Thursday, May 27, 2010

Haken

Third character!

(from the DnD website)

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

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

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


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

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

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

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

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

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

Corsair Darkwoode

Second character for my new game.

(from the DnD website)

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

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

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


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

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

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

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

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

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

Tobias

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



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

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

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


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

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

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

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

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

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

Saturday, May 22, 2010

Sabbatine Skysilver

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

(Picture by Kupo-the-Avenger on deviantArt)

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

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

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


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

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

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

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

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

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

The Great and Mighty Artificer

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



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

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

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


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

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

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

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

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

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

Tuesday, May 18, 2010

Lady Vai

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



Lady Anistyrnia Vai

PL 11 (180pp)


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

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

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

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

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

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

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

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

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

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

/roll 1[1d20] #tearsoftaija

Wednesday, April 14, 2010

Yaseril

(Pic by xadhoom located on deviantArt)


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

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

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


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

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

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

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

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

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

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

Friday, March 19, 2010

Albinion "Bin" Grayick



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

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

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


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

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

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

FEATS
Artificer: Ritual Caster
Level 1: Githzerai Blade Master

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

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

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

Monday, March 1, 2010

Game World: Moonstair

A view of Moonstair

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

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

Sunday, February 14, 2010

The Heralds

The Loremaster (pic by ildi on deviantArt)

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