[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!
Tuesday, September 22, 2009
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)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== 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
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== 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)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== 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.
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