====== 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 ======
Wednesday, October 14, 2009
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!
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
====== 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!
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.
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)
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
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