War of the Wyrms: Accepting Players

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Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Bluedemon322 said:
Bluedemon322 said:
ninjablue said:
I'll be Draconic. What races are available to me? Can i be half one race and half another race?THe Dragonborn, Eladrin, and Half elves appeal to me.
All races are available to you, but you can only choose one off of the list I provided (so no half Dragoborn, half Eladrin mix). Dragonborn is actually your best choice in this case, but half-elves and tieflings are also good choices.

Dragonborn it is!
Alright. You get a breath weapon. It will be based upon Strength (because it will be high enough to good for it), but you get your choice of element. These are acid, cold, fire, lightning, or poison. what do you choose?

Birras said:
I will be a Bard of Valor. As a gnome, would I have weaknesses against kids playing baseball?
Alright, then Half-elf is your best option, for sure.
Only while Paralyzed on lawns, as your reflex saves would be nonexistent.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Okay, I'll begin designing the Dragonborn Sorcerer for bluedemon, and the half-elf bard for Birras. I'm going to post some stuff for you all to do, as you want to make your own characters personalities and such.

Name:
Age:
Gender:
Height:
Weight:
Appearance:
Background:
Traits, quirks, mannerisms:


I'll present my Dragonborn Bard so you guys have a bit of an example:

Name: Salasar
Age: 23
Gender: Male
Height: 6' 5" (a tad shy of two solid meters tall)
Weight: 210 pounds
Appearance: Gold scales with a reddish tinge, and purple eyes. His jaw is broader rather than longer, and he keeps his head scales short but unusually spiky. He has a small "beard" trimmed just below his jaw to a point, giving him a rather dramatic look.
He keeps a pair of leather shoulder pads that have white skulls emblazoned upon them, and his belt is made out of a thin chain.
Background: Ostracized from his society due to his inability to play any other music than what he called "Doom Metal", Salasar has constantly moved from place to place, attracting the most motley collection of "fans" a Bard could ever have. He seeks the highest fame one can achieve by being a Bard, to bring his style of music into the larger society and make it something that other Bards will forever after study from and enjoy.
Traits: Friendly rivals with the Eladrin "Jotun." They constantly bicker, even in battle, and yet have that excellent quality of working together when needed.
(below has been added after the campaign started)
They constantly try to out do one another, even when it comes at harm to lie and limb. Salasar is currently behind in this contest, after Jotun managed to jump onto a Troll's shoulders, steal his helmet, and jump off again perfectly.
He consoled himself by getting an STD.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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While you guys are making your backgrounds, these are things to consider while in my World.

You were all born in Eratonia, the last remnant of the Paxia Empire. Your nation has frequently conflicted with the nation Arkel, which is composed almost entirely of Dragonborn. As such, Eratonia is significantly racist against Dragonborn.
The other major neighbor to Eratoina is the Church of Many Faiths. It is a centralized region within which all religious law is dictated. The Gods are either of the Pantheon, or illegal to worship. All churches and religious academies throughout Eratonia are directly tied to CMF.

Sigel, your warforged fighter is either very old (over 50), or very, very young (under three. Warforged are constructs, though, so this is still a very viably option). it will have direct ties and/or loyalty to Eratonia, as it is the only nation within which warforged are made.

Bluedemon, your Dragonborn will have felt racism throughout his entire life. How this effects your character is entirely up to you.

Higurashi, and Mastersqueak if you decide to choose the Avenger I suggested, you two will have frequent interaction with the Church. You were almost assuredly trained in schools run by the Church, and you might get direct orders from the church. This doesn't mean you have to follow them, obviously, but it's something to think about.

Birras, lostclause, magic users in Eratonia are, to some extent, a dime a dozen. Your characters are unique in actually having talent.
You have no direct ties to any one group. Eratonia is your birthplace, however.
 

Higurashi

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Jan 23, 2008
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<spoiler=Character Info>Name: Marisa Mishann
Race: Human
Age: 25
Gender: Female
Height: 6'1
Weight: 175 lbs
Appearance: Somewhat slim face with narrow, red-brown eyebrows over a pair of sharp, emerald eyes. Long, wavy red hair tied in a single braid by one gold bangle. Average build, although extremely fit, making her slightly thin. Her robes have a inner layer of white and a outer layer of burgundy fabric. She wears thigh-high leather boots and metal greaves, black tights, plate armour and light gauntlets with arm guards. All of her armour is white with gold trimmings and detail.
Background: Marisa was born to mercenary parents, but as there was no room for parenting in their business, she was given away to a monastery of Avandra at the age of two. She was adequately raised however, by the Clerics and Paladins serving there. She was always obedient and willing to serve the flowing tides of change that dominate the world, doing her own bit in pushing them in a desirable direction. On her 21st year of earthly existence, she caught rumours of someone who was supposed to be her brother circulating in the area. Having completed her training as a full-fledged Paladin at the monastery, having also learnt the Draconic language there, Marisa left the monastery with resolve of finding this clue to her true roots. She is still searching fruitlessly, and has adapted excellently to the large amounts of violence the world offers.
Traits, quirks, mannerisms: Marisa is a relaxed woman, albeit perhaps a bit grim. She is usually pretty open-minded, and very adaptable. When it comes to protecting others, however, she can be commanding and assertive. She most often takes to pragmatic ways of thinking, and can be very protective of her friends. In combat, some would call her reckless, and some would call her fierce, and she takes setbacks with the good, reasoning every experience is a lesson. She is a calm person in essence, though she can get very passionate when it comes to the well-being of others. She hasn't the best of manners, but gets along well with most people due to her honest nature and caring attitude.
She often makes fun of people who take themselves too seriously, as there is no way she could justify behaviour like that, and she often uses her good looks when parodying herself or anyone else, flinging her hair about or something to that effect. When in situations of great stress, her right eyelid may take to twitching.



<spoiler=Character sheet>

Marisa Mishann

Female Human Paladin
Level 1
Good

Strength 10 (+0)
Constitution 14 (+2)
Dexterity 10 (+0)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 18 (+4)

Height: 6' 1"
Weight: 175 lb
Skin: Somewhat pale
Eyes: Clear green
Hair: Red; Wavy

Maximum Hit Points: 34 (includes toughness)

Bloodied: 17
Surge Value: 8
Surges / Day: 12 [includes constitution modifier]


Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal

Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 -1 = -1 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +4 = + 4 [charisma]

Armor Class: 20 = 10 + 8 [plate] + 2 [if carrying heavy shield]
Fortitude Defense: 14 = 10 + 1 [Human] + 1 [paladin] + 2 [constitution]
Reflex Defense: 14 = 10 + 1 [Human] + 1 [paladin] + 2 [if carrying heavy shield]
Will Defense: 16 = 10 + 1 [Human] + 1 [paladin] + 4 [charisma]

Armor: Plate (50 lb)
Shield: Large (15 lb)

Attacks:

Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Longsword: +7 vs AC [+4 charisma attack (melee training)] [+3 proficiency]; damage 1[W]=1d8 4 lb (Heavy blade) versatile
Bolstering Strike +4w [base charisma attack] vs AC
Enfeebling Strike +4w [base charisma attack] vs AC
Holy Strike +0w [base strength attack] vs AC
Shielding Smite +4w [base charisma attack] vs AC
Radiant Delirium +4i [base charisma attack] vs reflex

Base Saving Throw: d20 vs 10

Encumberance:
Normal Load: 100 lb.
Heavy Load: 200 lb.
Maximum Drag Load: 500 lb.

Languages: Common, Draconic

Rituals Known:

Skills:

Acrobatics: -4 = 0 [dexterity] -2 [armor]-2 [shield]
Arcana: -1 = -1 [intelligence]
Athletics: -4 = 0 [strength] -2 [armor]-2 [shield]
Bluff: +4 = 4 [charisma]
Diplomacy: +9 = 4 [charisma] + 5 [class training]
Dungeoneering: +2 = 2 [wisdom]
Endurance: +3 = 2 [constitution] + 5 [class training] -2 [armor] -2 [shield]
Heal: +2 = 2 [wisdom]
History: -1 = -1 [intelligence]
Insight: +7 = 2 [wisdom] + 5 [class training]
Intimidate: +9 = 4 [charisma] + 5 [class training]
Nature: +2 = 2 [wisdom]
Perception: +2 = 2 [wisdom]
Religion: +4 = -1 [intelligence] + 5 [class training]
Stealth: -4 = 0 [dexterity] -2 [armor]-2 [shield]
Streetwise: +4 = 4 [charisma]
Thievery: -4 = 0 [dexterity] -2 [armor]-2 [shield]

Feats:

Toughness
Melee Training [charisma]

Basic Melee Attack: By weapon, damage 1[W] [standard action]
Basic Ranged Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: -4 [acrobatics] vs reflex / -4 [athletics] vs fortitude [move action]
Divine Challenge [Paladin][minor action]
Bolstering Strike [Level 1]
Enfeebling Strike [Level 1]
Holy Strike [Level 1] (human)

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense [+2 to all defenses]; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Shielding Smite [Level 1]
Channel Divinity:
Divine Mettle [minor action]
Divine Strength [minor action]

Daily Powers:

Lay On Hands [Paladin][minor action][2/day]
Radiant Delirium [Level 1]

Human

* One extra at-will power from your class (already included)
* One bonus feat at 1st level (already included)
* One bonus skill from the skill class list (already included)
* +1 to fortitude, reflex, and will defenses

Paladin

* Channel Divinity -- Divine Strength (add your strength modifier to damage on your next attack)
* Channel Divinity -- Divine Mettle (target makes saving throw with your charisma modifier as a bonus)
* Divine Challenge (mark target)
* Lay On Hands (sacrifice one of your healing surges to enable another to heal as if they had spent a surge)

Equipment:

69 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
Holy symbol (wooden)
_____
103 lb Total

 

Higurashi

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Jan 23, 2008
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arashi_kuriyami said:
Woohooo!! YES!! i think i found the right board. But just in case this is the wrong person the words "Rape your mother" and "Taco hell" should ring A bell, But more than likely your zeal in explaining stuff linked me to the right board.
which in case would make me numba 6 ^_^. That being the case I shall be one of your strikers. Preferably a ranger if thats all fine-honkey-dorey and bloody dandy!!
O...kay. You can PM users here. Mind your language please.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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MasterSqueak said:
What do you mean the Pantheon?

And what is an Avenger?
Pantheon is just a word to describe all the gods of a religion. There are many gods, though, and not all of them are in the Pantheon. For those who have players handbooks, all of the deities not listed under "evil and chaotic evil deities" are in the Pantheon.

An Avenger is a divine striker class, sent out to perform your god's will (sorta like Altaïr.) They can only wear cloth armor, but can wield any weapon (again, sorta like Altaïr) and have a very awesome set up that allows them abilities to disappear or move long distances quickly. I thought that if you wanted to play like a character from Assassin's Creed, an Avenger might be a better choice for you.
 

PrinceMarth

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May 21, 2009
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Just a suggestion from some one who plays 4th ed. A Warlord is a great class to have. It's buffs and heals can be invaluable to a team :3
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Higurashi said:
Name: Marisa Mishann
Age: 25
Gender: Female
Height: 6'1
Weight: 180 lbs
Appearance: Somewhat slim face with narrow, red-brown eyebrows over a pair of sharp, emerald eyes. Long, wavy red hair tied in a single braid by one gold bangle. Average build, although extremely fit, making her slightly thin. Her robes have a inner layer of white and a outer layer of burgundy fabric. She wears thigh-high leather boots and metal greaves, black tights, plate armour and light gauntlets with arm guards. All of her armour is white with gold trimming and detail.
Background: Marisa was born to mercenary parents, but as there was no room for parenting in their business, she was given away to a monastery of Avandra at the age of two. She was adequately raised however, by the Clerics and Paladins serving there. She was always obedient and willing to serve the flowing tides of change that dominate the world, doing her own bit in pushing them in a desirable direction. On her 21st year of earthly existence, she caught rumours of someone who was supposed to be her brother circulating in the area. Having completed her training as a full-fledged Paladin, Marisa left the monastery with resolve of finding this clue to her true roots. She is still searching fruitlessly, and has adapted excellently to the large amounts of violence the world offers.
Traits, quirks, mannerisms: Marisa is a relaxed woman, albeit perhaps a bit grim. She is usually pretty open-minded, and very adaptable. When it comes to protecting others, however, she can be commanding and assertive. She most often takes to pragmatic ways of thinking, and can be very protective of her friends. In combat, some would call her reckless, and some would call her fierce, and she takes setbacks with the good, reasoning every experience is a lesson. She is a calm person in essence, though she can get very passionate when it comes to the well-being of others. She hasn't the best of manners, but gets along well with most people due to her honest nature and caring attitude.
She often makes fun of people who take themselves too seriously, as there is no way she could justify behaviour like that, and she often uses her good looks when parodying herself or anyone else, flinging her hair about or something to that effect. When in situations of great stress, her right eyelid may take to twitching.

(might add more here. working on the actual DnD sheet. done soon. ^_^)
Good character.
Two things, and one of them is something I didn't point out so you had no way of knowing. The part of the world you're residing in is mostly civilized. The violence done here is behind the scenes, an occasional murder and such. There aren't random groups of goblins running around, causing havoc. All in all, though, I'm sure there is more violence in the world then there was in your Monastery.
Secondly- a Paladin who uses her sex appeal to make fun of people.
...Well, I guess every character I've ever had was anachronistic so let's run with it.
 

Higurashi

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Jan 23, 2008
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ninjablu said:
Good character.
Two things, and one of them is something I didn't point out so you had no way of knowing. The part of the world you're residing in is mostly civilized. The violence done here is behind the scenes, an occasional murder and such. There aren't random groups of goblins running around, causing havoc. All in all, though, I'm sure there is more violence in the world then there was in your Monastery.
Secondly- a Paladin who uses her sex appeal to make fun of people.
...Well, I guess every character I've ever had was anachronistic so let's run with it.
Yeah, the violence bit is mostly because she has thrust herself into such situations in her search.
And yes, her humour is not very orthodox. A lot of the scholars at the monastery did not think she would be a good Paladin.
I have updated my character post with the actual sheet. I think it's accurate. Didn't include any armour or weapon though, since I don't know what you're planning.

Edit: I think she needs another At-Will Power. I'll just add Holy Strike. Neither that or Valiant Strike are optimal for the build, but better something than nothing.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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Higurashi said:
<spoiler=Character Info>Name: Marisa Mishann
Age: 25
Gender: Female
Height: 6'1
Weight: 180 lbs
Appearance: Somewhat slim face with narrow, red-brown eyebrows over a pair of sharp, emerald eyes. Long, wavy red hair tied in a single braid by one gold bangle. Average build, although extremely fit, making her slightly thin. Her robes have a inner layer of white and a outer layer of burgundy fabric. She wears thigh-high leather boots and metal greaves, black tights, plate armour and light gauntlets with arm guards. All of her armour is white with gold trimming and detail.
Background: Marisa was born to mercenary parents, but as there was no room for parenting in their business, she was given away to a monastery of Avandra at the age of two. She was adequately raised however, by the Clerics and Paladins serving there. She was always obedient and willing to serve the flowing tides of change that dominate the world, doing her own bit in pushing them in a desirable direction. On her 21st year of earthly existence, she caught rumours of someone who was supposed to be her brother circulating in the area. Having completed her training as a full-fledged Paladin, Marisa left the monastery with resolve of finding this clue to her true roots. She is still searching fruitlessly, and has adapted excellently to the large amounts of violence the world offers.
Traits, quirks, mannerisms: Marisa is a relaxed woman, albeit perhaps a bit grim. She is usually pretty open-minded, and very adaptable. When it comes to protecting others, however, she can be commanding and assertive. She most often takes to pragmatic ways of thinking, and can be very protective of her friends. In combat, some would call her reckless, and some would call her fierce, and she takes setbacks with the good, reasoning every experience is a lesson. She is a calm person in essence, though she can get very passionate when it comes to the well-being of others. She hasn't the best of manners, but gets along well with most people due to her honest nature and caring attitude.
She often makes fun of people who take themselves too seriously, as there is no way she could justify behaviour like that, and she often uses her good looks when parodying herself or anyone else, flinging her hair about or something to that effect. When in situations of great stress, her right eyelid may take to twitching.

(might add more)

<spoiler=Character sheet>

Marisa Mishann

Female Human Paladin
Level 1
Good

Strength 15 (+2)
Constitution 12 (+1)
Dexterity 10 (+0)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 16 (+3)

Height: 6' 1"
Weight: 180 lb
Skin: Light
Eyes: Green
Hair: Red; Wavy

Maximum Hit Points: 27

Bloodied: 13
Surge Value: 6
Surges / Day: 11 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +3 = + 3 [charisma]

Armor Class: 10 = 10
Fortitude Defense: 14 = 10 + 1 [Human] + 1 [paladin] + 2 [strength]
Reflex Defense: 12 = 10 + 1 [Human] + 1 [paladin]
Will Defense: 15 = 10 + 1 [Human] + 1 [paladin] + 3 [charisma]

Armor: None

Shield: None

Attacks:

Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Bolstering Strike +3w [base charisma attack] vs AC
Enfeebling Strike +3w [base charisma attack] vs AC
Shielding Smite +3w [base charisma attack] vs AC
Radiant Delirium +3i [base charisma attack] vs reflex
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load: 150 lb.
Heavy Load: 300 lb.
Maximum Drag Load: 750 lb.


Encumberance 3.5

Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb.
Lift off ground: 400 lb.
Push or drag: 1000 lb.

Languages: Common; (? 1 more)

Rituals Known:

Skills:

Acrobatics: +0 = 0 [dexterity]
Arcana: +0 = 0 [intelligence]
Athletics: +2 = 2 [strength]
Bluff: +3 = 3 [charisma]
Diplomacy: +8 = 3 [charisma] + 5 [class training]
Dungeoneering: +2 = 2 [wisdom]
Endurance: +1 = 1 [constitution]
Heal: +7 = 2 [wisdom] + 5 [class training]
History: +0 = 0 [intelligence]
Insight: +7 = 2 [wisdom] + 5 [class training]
Intimidate: +8 = 3 [charisma] + 5 [class training]
Nature: +2 = 2 [wisdom]
Perception: +2 = 2 [wisdom]
Religion: +5 = 0 [intelligence] + 5 [class training]
Stealth: +0 = 0 [dexterity]
Streetwise: +3 = 3 [charisma]
Thievery: +0 = 0 [dexterity]

Feats:

Action Surge
Healing Hands

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +2 [base strength attack] vs fortitude [standard action]
Grab: +2 [base strength attack] vs reflex [standard action]
Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
Divine Challenge [Paladin][minor action]
Lay On Hands [Paladin][minor action][2/day]
Bolstering Strike [Level 1]
Enfeebling Strike [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Mettle [minor action]
Divine Strength [minor action]
Shielding Smite [Level 1]

Daily Powers:

Radiant Delirium [Level 1]

Human

* One extra at-will power from your class (already included)
* One bonus feat at 1st level (already included)
* One bonus skill from the skill class list (already included)
* +1 to fortitude, reflex, and will defenses

Paladin

* Channel Divinity -- Divine Strength (add your strength modifier to damage on your next attack)
* Channel Divinity -- Divine Mettle (target makes saving throw with your charisma modifier as a bonus)
* Divine Challenge (mark target)
* Lay On Hands (sacrifice one of your healing surges to enable another to heal as if they had spent a surge)
Attacks:

Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Bolstering Strike +3w [base charisma attack] vs AC
Enfeebling Strike +3w [base charisma attack] vs AC
Shielding Smite +3w [base charisma attack] vs AC
Radiant Delirium +3i [base charisma attack] vs reflex
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Bostering and Enfeebling are 1W, shielding smite is 2W and Radiant Delirium is 3d8.
Edit: Oh, I see what you're doing. Okay, include damage when you can.

Also, all first level characters start out with 100gp. Chapter 7 has all the basic equipment. Love to see your sheet after revision.

Edit: your edit is correct.
 

MasterSqueak

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May 10, 2009
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ninjablu said:
MasterSqueak said:
What do you mean the Pantheon?

And what is an Avenger?
Pantheon is just a word to describe all the gods of a religion. There are many gods, though, and not all of them are in the Pantheon. For those who have players handbooks, all of the deities not listed under "evil and chaotic evil deities" are in the Pantheon.

An Avenger is a divine striker class, sent out to perform your god's will (sorta like Altaïr. They can only wear cloth armor, but can wield any weapon (again, sorta like Altaïr) and have a very awesome set up that allows them abilities to disappear or move long distances quickly. I thought that if you wanted to play like a character from Assassin's Creed, an Avenger might be a better choice for you.
But that conflicts with the backstory and personality I thought up.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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0
MasterSqueak said:
ninjablu said:
MasterSqueak said:
What do you mean the Pantheon?

And what is an Avenger?
Pantheon is just a word to describe all the gods of a religion. There are many gods, though, and not all of them are in the Pantheon. For those who have players handbooks, all of the deities not listed under "evil and chaotic evil deities" are in the Pantheon.

An Avenger is a divine striker class, sent out to perform your god's will (sorta like Altaïr. They can only wear cloth armor, but can wield any weapon (again, sorta like Altaïr) and have a very awesome set up that allows them abilities to disappear or move long distances quickly. I thought that if you wanted to play like a character from Assassin's Creed, an Avenger might be a better choice for you.
But that conflicts with the backstory and personality I thought up.
Ah. Alright, I'll make you a human rogue.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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Birras' Character.
EDIT: added an equipment section

Half-Elf Bard
level 1

Strength: 12 (+1)
Constitution: 16 (+3)
Dexterity: 11 (-)
Intelligence: 13 (+1)
Wisdom: 10 (-)
Charisma: 18 (+4)

Maximum HP: 28
Bloodied: 14
Surges/Day: 10
Surge Value: 7

Size: medium
Speed: 5 (6 - 1 for armor)
Vision: low-light

Initiative: +0

Armor Class: 16 (10 base + 6 chainmail. +1 while using shield)
Fortitude: 13
Reflex: 12 (+1 one while using shield)
Will: 15

Abilities: All are Standard actions unless marked otherwise.

FREE ACTION: (non standard)
- Bardic Virtue: Virtue of Valor: Once per round, when an ally bloodies or drops an enemy to 0 hit points, you can grant temporary hp to them as a free action. In addition, due to Strength of Valor, that ally's next attack has a +2 to hit.
HP granted: 4 (1 + 3 Constitution)

AT-WILL:
- Basic Longsword: +4 vs AC. 1d8 + 1 damage.
Keywords: weapon
- Guiding Strike: +7 vs AC. 1d8 + 4 damage. Target takes -2 to defense of your choice until the end of your next turn. Keywords: Arcane, weapon
- Viscous Mockery: Ranged 10. +4 vs will. 1d6 + 4 damage. Target takes -2 to attack rolls until the end of your next turn. Keywords: Arcane, Charm, Implement, Psychic

ENCOUNTER:
- Majestic Word: MINOR ACTION. Ranged 5. Targets self or one ally within range. Target may spend a healing surge, and gains extra hit points equal to your charisma modifier. You may also slide the target one square. SPECIAL: you may use this ability twice per encounter, but only once per round. Keywords: Arcane, Healing
- Words of Friendship: MINOR ACTION. Personal. You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
- Dire Radiance: Ranged 10. +3 vs Fortitude. 1d6 + 3 radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + 3 damage. Keywords: Arcane, Fear, Implement, Radiant.
- Shout of Triumph: Close Blast 3. Targets each enemy in blast. +4 vs Fortitude. 1d6 +4 thunder damage. In addition, you may slide the targets and allies in the burst up to your Constitution modifier (3). Keywords: Arcane, Implement, Thunder

DAILY:
- Slayer's Song: +7 vs AC. 2d8 + 4 damage. The target grants combat advantage to you and your allies (save ends).
Miss: half damage.
effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn.


Encumbrance:
Normal Load: up to 120 lb.
Heavy Load: up to 240 lb.
Maximum Drag Load: 600 lb.

Languages Known: Common, Elven, Draconic

Rituals Known:
- Traveler's Chant:
cost: 10 alchemical
Key Skill: Arcana
Player and up to 8 allies gain extra traveling speed. Calculate to slowest member's speed + 2.
time: 10 minutes.
Duration: 8 hours.

- Tenser's Floating Disc:
Cost: 10 Alchemical
Key skill: Arcana
Creates a 3 foot diameter disc. It is a guaranteed check. The roll determines the weight the disc can carry without snapping.
less than 9: 250 lbs
10 - 24: 500 lbs
25 - 39 lbs: 1000 lbs
above 40: 2000 lbs

SKILLS:
Acrobatics: 0 (1 versatility, 0 dexterity, -1 armor check)
Arcana: 6 (1 intelligence, 5 trained)
Athletics: 1 (1 strength, 1 versatility, -1 armor check)
Bluff: 9 (4 charisma, 5 trained)
Diplomacy: 11 (4 charisma, 2 racial, 5 trained)
Dungeoneering: 1 ( 1 versatility, 0 wisdom)
Endurance: 7 ( 3 Constitution, 5 trained, -1 armor check)
Heal: 1 ( 1 versatility, 0 wisdom)
History: 2 (1 versatility, 1 intelligence)
Insight: 3 (1 versatility, 2 racial, 0 wisdom)
Intimidate: 5 (4 Charisma, 1 versatility)
Nature: 1 (1 versatility, 0 wisdom)
Perception: 1 (1 versatility, 0 wisdom)
Religion: 2 (1 Versatility, 1 intelligence)
Stealth: 0 (1 versatility, 0 dexterity, -1 armor check)
Streetwise: 9 (4 charisma, 5 trained)
Thievery: 0 (1 versatility, 0 dexterity, -1 armor check)

Feat:
Strength of Valor

Features:
- At first levle, you choose at at-will ability from any class other than your own. You can use that ability as an encounter power (Already included)
- Dual Heritage: You can take feats that have human or elf, or half-elf as a prerequisite, as long as you meet the other requirements.
- Group Diplomacy: You grant allies with 10 squares of a +1 racial bonus to Diplomacy Checks.
- Bardic Training: You gain a ritual book and one bardic ritual, as well as one other ritual of your choice. Once per day, you can perform one Bardic ritual of your level or lower without expending components, though you must pay other costs and use any focus required.
- Bardic Virtue: Virtue of Valor: Once per round, when an ally bloodies or drops an enemy to 0 hit points, you can grant temporary hp to them as a free action. In addition, due to Strength of valor, that ally's next attack has a +2 to hit.
HP granted: 4 (1 + 3 Constitution)
- Multiclass Versatility: you make take as many multiclass feats as you wish.
- Skill Versatility: You gain a +1 to untrained skill checks.
- Song of Rest: During a short rest, each healing surge an ally of yours spends in your presence may add your charisma modifier to those surges in regained health.

Equipment:
- Money:
Six gold pieces
- Chainmail armor (+ 6 to AC)
- Light shield ( +1 to AC and Reflex when equiped)
- Longsword (Proficiency: + 3 to hit. 1d8 damage)
- Lyre (Implement)
- Standard Adventurer's Kit:
Backpack
bedroll
Flint and steel
belt pouch
trail rations (10 days)
hempen rope (50 ft.)
2 sunrods (bright light radius 20 for 4 hours)
waterskin
- Climber's Kit:
Grappling Hook
Hammer
Pitons (10)
- Ritual Components, Alchemical (10)
- Ritual Book
 

Higurashi

New member
Jan 23, 2008
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ninjablu said:
*sheet snip*
Now that ain't standard array. Makes me want to modify Marisa. >=3
Anyway, I think her sheet is done now. Unless I can modify her, in which case I shall do so on the morrow.
 

Flying-Emu

New member
Oct 30, 2008
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lostclause said:
I know flying emu does dnd (not sure of edition), you could pm him to see if he's interested.
4e DnD books are the only pieces of text that I heartily endorse burning.
 

lostclause

New member
Mar 31, 2009
1,860
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Flying-Emu said:
lostclause said:
I know flying emu does dnd (not sure of edition), you could pm him to see if he's interested.
4e DnD books are the only pieces of text that I heartily endorse burning.
I found out that you played ad&d shortly after I made that comment actually. Hence I never bothered to pm you.
 

Flying-Emu

New member
Oct 30, 2008
5,367
0
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lostclause said:
Flying-Emu said:
lostclause said:
I know flying emu does dnd (not sure of edition), you could pm him to see if he's interested.
4e DnD books are the only pieces of text that I heartily endorse burning.
I found out that you played ad&d shortly after I made that comment actually. Hence I never bothered to pm you.
Just wanted to make sure everyone knew :)