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Post by Rainbow Rage on Feb 26, 2009 12:32:31 GMT -5
Dominion"Dominion" is a story that takes place in Adra, Auzrend, Dragontail and Ildirin in the campaign setting of Kellryia roughly 110 years after the Last Brothers' War (the final setting of the Legacy of Kellryia Story Arc). The story begins in Adra in the city of Mallys, where a noble family is cursed into a deep slumber, never to awaken. The family's steward tries desperately in vain to wake the sleeping nobles while otherworldly creatures encroach on the southern borders. Outline[/i] -- Prologue (Completed - The noble family of Thraan in Mallys has fallen into a deep sleep for months as an army of so-called Dream Eaters encroaches from the south, in the Sands of Runok) Part One: The First King of the Undertemple (Completed) -- Chapter 1: Royal Blood (Completed - A group of Oni took control of the government of Mallys and had plots to invade the local area. Slaying all of the present Oni halted their attack and Faraj Jethra paid you a large sum to continue the search for more) -- Chapter 2: Troubled Waters (In Progress – The Cascadian Cartel now present in Port Locke is the adversary of a bugbear clan that raids ships, causing strife between Adra and Ildirin. The Captain intends to put an end to James Hollister, as do many others) -- Chapter 3: Into the Depths of Torment (Completed – After the incident at Red Tide Cove, it is unveiled that there are much more Oni than imagined) -- Chapter 4: Call of the Great Blue (Completed) -- Chapter 5: Return to Nightmare (Completed – Wyrem has recovered and has ordered a full investigation of the Nightmare Shrine and how the Oni arrived) -- Chapter 6: Taratyr Nox (Completed) -- Chapter 7: Confrontation (Completed) Part Two: The Fallen Empire (Not Complete) -- Chapter 1: The Vagrant of Qua'Lodan (Not Complete) -- Chapter 2: The Temple of Shattered Light (Not Complete) -- Chapter 3: Clutch of the Serpent King (Not Complete) Part Three: The Last King of the Undertemple (Not Complete) -- Chapter 1: A Past and Future Secret (Not Complete) ------------------- This thread is for rules, campaign setting, notes and characters for the campaign 'Band of Heroes: Dominion' Band of HeroesBand of Heroes is a style of play in which the characters are made with knowledge of each other and travel, adventure, fight, investigate and otherwise live with each other. Players in a Band of Heroes style campaigns are encouraged to share their backstories, if any are required, with each other, as well as personality characteristics so that they have a feel for each other. DominionDominion is a campaign with the following rules: Ruleset: D&D Fourth Edition Campaign Setting: Kellryia Era: Post-Pandem, after the Last Brothers' War. Starting Location: Mallys, a city located in southern Adra. -- Mallys is close to one of the few rivers in Adra, in the southern rim of the Sands of Ronuk. The mighty Aldros River provides Mallys with a never ending supply of water and is wide enough for small boats, making it a prosperous city. More than six thousand residents live in Mallys and surrounding areas, and the nearby Caves of Hdragos provide Mallys with precious metals. Some of the land nearby is irrigated, but most of Mallys is covered in sand. Starting Level: 3 Attributes: 22 Point buy -- How to do point buy: Start all of your attributes at 10, but select one to start at an 8. Then you have 22 points to spend as follows: 10 | 0 Points | 11 | 1 Point | 12 | 2 Points | 13 | 3 Points | 14 | 5 Points | 15 | 7 Points | 16 | 9 Points | 17 | 12 Points | 18 | 16 Points |
Also, you can spend 1 or 2 points to increase your '8' you selected to a 9 or 10 respectively. Example: Rathdar is a Human Fighter, he selects charisma to be his 8. He puts 9 points into Strength, making it a 16, and gives him 13 points left. He puts 7 points into Constitution giving him a 15, and 6 points left. He puts 3 points into both Wisdom and Dexterity making them both 13s. He then applies his human attribute bonus (humans get to select any stat and increase it by two) and he selects strength. His final result is: Strength 19 Constitution 15 Dexterity 13 Intelligence 10 Wisdom 13 Charisma 8 Starting Equipment: - Two magic items, one of which must be level 4 or lower, and another which must be level 3 or lower, plus X gold which can be used to purchase other mundane items, magic items and potions. Character Selection: Four Characters will be required for this campaign, of which at least one must be a defender (Fighter, Paladin, Spellsword, Warden) and at least one must be a striker (Rogue, Ranger, Warlock, Sorcerer, Avenger, Barbarian). The other legal classes are leaders (Warlord, Bard, Cleric, Shaman) and controllers (Wizard, Invoker, Druid). Defender: Cruril (Fighter) Striker: Shane (Ranger), Sariel (Avenger) Leader: Controller: D&D Player's Handbook
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Post by Rainbow Rage on Mar 2, 2009 23:29:08 GMT -5
Kellryia
Note: Alton, Morell and Ellis have no genders, they will still be addressed as masculine.
Daer'Ol, as he is called, had awoke from his long rest. A creator of many worlds, but none of which he had ever found to be satisfying enough to stop. Each world hovering in it's own cosmos, with planes, planets and more. Each time he would make a world he would rest for millenia, and create a new one. This time, he came up with the idea of creating a few smaller creators and having them do the creation and then overseeing their progress. He created three 'Gods' each with their own strengths. Alton would represent insight, determination, straightforwardness and optimism. Ellis would represent creativity, intelligence, compulsion and singlemindedness. Morell would represent ambition, emotion, beauty and pessimism.
When given their tasks, Alton was eager to start immediately. Morell was far too busy exploring the planes, each with their own colors and spectrums to start immediately and Ellis began planning. Alton created his first world and rejoiced as he had put inside it liquids, creatures, a place to live and more. Morell saw his creation and was amazed. Ellis had little time to mind Alton with what he had planned. Morell, feeling a twinge of jealousy had to trump Alton's paradise, so he created one much the opposite out of spite. A cold, frozen wasteland with horrifying creatures obssessed with killing each other. Alton gave the suggestion that if the creatures killed each other, they would need to procreate, and the fact that not only was Alton only mildly impressed by it, but had indeed pointed out a flaw only angred him further, as it was true that after only a week, the population began thinning. Ellis, also, did not care about this world. Alton left the cosmos and joined his beings in his paradise. Morell went to his frozen world, as well, wanting to hide from Ellis' constant overthinking. Alton would create more worlds and Morell would too, soon, Morell's ideas were very abhorent, to the point of torture, mutilation and sacrifice. Alton told Morell to stop being spiteful, pointing out that Morell's creations were as grand as Alton's, and he should stop making worlds obsessed with pain, something Alton hated. Morell, offended Alton could be so condescending about his creations, shunned him.
Alton finally created a masterpiece, a plane of extra-dimensional existance, to forge all of the worlds, even Morell's together. This was both a brilliant creation and a tragedy. Morell's demons, lothians and devils swarmed the Astral plane, as Alton called it, and began attacking Alton's creatures. Alton forbade anything from leaving their planes, only with special restrictions and the Astral Realm manifested some semblance of order.
Ellis finished his breakthrough. A world that was not a flat surface, but a sphere, where when life died, more replenished it, where every thing was logical and rules determined order. Several races were made, including humans, kobolds and elves. Alton was awestruck and began exploring Ellis' world, thoroughly complimenting Ellis' insight and brilliance. Morell was furious that he himself could not have thought of such a thing, or rather, didn't begin doing so at the beginning. Morell admitted his realms were somewhat lackluster and did too enjoy this new place. Ellis' also had permitted astral travel via magic to anyone who could master it on this new world Ellis named 'Kellryia.'
Alton started adding his own bits here and there and that was Morell's breaking point. Noting that Alton had almost worn out all of his power creating the Astral plane and that Ellis had completely drained his by making the Prime Material Plane, Morell didn't create a place... but a thing.
Darius, the Annihilator of Worlds, was forged. He was a dragon of massive size and immense power, capable of removing worlds from existence. Alton was horrified and demanded to speak with Morell immediately, claiming that it to be unfair, as they were creators, not destroyers. Morell claimed that creating a destroyer is entirely different than destroying in it's own right and fled into the prime material.
Morell found the humans, enjoying some cultivated land and tools and took one of the farming tools and began destroying each and every human he could find. Eventually he happened upon Ellis and with the farmer's weapon, destroyed the God.
Morell then found Alton, who was spending time learning from the humans. When Morell entered, wielding the farmer's tool, Alton knew he would need to defend himself, seeing the intent in Morell's eyes and grabbed the nearest thing within reach, a scepter. He lifted it to parry, but the scythe's blade was far too long, gouging Alton's left eye. Alton retaliated by bludgeoning Morell repeatedly with the scepter. Morell's beauty was no more, and his shattered body became but a remnant of his past self, his shadow was all that was left.
Morell then ordered Darius to destroy all of the worlds, not conceding defeat. His shadow took form and his horrible ugly form remained. The great Dragon entered the realm of Kellryia and with his breath began removing existance. Several creatures began to defend the world from the great creature. From the astral realm, Raethor; from the Underworld of Morell, Arislad; From the wilds of Kellryia, Ulfwarinar; From the midland, where the elves lived, Arcania; From the lower world of Kellryia, Talromm.
This needs to be fleshed out:
// The creation of the Brothers, the First Brothers war, the creation of the races, those warped and changed by the Brothers' War etc...
Pantheon -
Raethor [Lawful Good] - Justice, Retribution, Law Gariel [Lawful Good] - Community, Defend the Defenseless
Alton [Good] - Light, Purity, Conviction Jareth [Good] - Competition, Determination Akelos [Good] - Favorable Tides, Luck
Arcania [Unaligned] - Knowledge, Magic Ulfwarinar [Unaligned] - Primal Power, Return to Nature, Animals Talromm [Unaligned] - Chaos, Warfare, Strength at Arms Cobalx [Unaligned] - Earth, Stone, Order Ferien [Unaligned] - Music, Bliss, Sensualism Zyrellis [Unaligned] - Free-spirited behavior, Clouds, Storms Tselus [Unaligned] - Warfare, Magic
Tyros [Evil] - Order, Only the Strong will rule, Punishment Altios [Evil] - Remnants of a Fallen God, Bring a new end Morell [Evil] - Corruption, Hatred, Darkness
Eidolis [Chaotic Evil] - Destroy the world, Destroy the world, Destroy the world... Arislad [Chaotic Evil] - Show no mercy, Kill 'em all, Battlelust
Reign - [/size]
Adra (Sovereignty Accord) - Monarchy - Capital: Slaheqq - Ruler: Queen Julianne Adar - Colors: Orange and White - Symbol: ~Undefined~ Note: This is the region we will be starting in.
Adra declared itself a seperate entity shortly after the Pandem, in which shortly thereafter Ildirin split off from Adra. Adra is primarily a warm continent with temperate forests teaming down to barren deserts. Adra, having a border on an ocean, has access to many trade routes, and is rich in natural resources.
Aldien (Sovereignty Accord) - Monarchy - Capital: Aldenshire - Ruler: King Vincent Aldren - Colors: Maroon, Gold and Black - Symbol: Unknown
Auzrend (Sovereignty Accord) - Despotism - Capital: Auzryia - Ruler: High Chancellor Anduin Azeer - Colors: Bright Red and Black - Symbol: The gargoyle
Cascade (Sovereignty Accord) - Republic - Capital: Cascade - Rulers: Consul Amjir Rastar, Consul Habeus Drake, Consul Derick Cadeus - Colors: Periwinkle and Silver - Symbol: Unknown
Dalris (Sovereignty Accord) - Monarchy - Capital: Darillia - Ruler: King Dante Gilvir - Colors: Purple, Grey and White - Symbol: Unknown
Hammerfast (Sovereignty Accord) - Monarchy - Capital: Adamant - Ruler: King Graegoir Hammerfast - Colors: Dark Red, Orange, Black - Symbol: A Forge
Ildirin (Sovereignty Accord) - Monarchy - Capital: Ildir - Ruler: King Vhran Ildir - Colors: Dark Green, Silver - Symbol: The Dragon
Kaelrin (Sovereignty Accord) - Monarchy - Capital: Kaiess - Ruler: King Balthasar Kaiess III - Colors: Bright Blue, White - Symbol: Snowflake
Shallys (Sovereignty Accord) - Not really sure... - Capital: Shallys Vevir - Rulers: Magoch Vrandal Tsaelomar, Consul Bri'itza Aliris, High Priestess Mystrala Narien - Colors: White, Silver - Symbol: Snowflake
Kezek’Thar (Seperate Faction) - Dictatorship - Capital: Kezek and Thar - Rulers: High Warlord Thargromm and/or High Warlord Kezrend - Colors: Red (it makes you charge faster) - Symbol: Axe
Narunia (Selzvold Federacy) - Magocracy - Capital: Narunia - Rulers: The seven Magochs - Colors: Violet, Blue, Silver - Symbol: A floating orb
Esvereth (Selzvold Federacy) - Magocracy
Carnilior (Selzvold Federacy) - Magocracy
Frostreach Region (Tribal Inhabitants) - Anarchy - Capital: None - Ruler: Whoever is strongest - Colors: White, you'd imagine. Unaligned. - Symbol: None.
Dragontail Foothills (Tribal Inhabitants) - Anarchy
Shadowdeep - (Seperate Factions) - Several seperate reigns
Spinedeep - (Seperate Factions) - Several seperate reigns
Daerictus Oltanar "The Godlands"
The Dragontail Foothills - [/size] Contested
History: At the end of the War of the Races, or the Second Brothers’ War, the mighty demigod Darius the Annihilator crashed onto the continent of Kellryia. From his corpse created the sanctuary for all of the demigod’s offspring. Now called the Dragontail Mountains, the foothills are inhabited by the otherwise ‘savage’ creatures of Kellryia. Dragontail is divided into three regions: The Foothills, The Mountains and the Caverns. The Mountains of Dragontail is relatively undeveloped, carrying only a few outposts, scouting points and such. The majority of the Dragontail Mountains is home to the lairs of creatures such as mountain trolls, mountain giants, all forms of dragonkind and more. The Caverns of Dragontail are home to the arcane Silver Elves, the Mountain Dwarves, the Duergar, the Cursed Elves (also called Dark Elves or Drow), Illithids, Gnomes and more. There is much civilization below the earthen tomb of Dragontail as opposed to the surface above. However, surrounding the Mountains are the wooded foothills of Dragontail; home to the savage Wood Elves of Dragontail, (commonly called Dragontail Elves), the Dragonkin of Darius (the Dragonborn), the hobgoblin tribes and many more, to be detailed later.
Locations: The Heart of the Dragon, the largest volcano in Kellryia, located in the northern part of the spine of the Dragontail Mountains. This prominent location in Dragontail is a sacred sight to all Dragontail. (The Zenith of Spirits should be added later)
Races of Dragontail: Outlined will be the major races in Dragontail. The Dragontail Elves, the hobgoblins, the dragonborn, the goblins, famous or infamous dragons, ogres, hill giants.
The Auryiess Desert - [/size] Reign - Adran, Auzrend
The Frostreach - [/size] Reign - Unclaimed
The Frostreach is divided into several regions: The Frostnorth Barrens, The Frostreach Mountains, The Dagger Coast, The Black Ice Wastes and the Howling Woods. The Black Ice Wastes is relatively uninhabited, mostly with monsters that need not feed often or creatures that prefer isolation. The Frostnorth Barrens and Howling Woods, the ones closest to Shallys and Kaelrin, tend to have the most 'cvilization' consisting of the Red Gryphon Tribe, Frost Blade Clan, White Scar Clan and Shadow Claw Tribe.
The Dagger Coast has some Frost Blade inhabitants and some Shadow Clan, but mostly has the Red Tide Tribe. Many of the tribes hunt near the Frostreach Mountains as the borderlands of where the tundra and mountains intersect has more animal habitants, and is easier to navigate than the mountains.
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Post by Duskwalker on Oct 18, 2009 17:08:21 GMT -5
Carter Wilroar
Height: 6' 2" Weight: 160 lb Skin: Pale Eyes: Silver Hair: Black; Straight; Beardless
Carter Wilroar, level 14 Human, Swordmage, Ward Guardian Swordmage Aegis: Aegis of Shielding Human Power Selection: Bonus At-Will Power
FINAL ABILITY SCORES Str 9, Con 20, Dex 11, Int 22, Wis 12, Cha 14.
STARTING ABILITY SCORES Str 8, Con 16, Dex 10, Int 16, Wis 11, Cha 13.
AC: 31 Fort: 25 Reflex: 26 Will: 24 HP: 123 Surges: 13 Surge Value: 30
TRAINED SKILLS History +18, Arcana +18, Insight +15, Endurance +17, Intimidate +14
UNTRAINED SKILLS Acrobatics +7, Bluff +9, Diplomacy +9, Dungeoneering +8, Heal +8, Nature +8, Perception +10, Religion +13, Stealth +7, Streetwise +9, Thievery +7, Athletics +6
FEATS Human: Action Surge Level 1: Intelligent Blademaster Level 2: Toughness Level 4: Weapon Focus (Heavy Blade) Level 6: Durable (retrained to Greater Aegis of Shielding at Level 11) Level 8: Wintertouched Level 10: Frantic Recovery Level 11: Lasting Frost Level 12: Solid Sound Level 14: Double Aegis
POWERS Bonus At-Will Power: Frigid Blade Swordmage at-will 1: Sword Burst Swordmage at-will 1: Lightning Lure Swordmage encounter 1: Sword of Sigils Swordmage daily 1: Dimensional Thunder Swordmage utility 2: Channeling Shield Swordmage encounter 3: Transposing Lunge Swordmage daily 5: Swordmage Shielding Fire Swordmage utility 6: Swordmage's Decree Swordmage encounter 7: Rejuvenating Strike Swordmage daily 9: Hellspike Assault Swordmage utility 10: Impenetrable Warding Swordmage encounter 13: Dimensional Slash (replaces Transposing Lunge)
ITEMS Delver's Leather Armor +2, Diadem of Acuity (heroic tier), Gloaming Shroud +2, Dread Longsword +2, Delver's Leather Armor +3, Frost Longsword +3
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Post by DEATH PONY on Oct 18, 2009 21:50:40 GMT -5
PDF Download====== Ragnod ====== Ragnod V.2.3, level 11 Shardmind, Psion, Time Bender Build: Total Badass Discipline Focus: Telepathy Focus Versatile Expertise: Versatile Expertise (Staff) Versatile Expertise: Versatile Expertise (Orb) Shardmind: History Bonus FINAL ABILITY SCORES Str 11, Con 11, Dex 9, Int 23, Wis 12, Cha 19. STARTING ABILITY SCORES Str 10, Con 10, Dex 8, Int 18, Wis 11, Cha 14. AC: 24 Fort: 17 Reflex: 23 Will: 23 HP: 63 Surges: 6 Surge Value: 15 TRAINED SKILLS Intimidate +14, Dungeoneering +11, Arcana +18, History +21 UNTRAINED SKILLS Acrobatics +4, Bluff +9, Diplomacy +9, Endurance +7, Heal +6, Insight +6, Nature +6, Perception +6, Religion +11, Stealth +4, Streetwise +9, Thievery +4, Athletics +5 FEATS Psion: Ritual Caster Level 1: Psychic Focus Level 2: Superior Implement Training (Crystal orb) Level 4: Coordinated Explosion Level 6: Skill Focus (History) Level 8: Precise Mind (retrained to Psychic Lock at Level 11) Level 10: Versatile Expertise Level 11: Desperate Renewal POWERS Psion at-will 1: Dishearten Psion at-will 1: Mind Thrust Psion daily 1: Telekinetic Anchor Psion utility 2: Intellect Fortress Psion at-will 3: Force Hammer Psion daily 5: Hypnotic Pulse Psion utility 6: Experienced Arcana Psion at-will 7: Mind Break (replaces Mind Thrust) Psion daily 9: Mind Blast Psion utility 10: Lessons of History ITEMS Adventurer's Kit, Headband of Intellect (heroic tier), Crystal orb of Unfailing Concentration +2, Frostwolf Pelt +2, Irrefutable Cloth Armor (Basic Clothing) +3, Bag of Holding (heroic tier) RITUALS Object Reading, Amanuensis, Enchant Magic Item, Knock, Disenchant Magic Item, Analyze Portal, Linked Portal, Comprehend Language, Seek Rumor, Skull Watch ====== Ragnod ======
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Post by SbFe_Fluegel-kun on Oct 21, 2009 20:36:38 GMT -5
Name: Gaele MacLahan Level: 12 >>> EXP: 32807 XP Class: Paladin Race: Human Size: Medium Age: 26 Height: 5'5'' Weight: 140 Alignment: Good Worshipper of Akelos
Str: 15 Con: 15 Dex: 9 Int: 11 Wis: 17 Cha: 20
Initiative: +5 Speed: 6
AC: 28 (16 base + 10 Armor + 2 Shield) HP: 106 (15 base + 15 Con + 6 / Level - 1 + 10 Feat) Surges per day: 13 Surge value: 27
Fort: 22 (16 base + 2 Con + 1 Class + 2 Item + 1 Race) Ref: 22 (16 base + 0 Int + 1 Class + 2 Shield + 2 Item + 1 Race) Will: 25 (16 base + 5 Cha + 1 Class + 2 Item + 1 Race)
Passive Insight: 26 Passive Perception: 19
Skills Athletics*: +6 (6 Level + 2 Str + 2 Feat - 4 Check) Diplomacy: +16 (11 Trained + 5 Cha) Endurance: +11 (11 Trained + 2 Con + 2 Item - 4 Check) Insight: +14 (11 Trained + 3 Wis) Intimidate: +16 (11 Trained + 5 Cha) Religion: +14 (11 Trained + 3 Wis)
Power Index At Will Divine Challenge - (Divine, Radiant, Burst 5, Minor) One creature in the burst is subject to your divine sanction until you fail to engage it or until you use this power again; Special: You may use this power only once per turn Bolstering Strike - (Divine, Weapon) +16 vs. AC; 1d8 + 7 damage and you gain 3 temp HP Ardent Strike - (Divine, Weapon) +16 vs. AC; 1d8 + 7 damage, and the target is subject to your divine sanction for 1 turn; Special: When charging, you may use this as a basic melee attack Virtuous Strike - (Divine, Radiant, Weapon) +16 vs. AC; 1d8 + 7 radiant, and you gain a +2 bonus to saving throws until the start of your next turn; Special: Choose one - You may make a saving throw, or the target takes a -2 penalty to saves for 1 turn; Special: You may use this power as a basic melee attack
Encounter Divine Strength - (Divinity, Minor) Gain a +2 bonus to the damage of the next attack you make this turn Divine Mettle - (Divinity, Burst 10, Minor) A creature within range makes a saving throw with a +5 bonus Valorous Smite - (Divine, Weapon) +16 vs. AC; 2d8 + 7 damage, and each enemy within 3 squares is subject to your divine sanction for 1 turn Righteous Smite - (Divine, Healing, Weapon) +16 vs. AC; 2d8 + 7 damage, and you and each ally within 5 squares gains 8 temporary HP Blade of Light - (Divine, Weapon, Radiant, Special) +16 vs. AC; 3d8 + 7 damage, and you gain a +2 bonus to all defenses against fear and necrotic effects; Special: When charging, you can use this power in place of a basic melee attack. Strength of Ten - (Divine, Weapon, Force, Blast 3) +16 vs. Fortitude; 2d8 + 7 force damage, and push the target 3 squares and it is subject to your divine sanction until the start of your next turn; Effect: After the attack, shift to a square in the blast.
Daily Virtue's Touch - (Divine, Touch, Special) Remove one of the following effects from the target: blinded, dazed, deafened, slowed, stunned or weakened. Special: You may use this power 3 times per day Majestic Halo - (Divine, Radiant, Weapon) +15 vs. AC; 3d8 + 6 radiant; Miss: Half damage; Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn Unyielding Faith - (Divine, Weapon) +15 vs. AC; 3d8 + 6 damage, and the target is subject to your divine challenge for the rest of the encounter; Miss: Half damage; Effect: You gain a +5 bonus to defenses against Charm effects for the rest of the encounter. Shackles of Justice - (Divine, Weapon, Radiant) +15 vs. AC; 2d8 + 6 damage; Effect: Whenever the target attacks, it takes 2d6 radiant damage (save ends).
Utility Call of Challenge - (Divine, Burst 3, Minor, Encounter) Each enemy within range is subject to your divine sanction for 1 turn. Shield the Virtuous - (Divine, Burst 10, Minor, Daily) Target: One ally in burst; Effect: Any enemy that hits or misses the target until the end of the encounter takes your Divine Sanction damage. Guiding Verse - (Divine, Minor, Encounter) Make a save with a +4 bonus. Quester's Discipline - (Divine, Reaction, Daily) Trigger: An effect that would daze, dominate, stun, or weaken you hits you; Effect: The triggering attack's conditions are negated against you.
Item Powers (2 Daily per day) Inviolability - (Daily, Healing, Item, Reaction) Trigger: You are reduced to 0 HP or less by an attack; Effect: Spend a healing surge, and regain 2 additional HP. Martyrdom - (Daily, Item, Reaction) Trigger: An adjacent ally is hit by an attack; Effect: You are hit by the attack instead. You then gain resistance to all damage equal to half the damage dealt by the attack (if any) until the start of your next turn. True Devotion - (Daily, Item, Free) Effect: Regain the use of your Channel Divinity power until the end of the encounter. Enduring Champion - (Daily, Item, Reaction) Trigger: You are hit by an attack; Effect: Reduce the damage by 5. If you have reached a milestone, the damage reduction lasts until the end of your next turn. Anti-Venom - (Encounter, Item, Free) Trigger: You make a save against a poison effect; Effect: Gain a +4 bonus to that save.
Race Features Human Versatility - Gain +2 to Charisma Human Training - Gain one additional skill from your class list Human Focus - Gain one additional at-will power from your class list Human Adaptability - Gain one additional feat at 1st level Human Defenses - Gain +1 to Fortitude, Reflex and Will defenses
Class Features Divine Sanction - Any target subject to this is marked, and the first time they make an attack each turn that does not include you as a target they take 11 radiant damage Divine Challenge - Gain the Divine Challenge power Channel Divinity - Use a divinity power once per encounter, and gain the Divine Strength and Divine Mettle powers Resolute Action - When you use an action point to take an extra action, you also make a saving throw with a +2 bonus. Truth Sense - Gain a +2 to Insight, and a +2 to Will defense against charm, fear and illusion effects.
Feats Power of the Sea - +2 Athletics, and gain a special use of the Virtuous Strike power. Divine Approval - Gain a saving throw when you use Channel Divinity. Divine Perseverance - Gain +2 to your next attack before the end of your next turn after you succeed on a saving throw Toughness - Gain 5 HP per tier. Protector's Commitment - Gain +1 to an attack roll if you or the target is adjacent to a bloodied ally. Mighty Challenge - Add your Strength mod to your divine sanction damage. Virtuous Recovery - Gain resistance to all damage 3 until the start of your next turn when you spend a healing surge. Saving Grace - Whenever you make a saving throw and succeed, you may instead grant an ally within 5 squares a save with a +3 bonus. Honored Foe [Requires LV 12] - Whenever a target marked by you deals damage to you, you gain 3 temp HP. Touch of Salvation [Requires LV 14] - Whenever you use Virtue's Touch, the target may make a saving throw with a +5 bonus. Contagious Challenge [Requires LV 16] - Whenever you use Divine Challenge, one enemy adjacent to the target is subject to your Divine Sanction until the start of your next turn. Persistent Challenge [Requires LV 18] - Once per encounter, if you fail to engage your Divine Challenge target, you may maintain the power as if you had.
Languages Common Dwarven
Magical Equipment Defensive Katana [LV6] (Fallcrish's Sword) [Equipped] Slot: Weapon (Longsword) Enhancement: +2 to attack and damage Critical: +2d6 damage Property: Whenever you use your second wind, you gain a +2 power bonus to all defenses until the end of your next turn.
Guardian's Shield [LV 9] [Equipped] Slot: Arms (Heavy Shield) Enhancement: +2 to AC, Reflex Power: Grants the Martyrdom power.
Iron Halo [LV5] [Equipped] Slot: Head Enhancement: +1 to saving throws Power: Grants the Inviolability power.
Survival Cloak [LV 8] [Equipped] Slot: Neck Enhancement: +2 to Fortitude, Reflex, Will, Endurance Property: Resist 5 fire and cold
Platemail of the Exalted Champion [LV 14] (Reward from the Cathedral of Akelos in Ildiric City) [Equipped] Slot: Armor (Plate) Enhancement: +11 to AC Property: When you use Channel Divinity, you gain a +2 bonus to your next attack roll before the end of your next turn. Power: Grants the True Devotion power.
Ring of Enduring Vitality [LV 14] (Taken from Zaphkarian) [Equipped] Slot: Ring Property: You gain one additional healing surge. Power: Grants the Enduring Champion power.
Cord of the Cobra [LV 13] (Found in Shirast Jungle) [Equipped] Slot: Waist Property: Gain resist 5 poison and increase your surge value by 1. Power: Grants the Anti-Venom power.
Battlestrider's Greaves [LV 14] (Found in Shirast Temple) [Equipped] Slot: Feet Property: You gain a +1 bonus to speed while wearing heavy armor.
Non-Equipped Possessions Dwarven Full Plate [LV2] (Crafted for Fleet Admiral MacLahan by Urist Gravelshins) [Stowed in her cabin on the Wyrmsbane] Wavestrider Boots [LV4] [Stowed in pack] Lightning Longsword [LV5] (Marine Officer's Cutlass) [Given to Oliver on the Wyrmsbane]
Non-magical Equipment[/i] Daily Logbook Viridian/ White Tabard of Ildirin 2x Flask of Fine Rum Small Courier's Bag 632gp 30sp
Naval Ranks: Midshipman > Ensign > Junior Lieutenant > Lieutenant > Lieutenant Commander > Commander > Commodore > Rear Admiral (1st Star) > Rear Admiral (2nd Star) > Vice Admiral > Admiral > Fleet Admiral
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Post by Rarity on Nov 21, 2009 23:39:23 GMT -5
Amina wears a headscarf, which mostly covers her black hair and reveals her amber eyes and brown skin. As she moves, she has difficulty bearing the weight of her chain mail and she has no visible weapons and has little equipment, save her holy symbol and a small pouch. Her white tabard and red jilaabah made of muslin are held with a brown woven belt.Ardent Lightwielder (11th level): If you healed an ally during your turn, you gain +1 to attack rolls with radiant powers until the end of your next turn. Whenever you deal radiant damage, your divine healing abilities restore an additional 1d10 + Charisma modifier until the end of your next turn. Warding Action (11th level): Whenever you use an action point you put a blessing of warding on any ally within range. That ally gains +2 to all defenses until the end of your next turn and 10 temporary hit points plus your charisma modifier. Glorious Sanction - Acolyte of Guilded Light Attack 11 Unleashes a wave of radiant. Encounter ✦ Divine, Implement, Radiant Standard Action, Close Burst 5 Target: All enemies in the burst Attack: Wis vs Fort Hit: 1d10 + Wisdom modifier radiant damage and target is slowed until the end of your next turn. Effect: All allies in the burst regain hit points equal to your charisma modifier. Saving Grace - Acolyte of Guilded Light Utility 12 Your allies will never fall in your presence. Daily ✦ Divine Immediate Interrupt Close Burst 10 Trigger: An ally becomes bloodied or falls below 0 hit points within the burst. Target: The triggering ally. Effect: Target takes no damage from the triggering attack and gains temporary hit points equal to twice your charisma modifier. [ Chainmail of Unfailing Light ] Enameled in ivory, this suit of chainmail glimmers with ever bright radiance Level: 14 Item Slot: Armor Enhancement: +3 AC Passive: Your wisdom-based skill checks and stat rolls are increased by 1. (But not wisdom-based attack rolls or damage rolls). Daily Power: [Free Action] - The next time you would use Healing Word or Rune of Mending this fight, target two allies within range instead of one. EquipmentHealing Potion X 0 Holy Shroud: You gain +2 heal checks and +1 to saving throws. Rations x 30 Gold: 628 -800g Silver:80 Books on the history of the Exodites, maps of Andria and Taratyr Nox.
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Post by Madscotsman on Nov 22, 2009 17:02:57 GMT -5
Name: Jovan "Thunderheart" Level: 14 Class: Barbarian/Calm Fury Race: Dragonborn Size: Medium Age: 28 Height: 6'11" Weight: 350 Alignment: Unaligned EXP:50548 Initiative: +8 Speed: 6
AC: 25 HP: 119/119 Surges per day: 11 Surge value: 32
Fort: 29 Ref: 24 Will: 25
Passive Insight: 16 Passive Perception: 16
Str: 22 Con: 15 Dex: 13 Int: 9 Wis: 11 Cha: 18
Skills Athletics: 17 Endurance: 13 Intimidate:19
Power Index
At Will
Howling Strike: STR vs AC +19 Hit: 1W+1d6+STR(6) Special: Can use on a charge, move +2 on a charge when raging
Pressing Strike: STR vs AC +19 Hit: 1W+STR(6) and push target 1 square Effect: Shift 2 squares before the attack, can move through enemies spaces.
Encounter
Dragon Breath: STR +4 vs Reflex close blast 3 +16 Hit: 2d6+CON(2)
Roar of Triumph: Close Burst 5 Trigger: You reduce an enemy to 0 Effect: Each enemy in burst takes a -2 penalty to all defenses
Blood-frenzy strike: STR vs AC +19 Hit: 3W+STR and the target gains vulnerable 5 to all damage until the end of your next turn. Thaneborn Triumph: vulnerability = 3+CHA(4)
Brutal Slam: STR vs Fort +19 Hit: 2W +STR(6) and you push the target 2 squares and knock it prone. Then one enemy adjacent to the target takes 1d8+STR(6).
Curtain of Steel: STR vs AC +22 Immediate Reaction Trigger: adjacent enemy hits or misses you Hit: 3W+STR(6)
Furious Calm:STR vs REF +19 Hit:3W+STR(6) and you can spend a healing surge
Daily Thunder Hooves Rage: STR vs AC +19 Hit: 3W+STR(5) Miss: Half Damage. Effect:Enter rage of thunderhooves. Until the rage ends, you can move through one or two enemies' spaces during each turn. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1W extra damage.
Silver Phoenix Rage: STR vs AC +19 Hit: 2W+STR(5) and ongoing 5 fire(save ends) Miss: Half Damage. Effect: Until the rage ends, gain regeneration 3. In addition, the first time you drop to 0, or fewer, spend a healing surge as an immediate interrupt.
Oak Hammer Rage:
Utility Feral Rejuvenation(Daily):Trigger: attack damages an enemy. Effect: Spend a healing surge. If the attack reduced an enemy to 0, regain additional HP equal to half your level plus your CHA(3)
Relentless Surge(Encounter): Effect: You gain 5+Con (7total) temp HP.
Wellspring of Renewal: Effect: Gain Half level+Con(8) temp HP, and you are no longer marked
Race Features Dragon Breath: Lightning, STR +1 to attacks while bloodied +CON to healing surge value
Class Features +1 to AC and reflex while not wearing heavy armor Feral Might: Thaneborne triumph: whenever you bloody a foe, gain +Cha to next attack roll against that foe Rage strike at 5 Rampage: Basic attack on a crit 1/round Certain Savagery: You don't need to be raging to use rage strike. If rage strike misses, you don't expend it, and it doesn't do half damage. Strength in Action: When you use an action point to take an extra action, regain half level + STR(11 total) hp.
Feats Weapon Expertise(Heavy Blade)(Power Creep Bonus Feat) Powerful Charge: +2 to dmg and bull rush on a charge (Retrained for Power Attack at 6) Weapon Focus(Heavy Blade) Bloody Triumph Spirits of the Primal Dragons: The first time you are bloodied during an encounter, your attacks deal +1d8 damage of the same type as your breath.(Lightning) Weapon Proficiency: Fullblade Toughness Vexing Flanker: If you are flanking an enemy, they grant combat advantage to your allies. Armor specialization:hide: gain +1 AC and no check with hide Powerful Breath: STR to breath attack and damage
Languages Common Draconic
Equipment Baneslayer Claymore +2 -- Weapon [ Greatsword ] Critical: +2d6 damage, +2d12 damage versus demons, devils and dragons - Daily Power: Lifelink [Minor Action] - You gain +2 to your next attack roll, if it hits you may second wind as a free action, whether or not you are bloodied. Badge of the Berserker +1: +1 to defenses. Property: Charge movement doesn't provoke AOO Bloodthirst Bracers Horned Helm Oni's Mordenkrad Armor of the Plaguebringer(+2 hide) Belt of Vigor +1 Evitait Avalanche Boots [ Scaled Hide of Stormfury ] Made of blue dragonscales, this suit of hide armor cackles with electricity. Level: 14 Item Slot: Armor Enhancement: +3 AC Passive: Resist 10 Lightning Daily Power: [Free Action] - Trigger: You deal lightning damage. Effect: Your next attack deals +3d6 lightning damage. Ildirin Highlander's Medallion +4: No OAs on charges.
Adventurer's kit Everburning Torch Whetstone Oil Javelin x3 Potionx2 2388 gold
Darkwood fey creature 2500 Black pearl 500 Pearl x2 100 each
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Post by Madscotsman on Oct 16, 2010 21:11:08 GMT -5
Gabe Rowan, level 14 Half-Elf, Rogue, Shadow Assassin Rogue Tactics: Artful Dodger Rogue: Rogue Weapon Talent
FINAL ABILITY SCORES Str 9, Con 12, Dex 22, Int 14, Wis 11, Cha 22.
STARTING ABILITY SCORES Str 8, Con 11, Dex 16, Int 13, Wis 10, Cha 16.
AC: 28 Fort: 21 Reflex: 27 Will: 25 HP: 89 Surges: 7 Surge Value: 22
TRAINED SKILLS Stealth +18, Thievery +18, Perception +12, Intimidate +18, Acrobatics +18, Athletics +11
UNTRAINED SKILLS Arcana +9, Bluff +13, Diplomacy +15, Dungeoneering +7, Endurance +8, Heal +7, History +9, Insight +9, Nature +7, Religion +9, Streetwise +13
FEATS Power Creep: Versatile Expertise: Light Blade Level 1: Action Surge Level 2: Quick Draw Level 4: Melee Training (Dexterity) Level 6: Weapon Focus (Light Blade) Level 8: Backstabber Level 10: Slaying Action Level 11: Danger Sense Level 12: Bleeding Backstab Level 14: Rogue Weapon Mastery
POWERS Dilettante: Fading Strike: Melee or ranged Dex vs AC +19, +20 with dagger Hit: 1W+Dex(6) and shift 2 squares to a square not adjacent to the target.
Rogue at-will 1: Sly Flourish: Melee or ranged Dex vs AC +19, +20 with dagger Hit: 1W+Dex(6)+CHA(6)
Rogue at-will 1: Deft Strike Dex vs AC +19, +20 with dagger Special: Can move 2 squares before attack Hit: 1W+Dex(6)
Rogue encounter 1: Opening Move: Melee DEX vs AC +20 Hit: 2W+Dex(6) Effect: Gain a power bonus to AC and ref equal to CHA Artful Dodger: Defense bonus is 2+dex (8)
Rogue daily 1: Blinding Barrage: Close Blast 3 DEX vs AC +19 Hit: 2W+Dex(6) and target is blinded until end of your next turn.
Rogue utility 2: Fleeting Ghost Can make stealth checks after moving at no penalty
Rogue daily 5: Mocking Strike: Melee DEX vs WILL +19 Hit: 2W + DEX and target takes -3 to defenses against your attack for the rest of the encounter. Miss: half damage and -3 defenses (save ends)
Rogue utility 6: Threatening Glare Encounter: Until the end of your turn, opportunity attacks against you deal half damage, and you gain combat advantage against anyone who makes an opportunity attack against you.
Rogue encounter 7: Rogue's Luck: Melee or Ranged Dex vs AC Hit: 2W+Dex Miss: Make a secondary attack Secondary attack: Dex+CHA vs AC 1W+Dex
Rogue daily 9: Vexing Escape: Melee Dex vs AC + 19 Hit: 3W+Dex and shift a number of squares equal to CHA(6) Miss: half damage and shift 1 Effect: Until the end of the encounter, each time the target enters a square adjacent to you, you can shift 1 as an immediate reaction
Rogue utility 10: Combat Tumbleset Encounter: Shift your speed, can move through enemies.
Rogue encounter 13: Vaulting Charge: Melee Effect: Shift you speed before the attack, can move though enemies. Gain Cha to AC until end of next turn.
Shadow Assassin Encounter: Melee or ranged Dex vs Ref +19/+20 with dagger Hit: 2W + Dex Special: add W if the target hasn't acted this encounter.
Shadow Assassin Utility Daily: Trigger: Adjacent enemy makes a melee basic attack against you for the first time this encounter. Effect: Gain +10 to all defenses against the attack. If the attack misses, the enemy takes double your shadow assassin's Riposte damage.
ITEMS Leather Armor of Night +3, Spiderkissed Dagger +3, Cloaked Short sword +3, Cape of the Mountebank +2 4000gp
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