–2]; Power Feats: Affects Insubstantial [2], Alternate Powers [8]; 40pp]
• Dispel Magic 9 (Nullify Magic; Extras: Burst Area, Duration [Concentration], Learned Caster; Flaws: Range [Touch] [-1], Side Effect [Fatigue, Always Occurs] [-2])
• Glamour 5 (Illusion (All Senses); Extras: Selective Attack, Learned Caster; Flaws: Phantasm, Side Effect [Fatigue, Always Occurs])
• Mystic Blast 9 [Extras: Area [Burst], Selective Attack, Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Affects Insubstantial [2])
• Mystic binding 9 (Snare; Extras: Area [Burst], Selective Attack, Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs];Feats: Reversible, Tether)
• Telekinesis 9 (Extras: Damaging, Range [Perception], Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Precise, Subtle)
• Teleport 10 (Extras: Accurate, Learned Caster; Flaws: Short Range, Side Effect [Fatigue, Always Occurs]; Feats: Easy, Progression [3], Turnabout)
• Obscure 10 (Visual; Extras: Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Selective]
• Scrying 10 (ESP (All Senses); Extras: Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Subtle [2])
Super-senses 1 (Detect Magic; 1pp)
Combat: Attack +0 (+8 w/ Magic) [Unarmed +0, Mystic Blast +8] Defense 18 (11 flat-footed) Init +0
Saves: Toughness +10 (+10 flat-footed) Fortitude +6 Reflex +4 Will +10
Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; -1 charisma/20 minutes; 4pp)
Abilities 26 + Skills 21 + Feats 23 + Powers 58 + Combat 4 + Saves 16 - Drawbacks 8 = 140pp
Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)
Real Name: Her Grace the Lady Anistyrnia Tamareign Elanna d’Ansarove Vai, Grand Duchess of Alba, Baroness of Chalice, Bishop of the Grand Temple of Saint Heliosse, High Sister of Church of Great Dawn, Bearer of the Sacred Jewel of Kyy’saar, Scion of Saint Heliosse, Eighth in line for the High Throne of Limberry, Knight Errant of the Holy Knights of Limberry, Apprentice to Master Taeden, etc al.
Appearance: at 26, Lady Vai is an accomplished woman of incredible beauty. She has pale, white hair that hangs to her ass is cut to her neck. Ice blue eyes that bore into you. A pale complexion, like that of alabaster.
Height: 5'4" Weight: 120 Hair: white Eyes: blue Complexion: pale
History: Lady Vai was a powerful noble as well as a priestess of the faith. She was the darling of courts of Limberry and adamant about her faith due to the fact she was a powerful magic-user, taught personally by Master Taeden, a sihde of incredible power. With pure white hair and ice blue eyes she was a beauty to behold, all at the tender age of twenty-six. Noble, courtier, a church bishop and heir to one of the most important family in Limberry. Her direct family is dead, but she has many uncles, aunts and cousins. She was courted by many powerful nobles and priests but her interests turned to the fairer sex, in which she was rather dominant, but that did not stop the number of “romantic” conquests. All of this made her rather superior and domineering in the way in which she dealt with people and was her downfall.
One day she was continuing her studies and was in the Librus Colletum. It was an old library that she had just heard about and within there were a wondrous variety of tomes and scrolls. The librarian at first would not let her in, but she used her status as a bishop, bulling her way into the library. While studying, she came across a particular passage. “And to with Taija did the Red Knight stand and did battle with her enemies.”
This was a totally alien concept and when she went to the librarian. He said to wait while he went to go get another book. He returned with a squad of White Knights and they attempted to arrest her as a heretic. Confused, she fought back and ended up destroying a good part of the library in the process.
She was sentenced as a heretic, without a trial. Her titles stripped, her magic cut in half, her friends failed, her lovers lost, her grand plans for the future now worth for nothing, she was sent to the prison for the rest of her life. Vai prayed on her way the Ghenna prison. She prayed for understanding. She prayed for salvation.
Lady Vai is human, though there is something strange about her. Her father died when she was six years old. She does not remember him that much except for the fact he was a tall man with dark hair. Her mother she remembers very well, for she died well after her sixteenth birthday. She had dark hair also, so Vai finds it odd that her hair is stark white, like the driven snow.
This is because of her real father, a sidhe, who had white hair. One of her middle names, Tamareign is his name, though she does not know this. This also explains her sihde qualities.
She has three uncles and an aunt on her father’s side and a single aunt on her mother’s side.
• Brendar, the new Duke of Alba, with Vai out of the way and unmarried, he luxuriates in his new position and does not lament his niece’s predicament.
• Jessaline, the middle daughter, is devious and power hungry, she plots against Brendar for his position.
• Davis, a member of the Holy Knights of Limberry. He is surprised that Lady Vai was declared a heretic, though has little feeling upon the matter.
• Conrad, the youngest with little to nothing to inherit, joined the clergy. He is a simple priest and happy where he is.
• Kylan d’Ansarove Kell. She is the widowed aunt on her mother’s side. She is Vai’s most favored relative and they share much in the way same likes and dislikes. She is a minor baroness. Kylan is worried about her niece but is powerless to stop anything. Kylan knows who and what Vai’s father is, the only other person who knows and has kept it secret for a long time.
Lady Vai has many cousins.
• Kessiline is Kylan’s daughter and they get along famously. She is worried about Vai.
• Brenan is Brendar’s son and like his father likes what happened to Vai.
• This is only a small smattering of possible cousins.
As one can see, her family is rather diverse. Her father’s side is rather cutthroat and her mother’s side rather caring. She is willing to do anything to get what is hers. Anything.
* * *
Another character I play in MDSnowmans game. Part 2: the Court of Blood is the next part.
Lady Vai
PL: 9 (140pp)
Abilities: Str: 10 (+0) Dex: 10 (+0) Con: 10 (+0) Int: 18 (+4) Wis: 18 (+4) Cha: 20 (+5)
Skills: Bluff 8 (+13 / +17), Concentration 10 (+14), Diplomacy 8 (+13 / +17), Gather Information 8 (+13), Intimidate 3 (+8) Knowledge [Arcane lore] 13 (+17), Knowledge [Civics] 4 (+8), Knowledge [Theology & Philosophy] 8 (+12), Notice 6 (+10), Perform [Singing] 4 (+9), Sense Motive 8 (+12), Languages (Sidhe, Ancient, Troll, Orcish; Base: Common)
Feats: Artificer, Attack specialization [Magic] (4), Attractive, Connected, Contacts, Dedicated, Dodge Focus (6), Fascinate [Bluff, Diplomacy], Luck, Masterplan, Ritualist, Second Chance [Mind control], Trance, Well-Informed
Powers
Feature 1 (Long-lived; 1pp)
Flight 3 (50mph; 6pp)
Mystic shield 10 (Force Field; 10pp)
Sorcery 10 [Mystic Blast; Extras: Auto-fire x2 [+2], Learned Caster [+1]; Flaw: Side Effect [Fatigue, Always Occurs] [–2]; Power Feats: Affects Insubstantial [2], Alternate Powers [8]; 40pp]
• Dispel Magic 9 (Nullify Magic; Extras: Burst Area, Duration [Concentration], Learned Caster; Flaws: Range [Touch] [-1], Side Effect [Fatigue, Always Occurs] [-2])
• Glamour 5 (Illusion (All Senses); Extras: Selective Attack, Learned Caster; Flaws: Phantasm, Side Effect [Fatigue, Always Occurs])
• Mystic Blast 9 [Extras: Area [Burst], Selective Attack, Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Affects Insubstantial [2])
• Mystic binding 9 (Snare; Extras: Area [Burst], Selective Attack, Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs];Feats: Reversible, Tether)
• Telekinesis 9 (Extras: Damaging, Range [Perception], Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Precise, Subtle)
• Teleport 10 (Extras: Accurate, Learned Caster; Flaws: Short Range, Side Effect [Fatigue, Always Occurs]; Feats: Easy, Progression [3], Turnabout)
• Obscure 10 (Visual; Extras: Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Selective]
• Scrying 10 (ESP (All Senses); Extras: Learned Caster; Flaws: Side Effect [Fatigue, Always Occurs]; Feats: Subtle [2])
Super-senses 1 (Detect Magic; 1pp)
Combat: Attack +0 (+8 w/ Magic) [Unarmed +0, Mystic Blast +8] Defense 18 (11 flat-footed) Init +0
Saves: Toughness +10 (+10 flat-footed) Fortitude +6 Reflex +4 Will +10
Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; -1 charisma/20 minutes; 4pp)
Abilities 26 + Skills 21 + Feats 23 + Powers 58 + Combat 4 + Saves 16 - Drawbacks 8 = 140pp
Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)
Real Name: Her Grace the Lady Anistyrnia Tamareign Elanna d’Ansarove Vai, Grand Duchess of Alba, Baroness of Chalice, Bishop of the Grand Temple of Saint Heliosse, High Sister of Church of Great Dawn, Bearer of the Sacred Jewel of Kyy’saar, Scion of Saint Heliosse, Eighth in line for the High Throne of Limberry, Knight Errant of the Holy Knights of Limberry, Apprentice to Master Taeden, etc al.
Appearance: at 26, Lady Vai is an accomplished woman of incredible beauty. She has pale, white hair that hangs to her ass is cut to her neck. Ice blue eyes that bore into you. A pale complexion, like that of alabaster.
Height: 5'4" Weight: 120 Hair: white Eyes: blue Complexion: pale
History: Lady Vai was a powerful noble as well as a priestess of the faith. She was the darling of courts of Limberry and adamant about her faith due to the fact she was a powerful magic-user, taught personally by Master Taeden, a sihde of incredible power. With pure white hair and ice blue eyes she was a beauty to behold, all at the tender age of twenty-six. Noble, courtier, a church bishop and heir to one of the most important family in Limberry. Her direct family is dead, but she has many uncles, aunts and cousins. She was courted by many powerful nobles and priests but her interests turned to the fairer sex, in which she was rather dominant, but that did not stop the number of “romantic” conquests. All of this made her rather superior and domineering in the way in which she dealt with people and was her downfall.
One day she was continuing her studies and was in the Librus Colletum. It was an old library that she had just heard about and within there were a wondrous variety of tomes and scrolls. The librarian at first would not let her in, but she used her status as a bishop, bulling her way into the library. While studying, she came across a particular passage. “And to with Taija did the Red Knight stand and did battle with her enemies.”
This was a totally alien concept and when she went to the librarian. He said to wait while he went to go get another book. He returned with a squad of White Knights and they attempted to arrest her as a heretic. Confused, she fought back and ended up destroying a good part of the library in the process.
She was sentenced as a heretic, without a trial. Her titles stripped, her magic cut in half, her friends failed, her lovers lost, her grand plans for the future now worth for nothing, she was sent to the prison for the rest of her life. Vai prayed on her way the Ghenna prison. She prayed for understanding. She prayed for salvation.
Lady Vai is human, though there is something strange about her. Her father died when she was six years old. She does not remember him that much except for the fact he was a tall man with dark hair. Her mother she remembers very well, for she died well after her sixteenth birthday. She had dark hair also, so Vai finds it odd that her hair is stark white, like the driven snow.
This is because of her real father, a sidhe, who had white hair. One of her middle names, Tamareign is his name, though she does not know this. This also explains her sihde qualities.
She has three uncles and an aunt on her father’s side and a single aunt on her mother’s side.
• Brendar, the new Duke of Alba, with Vai out of the way and unmarried, he luxuriates in his new position and does not lament his niece’s predicament.
• Jessaline, the middle daughter, is devious and power hungry, she plots against Brendar for his position.
• Davis, a member of the Holy Knights of Limberry. He is surprised that Lady Vai was declared a heretic, though has little feeling upon the matter.
• Conrad, the youngest with little to nothing to inherit, joined the clergy. He is a simple priest and happy where he is.
• Kylan d’Ansarove Kell. She is the widowed aunt on her mother’s side. She is Vai’s most favored relative and they share much in the way same likes and dislikes. She is a minor baroness. Kylan is worried about her niece but is powerless to stop anything. Kylan knows who and what Vai’s father is, the only other person who knows and has kept it secret for a long time.
Lady Vai has many cousins.
• Kessiline is Kylan’s daughter and they get along famously. She is worried about Vai.
• Brenan is Brendar’s son and like his father likes what happened to Vai.
• This is only a small smattering of possible cousins.
As one can see, her family is rather diverse. Her father’s side is rather cutthroat and her mother’s side rather caring. She is willing to do anything to get what is hers. Anything.
* * *
Another character I play in MDSnowmans game. Part 2: the Court of Blood is the next part.
Sunday, May 24, 2009
Emily Crowe
EMILY CROWE
Power level 10 (Abilities 40 + Skills 19 (76 Ranks) + Feats 27 + Powers 47 + Combat 8 + Saves 13 – Drawbacks 4 = 150pp)
Tradeoffs: none
Real Name: Emily O’Connell. Crowe is the name given to her by the PRA.
Affiliations and Allegiances: none. Avatar of Morrigan
Height: 5'2" Weight: 110 Hair: black Eyes: blue Complexion: fair
Appearance: a scrawny young lady, short and thin. She is 19 years old. She has celtic tattoos that encircle both of her arms and legs that go into her torso, as well as her forehead where she has the tatoo of the three-forms. She dresses in a simple black or white dresses with thick boots. Her hair is usually unbound. She is tall and proud, despite her height, almost regal.
Str 22 (+6) Dex 20 (+5) Con 22 (+6) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
Fort save (+3) +9 Ref save (+2) +7 Will save (+8) +9
Skills: Acrobatics 6 (+11), Bluff 4 (+5), Climb 4 (+10), Computers 3 (+4), Drive 3 (+8), Investigation 4 (+5), Knowledge [Arcane Lore] 11 (+12), Knowledge [Civics] 7 (+8), Knowledge [Popular Culture] 4 (+5), Knowledge [Theology & Philosophy] 2 (+3), Intimidate 15 (+16), Notice 4 (+5), Profession [Chef] 4 (+5), Stealth 4 (+9)
Languages: Ancient Celtic, English
Feats: Attack focus (melee) 8, Dodge Focus 8, Equipment 2, Fearless, Improved Initiative 1, Luck 1, Takedown Attack 1, Toughness 4, Uncanny Dodge (hearing)
Powers
• Device 4 (Limited to One Weapon – Gae Bolg; Strike 4 (Extra: Auto-Fire, Penetrating; Power Feats: Affect Insubstantial 2, Improved Critical 3, Mighty, Extended Reach, Thrown) Restricted – Morrigan only; 14pp)
• Flight 2 (4pp)
• Sonic Control 8 (Extra: Area – Cone [+1]; Flaw: Range –Touch [-1]; Alternate Powers: Strike 8 (Extra: Area – Cone), Emotion Control 10 (Extra: Burst Area; Flaw: Range – Touch, Sense Dependent – Hearing); 18pp)
• Super Strength 5 (feat: Bracing; 11pp)
Equipment: cell phone [1ep], motorcycle [str 19, speed 5, defense 10, toughness 8; 9ep]
Combat (base attack +2, base defense +2)
Initiative: +9
Attacks: unarmed +10 melee (+6 damage), Gae Bolg +10 melee (+10 damage, autofire, crit 17-20), grapple +21
Defense: +10 aware, +1 flatfooted
Toughness: +10 aware
Drawbacks: Holding Back [Berserk, Major; 4pp]
Emily's sensation of falling doesn't last for very long, she feels grass under her feet and her vision clears revealing a grassy hill with a collection of ancient standing stones at the top. They look like famous pictures of Stonehedge, but with the sun setting behind the hill it makes the entire place glow as though it were on fire.
"I know dis place..." Emily says in wonder, spinning to take in the whole view. Slowly but sure the sun begins going down darkening the entire area. For a moment you wonder if your eyes will adjust, but then she sees a faint glowing coming from the top of the hill. She walks to the top, almost as if she is drawn to the place. As Emily walks through the standing stones her eyes are instantly drawn to the stone laying down in the center, driven into it is a long ornate metal spear seemingly made of strange red metal. It glows faintly as if it drew in the last of the sun's rays. At the same time she hears a grunt and sees movement from one of the nearby stones.
She spins to face the grunting sound, taking up a fighting pose. "Who is dere!" she growls.
Chained to the stone is a familar figure, a tall woman with dark skin and flowing dark red hair framing intense black eyes. She's nude expect for a pair of steel bracers and a belt. She grunts, because she appears chained to the standing stone. Wrapped so tight she cannot move.
"I know ye..." she says as she creeps closer, tilting her head to match hers. "Why... why are ye bound so tight?"
She growls in anger. "You should know! You're the one who did it! I pour my power into you and you cast me aside when you don't need me!"
Emily scrunches her face in thought. "I did... didnt I. When I invoked yer name ye were chained here. But why?"
"Because you made it clear you didn't want me anymore. When you fought off my influence you bound the part of me that was a part of you here, which is nearly one third my power." She struggled and frowned slumping a bit in exhaustion.
"Who told ye I didnt want ye any more? Ye were the one who took over me mind, me body." She breathes hard, gulping in air. "All I wanted was a bit of peace, but ye kept screaming in me head! WHAT DO YE WANT!!"
“Where do you get off little girl! I did what I was supposed to! I gave you my power, just a little at first, but the first time you get in a jam you BEG ME for more! I give it to you, because I liked you! I even let you have your mind back, but suddenly you start treating me like an uninvited guest!!!" She roars pulling against those chains in fury.
"I dont remember. I dont remember!" She changes her topic. "McCoy said ye were kind. Ye tell me ye gave me my mind back. But did ya give me my memories? Did ye give me back my sense of self?"
"You had the backbone to do this to me, I think I gave you back who you were." She yells, but tears are streaming down her face.
She goes up to her standing real close to the chained woman. "I have come to face that I will never know. I accept that. We are one in da same..." she reaches around and hugs her, hugs Morrigan.
Emily hears footsteps come up behind her and she spins to take up a defensive stance between. On either side are of the center stone with its spear is a woman who looks in her 40's wearing a long dress, and a stooped elderly woman clutching a walking stick for the briefest moment Emily notices a resemblance between them and Morrigan, and then it dawns on her it is more than a mere resemblance.
"Hello... are ye here ta talk too?"
"We're hear to talk to you two," the younger of the pair said. "You see, the celts were very fond of goddesses with three aspects. One of youth and battle, another of fertility and motherhood, and a final one that represents the wisdom and magic of old age." She nods to her elderly companion. "So in a way we're all Morrigan, and we thought you may need some help understanding what happened to you."
She glances back at Morrigan chained. "I think I would like that very much."
The Elderly Morrigan stepped forward and rapped her walking stick on the ground. "Ye were a normal girl before this all began." Smoke rose up from the ground and Emily saw an image of herself only slightly younger a teenager, walking down the street with a book bag over her shoulder. "Ye were head strong, and proud, and unafraid to start a fight. Our youngest aspect loved you immediately so she gave ye powers of grand strength and stamina."
"She loved me..." she glanced back Morrigan. "A bit too well it seems."
"Well our sister never does anything halfway." The motherly Morrigan responded with a wry smile. The Elderly one waved a hand. "Ye used our sister's gifts, first for fun, then to help the weak. Then a handsome stranger came calling." The image in the smoke changed to a tall attractive man with platinum blonde hair wearing an expensive suit. He told you at the time his name was Alexander, but you know him now as Iskander."
"Aye, he is a member of tha Pantheon. What does he 'ave ta do with it?"
"He declared that you, the one touched by our sister, were mighty enough to be his queen. Ye laughed at him, for his blind arrogance. He lashed out... and destroyed your home vowing to... kill you and everything ye loved for the insult to his pride." The image changed of a burning House, Emily leading a collection of people, presumably her family, to safety.
She just stands there, mouth agape... "did he... did he ki..." she cannot finish the word.
"No, ye got them to safety, one at a time, you traveled the United Kingdom in secret, hiding them while he stalked you like a sadistic hunter. When they were all safe... he finally caught up with you." Her face twists in fear, afraid of what she will say next. "You were no match for him. He brutually beat you for the fun of it. Finally when he threatened your family again you pleaded for anyone to help you. Our sister, already connected to you, heard your prayers and she flooded your body with her power without a second thought. You and our sister essentially became one person." The image changed to one of Emily, taller, covered in celtic tattoos, floating a foot off of the ground clenching a spear facing down Iskander still in his suit. Emily drops to her knees, openly crying. "The fight leveled the forest you were in and caused lights in the sky that were seen miles upon miles away. Finally you and this Iskander struck one another with deadly accurate attacks. Ye fell to the Earth, injured and he flew off to find safety. Our sister, I believe she really did love you, because she left you when she didn't need to." The motherly Morrigan interjected. "I don't think she realized what she had done to yer memories. She was just being headstrong, acting without thinking."
She looks up at Morrigan. "I'm sorry. I'm so sorry I did this to ye." She clutches her leg and cries. "Ye could of told me of the situation... I would have understood."
The Morrigan chained to the stone cried openly. "I thought you remembered, and that you were turning on me after I'd saved your life."
Emily cried in despair. "No... I could not remember. Oh dear goddess what have I done!"
The Motherly Morrigan smiled softly. "Free her Emily, I think that you've solved your differences."
"I would never turn away from ye. We are one in da same." She steadily gets up and tears at the chains with her hands, frantically like a child at Christmas. Not doing it she turns, and runs to the spear and the spear comes free easily in Emily's hands and she feels a strength in it. She suddenly sees flashes of a tall, handsome man holding it tightly. Him fighting, bleeding, and finally tying himself to a standing stone to stay upright as his life leaves his body. See turns to face Morrigan, a look of anger, a look of love, upon her face. "We are one fer now and forever. And together we have a score to settle with Iskander." She plunges the spear between the links of the chain and they part, like butter under a hot knife.
Morrigan flexes shattering the chains as soon as it was struck by the spear. She stood standing proudly and looked down at the spear frowning. The Motherly Morrigan smiled warmly. "That spear belonged to a man we loved and he beat one of us fairly and we grew to respect and love him from afar. When he died we started to visit here to remember him."
"I remember. He was one of great strength and showed great sacrifice," she said as she looked down at the spear, standing next to Morrigan. "So it begins here again. How will it end?"
The youngest Morrigan, the naked one smiled wide. "I don't know, but however it ends ye and I will go into it fighting together." She glanced to the spear. "Take that with ye, it'll come in handy."
"Aye... that it will," she hugs Morrigan and kisses her tenderly. "Together my sister? for I do not want to be so parted ever again."
"We'll do it together." She wrapped her arms around Emily. The elderly Morrigan cleared her throat. "Before you too go shake da pillars of heavens I think I should fix our sister's mistake." With that the old lady lifted her walking stick, and smacked Emily upside the head with it. Suddenly all the memories of her life came flooding back all of it. The three Morrigans were right personality-wise Emily was much the same, but now she remembered her friends, ex-boyfriends, her home, and her family, the O'Connell family.
"It was not needed but ye have me thanks. Iffin we survive this, I will go ta see them." Emily looks worried, “are they safe?"
The elderly Morrigan smiled, missing many many teeth. "Aye that was the idea. You make sure you live through this." Feeling warm with new power and the knowledge of her family including the knowledge that they were indeed safe somewhere.
* * *
This is the final incarnation of Emily, in MDSnowman's Paragons game. It was very good! We got the major bad guy in the end. Emily is currently partnered with Alex (who is a paragon of Athena) and they are happily busting skulls in New York City.
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