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Special Event: Chimeric Ascent — OOC
Posted: Sun Jun 25, 2023 1:40 pm
by FinalTemplar
"Ladies and gentlemen! Draw your eyes to the center ring! Tonight, we have a very special presentation in store for you!"
Two groups of powerful adventurers meet in the ring to settle a score. Today's fight is a story of friendships won, and lost, and unrequited love - Tonight, perhaps, some of those stories will be resolved.
Whoever survives this bout will claim the company name of Chimera Squadron. May the best fighters win!
General Character Creation Rules
System: 4e
Level 8
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment:
Level 5: three free magical items of levels 7, 8, and 9 (or less), plus 2600 gp to spend.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No.
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).
Hybrids: You will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. This helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.
SPECIAL: Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Posted: Tue Jun 27, 2023 12:43 pm
by FinalTemplar
Enemy Fighters:
Crusader Aldegaard, Holy Warrior of Aradamus (#2980B9)
Melador Frostblood, Icecaller of the Frozen Peak (#8E44AD)
Ash Maleficus, Deadeye of the Steppes (#F65C12)
Posted: Tue Jun 27, 2023 12:43 pm
by FinalTemplar
Introducing... The dastardly twins - Alaric and Alyssia Moonstalker!
Alaric Moonstalker, Thief of Butcher Street (#F1C40F)
Alyssia Moonstalker, Wild Huntress (#27AE60)
Posted: Tue Jun 27, 2023 12:43 pm
by FinalTemplar
And last but not least... Introducing...
Malithas Suncaller, Radiant Justice (#f39c12)
Caiphus, the Alluring Virtuoso (#3498db)
Posted: Tue Jun 27, 2023 12:44 pm
by ratwizard
Introducing Jozele im Farroq al-Jaquim, the Horselord of Hessab
Jozele im Parreos al-Farroq, level 8
Minotaur, Barbarian
Feral Might: Rageblood Vigor
Goring Charge Key Ability: Goring Charge Strength
Background: Blademaster (+2 to Acrobatics)
Theme: Vigilante
FINAL ABILITY SCORES
Str 22, Con 18, Dex 10, Int 10, Wis 8, Cha 11.
STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 10, Wis 8, Cha 11.
AC: 20 Fort: 24 Reflex: 17 Will: 16
HP: 75 Surges: 13 Surge Value: 18
TRAINED SKILLS
Athletics +14, History +9, Perception +10, Acrobatics +10
UNTRAINED SKILLS
Arcana +4, Bluff +4, Diplomacy +4, Dungeoneering +3, Endurance +7, Heal +3, Insight +3, Intimidate +4, Nature +5, Religion +4, Stealth +3, Streetwise +4, Thievery +3
FEATS
Level 1: Powerful Charge
Level 2: Mark of Handling
Level 4: Reckless Charge
Level 6: Cunning Stalker
Feat User Choice: Spear Expertise
Level 8: Weapon Focus (Spear)
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Howl of Fury
Barbarian encounter 1: Resurgent Strike
Barbarian daily 1: Life-Ending Strike
Barbarian utility 2: Primal Vitality
Barbarian encounter 3: Blade Sweep
Barbarian daily 5: Rage of the Crimson Hurricane
Barbarian utility 6: Indomitable Shift
Barbarian encounter 7: Crushing Charge
ITEMS
Dire Boar, Vanguard Lance +2, Horseshoes of Speed (heroic tier), Marauder's Hide Armor +2, Lesser Badge of the Berserker +2
Jozele im Farroq al-Jaquim was born in Hessab, an ancient pastoral town in the Beredin Steppe. His father Farroq im Dazan was chieftain of Hessab until years ago when a rival clan head, Abrelo im Varqoz al-Riza staged a successful coup that resulted in Farroq's death. Since his voluntary exile, Jozele became a sellsword for many factions in Serra and the surrounding territories, until joining the Chimera Squadron. Jozele is a descendent of Sisera the Outrider, and as such, has distant elvish ancestry.
Jozele is confident, pious, calm, and one of the best cavalrymen east of the Dwarven Mountains. He rides a tremendous warhorse, wielding a massive khopesh that he uses to cleave his enemies in twain.
Jozele im Farroq al-Jaquim
Male Minotaur (Human) Barbarian 8
Languages: Common, Serran
Age: 28
Height: 6'2"
Weight: 185 lbs.
Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision
AC: 20
Fort: 24
Reflex: 17
Will: 16
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 13/13
Action Points: 0
MBA: +15 vs AC, 1d10+10 damage
RBA: +4 vs AC, 1d4 damage
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
Howling Strike
Howl of Fury
__________________________________
Second Wind [_]
Mark of the Vigilante [_]
Goring Charge [_]
Swift Charge [_]
Resurgent Strike [_]
Blade Sweep [_]
Crushing Charge [_]
__________________________________
Life-Ending Strike [_]
Primal Vitality [_]
Rage of the Crimson Hurricane [_]
Rage Strike [_]
Indomitable Shift [_]
Vanguard Lance +2 [_]
Marauder's Hide Armor +2 [_]
Consumables:
None.
Ferocity: At 0 HP, Jozele makes an MBA as an immediate interrupt.
Heedless Charge: +2 racial bonus to all OAs during charge.
Vigilante Level 5 Feature: +5 power bonus to Intimidate checks against those who recognize Jozele as a vigilante.
Powerful Charge: +2 to damage and bull rush attacks when charging.
Mark of Handling: Mounted speed +2 and +1 feat bonus to AC for mount.
Reckless Charge: When charging, can take a -2 to AC to gain a +1 to attack.
Cunning Stalker: CA against lone enemies with no creates adjacent other than Jozele.
Spear Expertise: +1 damage on spear charging attacks.
Vanguard Lance +2: In additional to 'Mounted' and 'Versatile' tags, charges deal an additional +1d8 damage, and criticals are +2d8 damage.
Horseshoes of Speed: Mounted speed +1 (total of 11.)
Marauder's Armor +2: When charging, Jozele gains +1 AC TENT.
Lesser Badge of the Berserker +2: When charging, +4 bonuses to all OAs provoked by charge's movement.
Armeion
Female Dire Boar 6
Speed: 8 (+3)
Initiative: +3
Passive Perception: 12
Senses: Normal Vision
AC: 17
Fort: 21
Reflex: 17
Will: 16
HP: 85/85
Bloodied: 42
Surge Value: 21
Powers:
Gore (+9 vs AC, 1d10+9 (or 1d10+14 against prone targets)
Death Strike
Rabid Charger: When she charges, Armeion makes a Gore attack in addition to Jozele's charge attack.
Furious Charge: When she charges, Gore deals an extra 5 damage, pushes 2 sq, and knocks prone.
Posted: Tue Jun 27, 2023 12:53 pm
by BartNL
Ayduib Heiwr, The Puppeteer #F1C40F
Ayduib has been fighting in the arena to fund his research. While he is not a public favourite by any means, his effective and unusual way of defeating his enemies has earned him a handful of loyal fans.
====== Created Using Wizards of the Coast D&D Character Builder ======
arena zoner wizard, level 8
Elf, Wizard
Arcane Implement Mastery: Orb of Imposition
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Group Awareness
Background: Geography - Forest (+2 to Perception)
FINAL ABILITY SCORES
Str 8, Con 13, Dex 13, Int 22, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 11, Int 18, Wis 14, Cha 10.
AC: 24 Fort: 17 Reflex: 22 Will: 21
HP: 51 Surges: 7 Surge Value: 12
TRAINED SKILLS
Arcana +15, Religion +15, Perception +16, Insight +12, Nature +14
UNTRAINED SKILLS
Acrobatics +5, Bluff +4, Diplomacy +4, Dungeoneering +7, Endurance +5, Heal +7, History +10, Intimidate +4, Stealth +5, Streetwise +4, Thievery +5, Athletics +3
FEATS
Wizard: Ritual Caster
Feat User Choice: Orb Expertise
Level 1: Harbinger of Nature's Wrath
Level 2: Unarmored Agility
Level 4: Superior Implement Training (Petrified orb)
Level 6: Aberrant Mark of Madness
Level 8: Far Spell
POWERS
Arcanist Cantrips: Disrupt Undead
Arcanist Cantrips: Water Stride
Arcanist Cantrips: Chameleon's Mask
Arcanist Cantrips: Mage Hand
Corellon's Boon of Arcane Might (level 3): Howling Wall
Wizard at-will 1: Hypnotism
Wizard at-will 1: Beguiling Strands
Wizard encounter 1: Charm of Misplaced Wrath
Wizard daily 1: Phantom Chasm
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Phantasmal Terrain
Wizard utility 2 Spellbook: Arcane Insight
Wizard encounter 3: Hypnotic Pattern
Wizard daily 5: Visions of Avarice
Wizard daily 5 Spellbook: Grasp of the Grave
Wizard utility 6: Wall of Fog
Wizard utility 6 Spellbook: Emerald Eye
Wizard encounter 7: Twist of Space
ITEMS
Spellbook, Corellon's Boon of Arcane Might (level 3), Petrified orb of Forceful Magic +2, Cloak of Distortion +2, Veteran's Cloth Armor (Basic Clothing) +2, Fire Beetle Potion (heroic tier) (4), Elixir of Fortitude (level 8) (4), Elixir of Reflexes (level 8) (4), Elixir of Will (level 8) (4), Potion of Clarity (Lvl 5) (4), Potion of Resistance (heroic tier) (4), Circlet of Second Chances (heroic tier)
RITUALS
Brew Potion, Create Holy Water, Make Whole, Enchant Magic Item, Seal Death's Door
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Posted: Tue Jun 27, 2023 2:10 pm
by Namelessjake
Introducing Captain Vigo Vikus, Eccentric Honoured Retiree of the Royal Guard of Talguta
Vigo hails from Talguta. Born to a wealthy family in the Marble Gate district of the city, he grew up in relative luxury, giving him time to indulge in many intellectual pursuits and hobbies. His families connections eventually saw him land a job in the royal citadel palace as an adjunct to one of the commanders of the royal guard. This posting eventually evolved into Vigo being groomed for his own command and he went on to have a long and storied career in the royal guard fighting against the ruthless gangs than call the city home.
Eventually he retired from service, taking up residence in a large villa in his home neighborhood. Having kept himself busy over the years with his career and his extracurricular pursuits, he had no family of his own. It didn't take long for him to grow bored of retirement and he left home to seek out further adventure, soon joining up with a band of adventurers.
He is loud and eccentric with a knack for tactics and leadership.
Captain Vigo Vikus, level 8
Dragonborn, Warlord
Build: Skirmishing Warlord
Archer Warlord Optional Choice: Archer Warlord
Warlord: Combat Leader
Commanding Presence: Skirmishing Presence
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Background: Occupation - Scholar (+2 to Religion)
Theme: Spellscarred Harbinger
Spellscarred Harbinger Starting Feature: Spellscarred Harbinger (Dimension Shift)
FINAL ABILITY SCORES
Str 20, Con 12, Dex 10, Int 18, Wis 8, Cha 16.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 16, Wis 8, Cha 14.
AC: 23 Fort: 22 Reflex: 20 Will: 20
HP: 59 Surges: 8 Surge Value: 15
TRAINED SKILLS
Athletics +13, Diplomacy +12, History +15, Perception +10
UNTRAINED SKILLS
Acrobatics +4, Arcana +8, Bluff +7, Dungeoneering +3, Endurance +4, Heal +3, Insight +3, Intimidate +11, Nature +3, Religion +10, Stealth +3, Streetwise +7, Thievery +3
FEATS
Level 1: Weapon Proficiency (Greatbow)
Level 2: Archer Captain
Level 4: Expert Combat Leader
Level 6: Last Legion Officer
Feat User Choice: Bow Expertise
Level 8: Adamant Arrow Student
POWERS
Warlord at-will 1: Paint the Bulls-Eye
Warlord at-will 1: Direct the Strike
Warlord encounter 1: Race the Arrow
Warlord daily 1: Relentless Wounding
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Staggering Shot
Warlord daily 5: Create Opportunity
Warlord utility 6: Dragon's Tenacity
Warlord encounter 7: On My Mark
ITEMS
Screaming Hide Armor +2, Screaming Bow Greatbow +2, Acrobat Boots (heroic tier), Bracers of Archery (heroic tier), Steadfast Amulet +2, Scimitar, Potion of Healing (heroic tier) (2), Backpack (empty), Bedroll, Candle (2), Fine Clothing, Flint and Steel, Flask (empty), Hempen Rope (50 ft.), Horn, Lantern, Mirror, Tent, Torch (2), Trail Rations (20), Travel Papers, Writing case, Belt Pouch (empty), Bottle of Wine (2), Grappling Hook, Coin Purse of 29.45 gold.
Captain Vigo Vikus
Male Dragonborn (Orc) Warlord 8
Languages: Common, Gleiosian
Age: 62
Height: 6'0"
Weight: 181 lbs.
Speed: 6
Initiative: +7
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision
AC: 23
Fort: 22
Reflex: 20
Will: 20
HP: 59/59
Bloodied: 29
Surge Value: 15
Surges left: 8/8
Action Points: 0
MBA: +11 vs AC, 1d8+5 damage (Scimitar)
RBA: +14 vs AC, 1d12+9 damage (Screaming Bow Greatbow +2)
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
Paint the Bull's-Eye
Direct the Strike
Acrobat Boots
__________________________________
Second Wind [_]
Dimension Shift [_]
Dragonfear [_]
Inspiring Word [_][_]
Race the Arrow [_]
Adaptive Stratagem [_]
Staggering Shot [_]
Dragon's Tenacity [_]
On My Mark [_]
Screaming Hide Armor +2 [_]/color]
__________________________________
Relentless Wounding [_]
Create Opportunity [_]
Spellscar Empowerment [_]
Bracers of Archery [_]/color]
Steadfast Amulet +2 [_]/color]
Screaming Bow Greatbow +2 [_]/color]
Consumables:
Potion of Healing (Heroic Tier) x2
Spellscarred harbinger: Once per encounter you can teleport 2 squares as a minor action.
Combat Leader: +2 power bonus to allies' initiative.
Skirmishing Prescence: When an ally makes an attack using an action point, they can shift 4 squares (my Int mod) as a free action.
Archer Captain: You and any ally within 5 squares ignore long range penalties.
Expert Combat Leader: Combat Leader bonus increases to +3.
Last Legion Officer: When I use a power that enables an ally to spend a healing surge, that ally can also choose to shift 1 square as a free action or gain +2 AC and Ref until SONT.
Bow Expertise: +1 bonus to damage rolls for bows when attacking a single creature that is not adjacent to any other creature.
Adamant Arrow Student [Lesser Style]: You gain a +2 feat bonus to Perception checks. When you are attacking with a greatbow or a longbow and you hit an enemy with a power associated with this feat, you can push that enemy 1 square.
Associated Powers: Nimble Strike, Paint the Bulls-Eye
Screaming Hide Armor +2: +2 to Intimidate Checks.
Screaming Bow Greatbow +2: When you use this weapon to hit an enemy with an attack power that doesn't have a damage type, the attack deals thunder damage, and the enemy is deafened until the end of your next turn.
Acrobat Boots +1 to acrobatics checks.
Posted: Wed Jun 28, 2023 12:45 pm
by Chanchabruhh
Introducing Maveith Earthcarver, Champion of the frozen peak
Maveith Earthcarver, Champion of the frozen peak, level 8
Goliath (Orc), Warden
Guardian Might: Earthstrength
Background: Luruar (Luruar Benefit)
FINAL ABILITY SCORES
Str 20, Con 20, Dex 14, Int 8, Wis 12, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 14, Int 8, Wis 12, Cha 10.
AC: 23 Fort: 21 Reflex: 17 Will: 18
HP: 86 Surges: 14 Surge Value: 21
TRAINED SKILLS
Nature +12, Endurance +14, Perception +10, Intimidate +9, Arcana +8, Bluff +9, Acrobatics +11, Athletics +16
UNTRAINED SKILLS
Diplomacy +4, Dungeoneering +5, Heal +5, History +3, Insight +5, Religion +3, Stealth +6, Streetwise +4, Thievery +6
FEATS
Feat User Choice: Bludgeon Expertise
Level 1: Crippling Crush
Level 2: Deadly Draw
Level 4: Vicious Advantage
Level 6: World Serpent's Grasp
Level 8: Markings of the Elements
POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Erupting Font
Warden encounter 3: Rough Strike
Warden daily 5: Boiling Cloud
Warden utility 6: Soothing Wind
Warden encounter 7: Mountain Hammer
ITEMS
Maw of the Guardian Warhammer +1, Elven Battle Leather Armor +2, Iron Armbands of Power (heroic tier), Gauntlets of Blood (heroic tier), Ironskin Belt (heroic tier), Amulet of Mental Resolve +1
RITUALS
Scroll of Silence (2)
Posted: Wed Jul 19, 2023 9:42 pm
by Fialova
Ser Winona Wellesly, the Gallant Green Knight of Garlemald
Winona Wellesly, level 8
Dragonborn, Fighter|Blackguard
Hybrid Blackguard: Hybrid Blackguard Reflex
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Two-handed Weapon Talent (Hybrid)
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Background: Disciplined Soldier (+2 to Athletics)
Theme: Disgraced Noble
FINAL ABILITY SCORES
Str 22, Con 14, Dex 14, Int 8, Wis 10, Cha 14.
STARTING ABILITY SCORES
Str 18, Con 12, Dex 14, Int 8, Wis 10, Cha 12.
AC: 25 Fort: 23 Reflex: 19 Will: 18
HP: 71 Surges: 11 Surge Value: 19
TRAINED SKILLS
Athletics +17, Intimidate +13, Endurance +13, Acrobatics +11, Nature +9
UNTRAINED SKILLS
Arcana +3, Bluff +8, Diplomacy +6, Dungeoneering +4, Heal +4, History +5, Insight +4, Perception +4, Religion +3, Stealth +6, Streetwise +8, Thievery +6
FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Fullblade)
Level 4: Berserker's Fury
Level 6: Weapon Focus (Heavy Blade)
Feat User Choice: Mighty Crusader Expertise
Level 8: Deadly Draw
POWERS
Hybrid at-will 1: Footwork Lure
Vice of Domination (Hybrid): Dominator's Strike
Hybrid encounter 1: Steel Serpent Strike
Hybrid daily 1: Blood of the Mighty
Hybrid utility 2: Vice's Reward
Hybrid encounter 3: Hold Fast
Hybrid daily 5: Rain of Steel
Hybrid utility 6: Kirre's Roar
Hybrid encounter 7: Come and Get It
ITEMS
Shielding Blade Fullblade +2, Dwarven Scale Armor +2, Iron Armbands of Power (heroic tier), Pavise Charm +2, Gloves of Piercing (heroic tier)
Posted: Thu Jul 20, 2023 1:49 pm
by Scratcherclaw
Rhun of Agramor, the Ancestral Avenger
Rhun, level 8
Goliath, Runepriest
Runic Artistry: Serene Blade
Background: Early Life - Lost Everything (+2 to Endurance)
Theme: Ironwrought
FINAL ABILITY SCORES
Str 22, Con 13, Dex 10, Int 11, Wis 18, Cha 8.
STARTING ABILITY SCORES
Str 18, Con 13, Dex 10, Int 11, Wis 14, Cha 8.
AC: 26 Fort: 21 Reflex: 17 Will: 22
HP: 60 Surges: 8 Surge Value: 15
TRAINED SKILLS
Religion +9, Heal +13, Endurance +10, Athletics +15
UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +8, History +4, Insight +8, Intimidate +3, Nature +10, Perception +8, Stealth +1, Streetwise +3, Thievery +1
FEATS
Level 1: Battlewise
Level 2: Last Legion Officer
Level 4: Improved Initiative
Level 6: Mark of Healing
Feat User Choice: Heavy Blade Expertise
Level 8: Shield Proficiency: Heavy
POWERS
Runepriest at-will 1: Word of Diminishment
Runepriest at-will 1: Word of Exchange
Runepriest encounter 1: Executioner's Call
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Words of Bravery
Runepriest daily 5: Rune of the Final Act
Runepriest utility 6: Rune of Meritorious Alacrity
Runepriest encounter 7: Word of Befuddlement
ITEMS
Inspiring Longsword +2, Shadow Hound Hide Armor +2, Elven Chain Shirt (heroic tier), Shield of Deflection Heavy Shield (heroic tier), Amulet of Protection +1, Gloves of Grace (heroic tier), Demonskin Tattoo (heroic tier), Potion of Cure Light Wounds (2)
Rhun was born in the village of Agramor, a settlement mostly of elves with a tight grasp on its Quellamese roots. Orphaned, he was taken under the wing of a local shaman, Wyre, and spent much of his life training to be a guardian to his people and mastering the ancient mysticism of his people. And for many years, he held this mantle and protected the village from outside threats and those within.
In time, the petty political squabbles grew too much on the man and he turned to the regions abroad, selling his sword to get by. Eventually, he fell into a band of adventurers and found a sense of belonging oddly absent in his insular home.
Rhun is quiet and contemplative, preferring to let actions speak louder than words. He is confident and yet cautious.
Rhun of Agramor
Male Goliath Runepriest 8
Languages: Common, Elven, Grystok
Age: 30 (24 in human years)
Height: 6'2
Weight: 190 lbs.
Speed: 6
Initiative: +12
Passive Perception: 18
Passive Insight: 18
Senses: Normal vision
AC: 26
Fort: 21
Ref: 17
Will: 22
HP: 60/60
Bloodied: 30
Surge Value: 15
Surges left: 8/8
Action points: 0
MBA: +16 vs AC, 1d8+8 damage
RBA: +4 vs AC, 1d4 damage
Resistances: Resist 2 All while bloodied, Resist 2 All from ranged/area attacks
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Word of Exchange
Word of Diminishment
__________________________________
Second Wind [_]
Inevitable Strike [_]
Stone's Endurance [_]
Rune of Mending [_] [_]
Executioner's Call [_]
Words of Bravery [_]
Word of Befuddlement [_]
__________________________________
Rune of the Undeniable Dawn [_]
Shield of Sacrifice [_]
Rune of the Final Act [_]
Rune of Meritorious Alacrity [_]
Inspiring Longsword +2 [_]
Shadow Hound Armor +2 [_]
Gloves of Grace [_]
Consumables:
Potion of Cure Light Wounds (2)
Class
Rune Master: When I use a skill with the Runic keyword, I can enter either the Rune of Protection (adjacent allies resist 2 all damage) or Rune of Destruction (allies gain a +1 bonus to attack rolls vs enemies adjacent to me). I remain in the state I choose until I enter another rune state or the encounter ends.
Serene Blade: I'm proficient with military heavy blades. While not wearing heavy armor, I can use WIS to determine AC. Once per round immediately after an enemy damages me with an attack, I gain +4 temp HP.
Racial
Mountain's Tenacity: I gain +1 to Will.
Powerful Athlete: When I make an Athletics check to jump or climb, I roll twice and use either result.
Theme
Ironwrought: My origin becomes elemental. I gain +1 to Athletics and Endurance. Whenever I use Second Wind, the prior bonus increases to +4 til EONT. While bloodied, I gain resist 2 to all damage.
Feats
Battlewise: I use WIS instead of DEX for initiative checks.
Last Legion Officer: When I use a power that allows an ally to spend a healing surge, they can also choose to shift 1 square as a free action or gain +2 to AC and Reflex til the start of their next turn.
Improved Initiative: I gain +4 to initiative.
Mark of Healing: When I use a healing power on an ally, they can also make a saving throw.
Battle Song Expertise: I gain a +1 bonus to attacks made with heavy blades. While wielding a heavy blade, I gain a +2 bonus to AC against OAs.
Items
Elven Chain Shirt: I gain a +1 bonus to AC while wearing this shirt with light or no armor.
Shield of Deflection (heroic tier): I gain resist 2 all vs ranged/area attacks.
Demonskin Tattoo (heroic tier): When I spend an action point, I can choose a damage type (acid, cold, fire, lighting, or thunder) to Resist 5 until the end of the encounter.
I was asked very nicely to repost my character but there was an onion in the way. So I fought the onion.
Posted: Mon Jul 24, 2023 8:29 pm
by KupoTheMagus
Runewatcher
Runewatcher, Level 8
Warforged (Half-Orc) Wizard (Mage)
Background: Aerenal (Arcana)
Theme: Order Adept
FINAL ABILITY SCORES
Str 10, Con 16, Dex 14, Int 22, Wis 12, Cha 8
STARTING ABILITY SCORES
Str 10, Con 14, Dex 12, Int 18, Wis 12, Cha 10
AC: 25 Fort: 18 Reflex: 21 Will: 19
HP: 62 Surges: 9 Surge Value: 15
TRAINED SKILLS
Arcana +17, Endurance +18, History +15, Insight +10
UNTRAINED SKILLS
Acrobatics +6, Athletics +4, Bluff +5, Diplomacy +3, Dungeoneering +5, Heal +5, Intimidate +9, Nature +5, Perception +5, Religion +10, Stealth +6, Streetwise +3, Thievery +6
FEATS
Level 1: Destructive Wizardry
Expertise: Staff
Level 2: Dual Implement Spellcaster
Level 4: Superior Implement Training (Accurate Staff)
Level 6: Improved Defenses
Level 8: Distant Advantage
POWERS (Prepared Only)
At-Will: Arc Lightning, Freezing Burst, Magic Missile
Encounter: Warforged Resolve, Argent Rain, Fire Burst, Shield, Illusory Obstacles, Burning Hands
Daily: Fountain of Flame, Fire Shield, Scattering Shock
Posted: Mon Jul 24, 2023 8:35 pm
by FinalTemplar
Cut-off for new PC posts: August 7th 2023.