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DinbinFanfoom
7th July 2008, 12:56 PM
Character Stats:

Name: Tess Blacklocke
Level 1, Unaligned, Human Female
Class: Rogue
Player: Dinbin

Strength: 16 (+3)
Dexterity: 19 (+4) (+2 Human bonus)
Constitution: 13 (+1)
Intelligence: 9 (-1) ("Book learnin?! Wazzat?")
Wisdom: 11 (+0)
Charisma: 15 (+2)

Height: 5' 6"
Weight: 120 lb
Skin: Tan
Eyes: Blue
Hair: Dark Brown; Straight

Max HP: 25 (Bloodied: 12)
Surge: 6 (7 per day)

Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +4 = + 4 [dexterity]
Strength Attack: 1d20 +3 = + 3 [strength]
Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Constitution Attack: 1d20 +1 = + 1 [constitution]
Intelligence Attack: 1d20 -1 = - 1 [intelligence]
Wisdom Attack: 1d20 +0 = + 0 [wisdom]
Charisma Attack: 1d20 +2 = + 2 [charisma]

AC: 16 = 10 + 4 + 2 [dex][leather](Artful Dodger: +2 bonus from Cha on AoO)
Fort: 14 = 10 + 1 [Human] + 3 [strength]
Ref: 17 = 10 + 1 [Human] + 2 [rogue] + 4 [dexterity]
Will: 13 = 10 + 1 [Human] + 2 [charisma]

Attacks:
Unarmed Melee: 1d20+3 vs AC [+3 str]; damage: 1d4+3 [str]
Shuriken: 1d20+7 vs AC [+4 dex][+3 proficiency]; damage: 1d6+4 [rogue][dex]; range: 6/12
Dagger: 1d20+8 vs AC [dex][rogue][+3 proficiency]; damage: 1d4+3 [str]
Short Sword: 1d20+7 vs AC [dex][+3 proficiency]; damage 1d6+3 [str]; range 10/20
Hand Crossbow: 1d20+6 vs AC [dex][+2 proficiency]; damage 1d6; range 10/20
Sling: 1d20+6 vs AC [dex][+2 proficiency]; damage 1d6; range 10/20
Deft Strike: 1d20+5 [dex][rogue] vs AC; damage: W+4 [dex]; can move 2 before attack
Sly Flourish: 1d20+5 [dex][rogue] vs AC; damage: W+6 [dex][cha]
Positioning Strike: 1d20+5 [dex][rogue] vs AC; damage: W+4 [dex]; slide target cha bonus squares
Trick Strike: 1d20+5 [dex][rogue] vs AC; damage: 3d4+4; slide target 1 square and can slide target 1 square each hit thereafter
Sneak Attack: +2d8 damage [combat advantage]

Base Saving Throw: d20 vs 10
Languages: Common

Skills:
Acrobatics: +9 = 4 [dexterity] + 5 [class training]
Arcana: -1 = -1 [intelligence]
Athletics: +8 = 3 [strength] + 5 [class training]
Bluff: +7 = 2 [charisma] + 5 [class training]
Diplomacy: +2 = 2 [charisma]
Dungeoneering: +5 = 0 [wisdom] + 5 [class training]
Endurance: +1 = 1 [constitution]
Heal: +0 = 0 [wisdom]
History: -1 = -1 [intelligence]
Insight: +5 = 0 [wisdom] + 5 [class training]
Intimidate: +2 = 2 [charisma]
Nature: +0 = 0 [wisdom]
Perception: +5 = 0 + 5 [wisdom][feat]
Religion: -1 = -1 [intelligence]
Stealth: +9 = 4 [dexterity] + 5 [class training]
Streetwise: +2 = 2 [charisma]
Thievery: +9 = 4 [dexterity] + 5 [class training]

[B]Feats:
Backstabber: Sneak Attack damage is +2d8
Skill Training: Perception (+5 to Perception)

At-Will Powers:
Basic Melee Attack: By weapon, damage W+3 [strength]
Basic Ranged Attack: By weapon, damage W+4 [dexterity]
Bull Rush: +3 [strength] vs fortitude
Grab: +3 [strength] vs reflex
Move grabbed target: +3 [strength] vs fortitude
Escape: +9 [acrobatics] vs reflex / +8 [athletics] vs fortitude
Deft Strike [Level 1]: Move 2 squares before the attack, Dex vs AC, Damage: 1d4+4
Sly Flourish [Level 1]: Dex vs AC, Damage: 1d4+4

Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Positioning Strike [Level 1]

Daily Powers:
Trick Strike [Level 1]


Equipment List:
1 Leather Armour (+2 AC)
1 Thieves Tools
2 Daggers - (1d4 damage)(rogue: +1 to hit)
10 Shurikens - (1d4 damage)(rogue: 1d6 damage)
1 Rope - 50'
1 Climber's Kit
5 Sunrods
1 Waterskin
2 Trail Rations
1 Bedroll
1 Flint and Steel

Human:
One extra at-will power from your class
One bonus feat at 1st level
One bonus skill from the skill class list
+1 to fortitude, reflex, and will defenses

Rogue:
Bonuses: +2 Reflex

First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack: Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra damage. As you advance in level, your extra damage increases. You MAY add this damage bonus after damage is rolled: Level 1-10: +2d6 Level 11-20: +3d6 Level 21-30: +4d6

Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.

Biography:
The origins of Tess Blacklocke aren't entirely clear, even to her. When she was just a toddler, her father was in the process of relocating the family to a new outspost when one of the wheels on the caravan wagons they were riding in broke. The wagoneer stopped, hoping to make quick repairs and to catch up with the rest of the caravan later. Unfortunately, the area was frequented by marauding bands of highwaymen, and the three small families in the wagon were besieged by a gang of these unsavory types while waiting for the repairs to be completed. Since the raiders had no use for a wailing child, they dumped her on one of their slave trader contacts. While her memory is foggy of these events, she assumes she was the only survivor.

Tess remembers being passed from trader to trader as she grew, nobody seemed to want the weedy runt of a girl. She was finally to be sold to a wealthy merchant as a house servant. Along with several dozen other slaves, she was placed upon a ship that would take her to the island the new master's family estate was situated on. A violent storm sprang up, and the ship foundered on a reef. Several of the slaves were unable to swim, so the slavemaster lashed them, along with the terrified Tess, to some barrels and shoved them overboard, hoping to recover them later. They hit the water hard, and in the ensuing tumble of waves and broken timbers, Tess was knocked unconscious.

When she awoke, she was on a sandy beach, still entangled in ropes, barrels and wreckage. Footprints set off in every direction from where she lay; it appeared that the rest of the slaves had abandoned her for dead and jumped at their chance for freedom. And now she was free as well... Scared, cold and only 10 years old, but free nonetheless.

Subsequent years saw her grow up on the streets and back alleys of various cities and towns, eking out a living through trickery, lying, and outright theft. She never received a formal education, and so while imbued with more than an adequate measure of quickness and looks, she remains largely street-smart, not book-smart. But that's OK by Tess.

Kiir
7th July 2008, 02:16 PM
Here is my character, I spoilered some of the info like Dinbin.


Sitara
Female Dragonborn Warlock
Level 1
Unaligned
Height: 6' 6" Weight: 230 lb Scales: Scarlet Eyes: Silver Hair: None


Strength 11(+0)
Dexterity 12(+1)
Constitution 14(+2)
Intelligence 14(+2)
Wisdom 10(+0)
Charisma 18(+4)

Maximum Hit Points: 26
Bloodied: 13
Surge Value: 8 [includes draconic heritage]
Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Normal

Initiative:1d20 +5 = + 1 [dexterity] + 4 [improved initiative]
Base Strength Attack:1d20 +0 = + 0 [strength]
Base Dexterity Attack:1d20 +1 = + 1 [dexterity]
Base Constitution Attack:1d20 +2 = + 2 [constitution]
Base Intelligence Attack:1d20 +2 = + 2 [intelligence]
Base Wisdom Attack:1d20 +0 = + 0 [wisdom]
Base Charisma Attack:1d20 +4 = + 4 [charisma]
Armor Class:14= 10 + 2 [intelligence] + 2 [leather]
Fortitude Defense:12= 10 + 2 [constitution]
Reflex Defense:13= 10 + 1 [warlock] + 2 [intelligence]
Will Defense:15= 10 + 1 [warlock] + 4 [charisma]
Armor: Leather (15 lb)


Attacks:
Unarmed Melee: 0 vs AC [0 strength]; damage 1[W]=1d4
Quarterstaff: +2 vs AC [0 strength] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff)
Crossbow: +3 vs AC [+1 dexterity] [+2 proficiency]; damage 1[W]=1d8+1 [dexterity] range 15/30 4 lb (Crossbow) Load minor
Dragon Breath +4 [constitution + 2] vs reflex; damage1d6+2 [constitution]
Dire Radiance +2i [constitution] vs fortitude
Eldritch Blast +4 (constitution / charisma) vs reflex
Dreadful Word +4i [charisma] vs will
Dread Star +4i [charisma] vs will
i Instrument-usable power. Apply a bonus as appropriate.
Base Saving Throw: d20 vs 10

Languages:Common; Draconic;
Skills:
Acrobatics:+1 = 1 [dexterity]

Arcana:+7 = 2 [intelligence] + 5 [class training]
Athletics:+0 = 0 [strength]
Bluff:+9 = 4 [charisma] + 5 [class training]
Diplomacy:+4 = 4 [charisma]
Dungeoneering:+0 = 0 [wisdom]

Endurance:+2 = 2 [constitution]
Heal:+0 = 0 [wisdom]
History:+4 = 2 [intelligence] + 2 [Dragonborn]
Insight:+5 = 0 [wisdom] + 5 [class training]
Intimidate:+6 = 4 [charisma] + 2 [Dragonborn]
Nature:+0 = 0 [wisdom] Perception:+0 = 0 [wisdom]
Religion:+2 = 2 [intelligence]
Stealth:+1 = 1 [dexterity]
Streetwise:+4 = 4 [charisma]
Thievery:+6 = 1 [dexterity] + 5 [class training]Feats:
Improved InitiativeAt-Will:
Basic Melee Attack: By weapon, damage 1[W]
Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
Bull Rush: [strength] vs fortitude
Grab: [strength] vs reflex
Move grabbed target: [strength] vs fortitude
Escape: +1 [acrobatics] vs reflex / [athletics] vs fortitude
Warlock's Curse [Warlock][minor action]
Dire Radiance [Level 1]
Eldritch Blast [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

Other Move Actions:Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk 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; Sustain minor action Other Immediate Action:Readied action Other Opportunity Action:Opportunity attack Other Free Actions:Drop held items; End a grab; Talk Other Non-Actions:DelayEncounter Powers:
http://www.pathguy.com/box.gif Second Wind
http://www.pathguy.com/box.gif Spend an Action Point [free action, not in surprise round]
http://www.pathguy.com/box.gif Dragon Breath, Poison [Dragonborn][minor action]
http://www.pathguy.com/box.gif Dreadful Word [Level 1]
Daily Powers:
http://www.pathguy.com/box.gif Dread Star [Level 1]
Dragonborn

+2 Strength, +2 Charisma (already included)
+2 History, +2 Intimidate
Dragonborn Fury
Dragonborn Heritage
Dragon BreathWarlock

Eldritch Blast
This warlord's pact is to the far realm / stars, with the Fate of the Void pact boon.
Prime Shot
Shadow Walk
Warlock's Curse

Shiz
7th July 2008, 02:48 PM
Sarzathalus "Sarz"
Male Half-Elf Fighter
Level 1
Good
Representing Shiz

Strength 17(+3)
Dexterity 15(+2)
Constitution 16(+3)
Intelligence 13(+1)
Wisdom 15(+2)
Charisma 13(+1)

Height:5' 8"
Weight:190 lb
Skin:Brown
Eyes:Green
Hair:Blond; Straight; Beardless


Maximum Hit Points: 31

Bloodied: 15
Surge Value: 7
Surges / Day: 12
http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gifSize: Medium
Speed: 6 squares
Vision: Low-light

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

Armor Class:17= 10 + 7 [scale]

Fortitude Defense:15= 10 + 2 [fighter] + 3 [strength]
Reflex Defense:12= 10 + 2 [dexterity]
Will Defense:12= 10 + 2 [wisdom]

Armor: Scale (45 lb)

Shield: None (street clothes)

Attacks:

Unarmed Melee: 3 vs AC [+3 strength]; damage 1[W]=1d4+3 [strength]
Greatsword: +7 vs AC [+3 strength] [+3 proficiency][+1 two-hand talent]; damage 1[W]=1d10+3 [strength] 8 lb (Heavy blade)
Shortbow: +5 vs AC [+2 dexterity] [+2 proficiency][+1 two-hand talent]; damage 1[W]=1d8+2 [dexterity] range 15/20 2 lb (Bow) Load free, small
Reaping Strike [strength] vs AC ([I]str mod dmg on a miss)
Sure Strike [strength]+2 vs AC
Holy Strike [strength] vs AC (deals radiant dmg and +WIS dmg if target was marked)
Passing Attack [strength] vs AC (attack, shift 1, attack new target +2 bonus)
Comeback Strike [strength] vs AC (2W dmg, may healing surge)Base Saving Throw: d20 vs 10
Languages:Common; Elven;

Skills:

Acrobatics:+2= 2 [dexterity]
Arcana:+1= 1 [intelligence]
Athletics:+8= 3 [strength] + 5 [class training]
Bluff:+1= 1 [charisma]
Diplomacy:+3= 1 [charisma] + 2 [half-elf]
Dungeoneering:+2= 2 [wisdom]
Endurance:+8= 3 [constitution] + 5 [class training]
Heal:+2= 2 [wisdom]
History:+1= 1 [intelligence]
Insight:+4= 2 [wisdom] + 2 [half-elf]
Intimidate:+6= 1 [charisma] + 5 [class training]
Nature:+2= 2 [wisdom]
Perception:+2= 2 [wisdom]
Religion:+1= 1 [intelligence]
Stealth:+2= 2 [dexterity]
Streetwise:+1= 1 [charisma]
Thievery:+2= 2 [dexterity] Feats:

Action SurgeAt-Will:

Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity]
Bull Rush: +3 [strength] vs fortitude
Grab: +3 [strength] vs reflex
Move grabbed target: +3 [strength] vs fortitude
Escape: +2 [acrobatics] vs reflex / +8 [athletics] vs fortitudeEncounter Powers:

http://www.pathguy.com/box.gif Second Wind
http://www.pathguy.com/box.gif Spend an Action Point [free action, not in surprise round]
http://www.pathguy.com/box.gif Holy Strike [Half-Elf]
http://www.pathguy.com/box.gif Passing Attack [Level 1]Daily Powers:

http://www.pathguy.com/box.gif Comeback Strike [Level 1]Half-Elf

+2 Constitution, +2 Charisma (already included)
+2 Diplomacy, +2 Insight
Dilettante -- at-will power from another class
Dual Heritage
Group DiplomacyFighter

Combat Challenge
Combat Superiority
This fighter chose the two-handed style [already included].Sarzathalus "Sarz"'s Equipment:

Arrows (quiver of 20) x2
Backpack
Bedroll
Blanket, winter x1
Chalk
Fishhook
Fishing net
Flint and steel
Grappling hook
Pan flute
Rations (1 day) x5
Rope (50', hempen) x1
Signal whistle
Whetstone

More about Sarz:

He is thickly proportioned for a half-elf and is a bit self-conscious about it. Getting teased as a child in an elven outpost made him the fighter he is. He isn't above fighting dirty at all. His usually grim expression detracts from his good looks. What he really wants are friends he can count on. He would travel anywhere with such a group. He is also reasonably good with his Pan flute from spending time alone as a child.

noptov52
7th July 2008, 07:52 PM
Edit: Revised character with new rolls and some different abilities after looking at the player's handbook. I don't know why it is doing the doubled spoiler tags. I didn't have them originally and when I delete the extra tags it puts them back automatically.


Der Goater
Male Half-Elf
Warlord
Level 1
Good (Chaotic)
Representing noptov52

Strength 16(+3)
Dexterity 10(+0)
Constitution 17(+3)
Intelligence 14(+2)
Wisdom 11(+0)
Charisma 18(+4)

Height: 6' 4" Weight: 200 lb Skin: Black Eyes: Amber Hair: Red; Wavy; Average Beard

Maximum Hit Points: 29
Bloodied: 14
Surge Value: 7
Surges / Day: 10 [includes constitution modifier]
http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif
Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative:1d20 +0 = + 0 [dexterity]
Base Strength Attack:1d20 +3 = + 3 [strength]
Base Dexterity Attack:1d20 +0 = + 0 [dexterity]
Base Constitution Attack:1d20 +3 = + 3 [constitution]
Base Intelligence Attack:1d20 +2 = + 2 [intelligence]
Base Wisdom Attack:1d20 +0 = + 0 [wisdom]
Base Charisma Attack:1d20 +4 = + 4 [charisma]
Armor Class:14= 10 + 2 [intelligence] + 2 [leather]
Fortitude Defense:14= 10 + 1 [warlord] + 3 [constitution]
Reflex Defense:12= 10 + 2 [intelligence]
Will Defense:15= 10 + 1 [warlord] + 4 [charisma]
Armor: Leather (15 lb)

Shield: None (street clothes)

Attacks:
Unarmed Melee: 3 vs AC [+3 strength]; damage 1[W]=1d4+3 [strength]
Greatsword: +6 vs AC [+3 strength] [+3 proficiency]; damage 1[W]=1d10+3 [strength] 8 lb (Heavy blade)
Bolstering Strike +4w [charisma] vs AC
Viper's Strike +3w [strength] vs AC
Guarding Attack +3w [strength] vs AC
Bastion of Defense +3w [strength] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4eNormal Load:
Heavy Load:
Maximum Drag Load
160 lb.
320 lb.
800 lb.

Encumberance 3.5Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.


Languages:Common; Elven; Giant;
Skills:
Acrobatics:+0 = 0 [dexterity] Arcana:+2 = 2 [intelligence] Athletics:+8 = 3 [strength] + 5 [class training] Bluff:+4 = 4 [charisma] Diplomacy:+11 = 4 [charisma] + 2 [half-elf] + 5 [class training] Dungeoneering:+0 = 0 [wisdom] Endurance:+8 = 3 [constitution] + 5 [class training] Heal:+0 = 0 [wisdom] History:+7 = 2 [intelligence] + 5 [class training] Insight:+2 = 0 [wisdom] + 2 [half-elf] Intimidate:+4 = 4 [charisma] Nature:+0 = 0 [wisdom] Perception:+0 = 0 [wisdom] Religion:+2 = 2 [intelligence] Stealth:+0 = 0 [dexterity] Streetwise:+4 = 4 [charisma] Thievery:+0 = 0 [dexterity] Feats:
Group InsightAt-Will:
Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]
Bull Rush: +3 [strength] vs fortitude
Grab: +3 [strength] vs reflex
Move grabbed target: +3 [strength] vs fortitude
Escape: [acrobatics] vs reflex / +8 [athletics] vs fortitude
Viper's 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

Other Move Actions:
Crawl;
Run [speed 8];
Stand up;
Shift;
Squeeze;
Walk

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;
Sustain minor action

Other Immediate Action:
Readied action
Other Opportunity Action:
Opportunity attack
Other Free Actions:
Drop held items;
End a grab;
Talk

Other Non-Actions:Delay
Encounter Powers:
http://www.pathguy.com/box.gif Second Wind
http://www.pathguy.com/box.gif Spend an Action Point [free action, not in surprise round]
http://www.pathguy.com/box.gif Bolstering Strike [Half-Elf]
http://www.pathguy.com/box.gif Inspiring Word [Warlord][minor action]
http://www.pathguy.com/box.gif Guarding Attack [Level 1]
Daily Powers:
http://www.pathguy.com/box.gif Bastion of Defense [Level 1]
Half-Elf

+2 Constitution, +2 Charisma (already included)
+2 Diplomacy, +2 Insight
Dilettante -- at-will power from another class
Dual Heritage
Group DiplomacyWarlord

Combat Leader
This warlord chose the inspiring presence.
Inspiring WordDer Goater's Equipment:_____

23 lbWeapons / Armor / Shield (from above)
Chain (10 feet) x1
Crowbar
Flasks x1
Lantern (hooded)
Pouch x1
Sacks x1

Total 36 lb
http://www.pathguy.com/spellbar.gifMagic items:
http://www.pathguy.com/box.gif Weapon:
http://www.pathguy.com/box.gif Weapon:
http://www.pathguy.com/box.gif Weapon:
http://www.pathguy.com/box.gif Weapon:
http://www.pathguy.com/box.gif Armor:
http://www.pathguy.com/box.gif Shield:
http://www.pathguy.com/box.gif Arms:
http://www.pathguy.com/box.gif Feet:
http://www.pathguy.com/box.gif Hands:
http://www.pathguy.com/box.gif Head:
http://www.pathguy.com/box.gif Neck:
http://www.pathguy.com/box.gif Ring:
http://www.pathguy.com/box.gif Ring:
http://www.pathguy.com/box.gif Waist:
http://www.pathguy.com/box.gif
http://www.pathguy.com/box.gif
http://www.pathguy.com/box.gif
http://www.pathguy.com/box.gif
http://www.pathguy.com/box.gif
http://www.pathguy.com/box.gif
http://www.pathguy.com/box.gif
http://www.pathguy.com/box.gif Resistances:Action Point Tally:
Daily Item Powers Per Day: Heroic Tier http://www.pathguy.com/box.gif Milestones: http://www.pathguy.com/box.gif / http://www.pathguy.com/box.gif / http://www.pathguy.com/box.gif / http://www.pathguy.com/box.gif
Death Saving Throw Failures: http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif
More about Der Goater:
Der Goater was raised on the streets in a hard luck section of a minor city. An accident, a simple act of negligence by some long dead home builder, left his parents dead as he entered his teenage years. Left with no family, trade skills, or inheritance (his parents possessions having been taken by creditors), Der Goater was left to survive by his own wits and strength. Der Goater is not his name, but rather a title granted during his time leading a pack of street toughs. None but the half-elf himself know his true name.

EricStratton
8th July 2008, 12:40 PM
Ok, meet Flay. I guessed at what info was important and what isn't so pardon the length.

Male Tiefling Wizard
Level 1
Unaligned
Representing ES

Strength 10(+0)
Dexterity 13(+1)
Constitution 16(+3)
Intelligence 19(+4)
Wisdom 14(+2)
Charisma 17(+3)

Height: 6' 1"
Weight: 200 lb
Skin: Rust
Eyes: Light Brown
Hair: Blue; Straight; Beardless

Maximum Hit Points: 26
Bloodied: 13
Surge Value: 6
Surges / Day: 9 [includes constitution modifier]Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative:1d20 +1 = + 1 [dexterity]
Base Strength Attack:1d20 +0 = + 0 [strength]
Base Dexterity Attack:1d20 +1 = + 1 [dexterity]
Base Constitution Attack:1d20 +3 = + 3 [constitution]
Base Intelligence Attack:1d20 +4 = + 4 [intelligence]
Base Wisdom Attack:1d20 +2 = + 2 [wisdom]
Base Charisma Attack:1d20 +3 = + 3 [charisma]

Armor Class:15= 10 + 4 [intelligence] + 1 [wizard staff]
Fortitude Defense:13= 10 + 3 [constitution]
Reflex Defense:14= 10 + 4 [intelligence]
Will Defense:15= 10 + 2 [wizard] + 3 [charisma]

Armor: None (street clothes)
Shield: None (street clothes)

Attacks:
Unarmed Melee: 0 vs AC [0 strength]; damage 1[W]=1d4
Quarterstaff: +2 vs AC [0 strength] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff)
Scorching Burst +4i [intelligence] vs reflex
Burning Hands +4i [intelligence] vs reflex
Sleep +4i [intelligence] vs will
i Instrument-usable power. Apply a bonus as appropriate.Rituals Known:
Comprehend Language
Gentle Repose
Tenser's Floating DiskBase Saving Throw: d20 vs 10

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

Skills:
Acrobatics:+1 = 1 [dexterity]
Arcana:+9 = 4 [intelligence] + 5 [class training]
Athletics:+0 = 0 [strength]
Bluff:+5 = 3 [charisma] + 2 [Tiefling]
Diplomacy:+8 = 3 [charisma] + 5 [class training]
Dungeoneering:+2 = 2 [wisdom]
Endurance:+3 = 3 [constitution]
Heal:+2 = 2 [wisdom]
History:+9 = 4 [intelligence] + 5 [class training]
Insight:+2 = 2 [wisdom]
Intimidate:+3 = 3 [charisma]
Nature:+2 = 2 [wisdom]
Perception:+2 = 2 [wisdom]
Religion:+9 = 4 [intelligence] + 5 [class training]
Stealth:+3 = 1 [dexterity] + 2 [Tiefling]
Streetwise:+3 = 3 [charisma]
Thievery:+1 = 1 [dexterity]Feats:
Hellfire BloodAt-Will:
Basic Melee Attack: By weapon, damage 1[W]
Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
Bull Rush: [strength] vs fortitude
Grab: [strength] vs reflex
Move grabbed target: [strength] vs fortitude
Escape: +1 [acrobatics] vs reflex / [athletics] vs fortitude
Ghost Sound [Wizard]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard]
Scorching Burst [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 actionOther Move Actions:
Crawl;
Run [speed 8];
Stand up;
Shift;
Squeeze;
WalkOther 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;
Sustain minor actionOther Immediate Action:
Readied actionOther Opportunity Action:
Opportunity attackOther Free Actions:
Drop held items;
End a grab;
TalkOther Non-Actions:
Delay

Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Infernal Wrath [Tiefling][minor action]
Use Implement [Wizard][free action]
Burning Hands [Level 1]
Staff of Defense: once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from this.Daily Powers:
Sleep [Level 1]Tiefling
+2 Intelligence, +2 Charisma (already included)
+2 Bluff, +2 Stealth
Bloodhunt
Fire Resistance +5
Infernal WrathWizard
This wizard prefers using a staff.
Cantrips
Ritual Casting [bonus feat, not listed above]
SpellbookFlay's Equipment:

4 lb - Quarterstaff (5gp)
4 lb - Arcane staff (5gp)
4 lb - Cloth armor (1gp)
3 lb - Spellbook x1 (free [Wizard])
2 lb - Backpack (2gp)
5 lb - Bedroll (1sp)
.5 lb - Belt pouch (1gp)
4 lb - Waterskin (1gp)
10 lb - Trail rations (5 gp)
_____
36.5 lb - 20.1 gp Total

79.9 gp remaining

More about Flay:

Flay is an angry tiefling. He chose his name as a constant reminder to not get carried away.

ETA: I just found out that Tieflings get to choose 1 other language to know other than Common. Since I didn't know that until now, so I'll just say that Flay wasn't all that interested in foreign languages as a student.

ETA(7/12): Finally made it to the equipment section of the PHB. So I added a couple more items and how much gp I have left. The generated character sheet had my staff and cloth armor at 4 lb total. But the PHB says each are 4 lb so I changed that. Also the PHB lists both a quarterstaff under weapons and an Arcane implement - Staff under Adverturing Gear. I'm not sure I get the difference or of I can fight w/ the arcane staff so I bought one of each.

Lycos
8th July 2008, 01:34 PM
Meet Turin Hammer-Strike

Turin Hammer-Strike Male Dwarf Cleric (GOD - Moradin)
Level 1
Good (Chaotic)
Representing Lycos

Strength 13(+1)
Dexterity 12(+1)
Constitution 16(+3)
Intelligence 11(+0)
Wisdom 18(+4)
Charisma 10(+0)
Height:4' 7"
Weight: 195 lb
Skin: Bronze
Eyes: Blue
Hair: Red; Curly; Thick Beard / Hirsute

Maximum Hit Points: 30

Bloodied: 16
Surge Value: 8
Surges / Day: 10 [includes constitution modifier]
Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative:1d20 +1 = + 1 [dexterity]
Base Strength Attack:1d20 +1 = + 1 [strength]
Base Dexterity Attack:1d20 +1 = + 1 [dexterity]
Base Constitution Attack:1d20 +3 = + 3 [constitution]
Base Intelligence Attack:1d20 +0 = + 0 [intelligence]
Base Wisdom Attack:1d20 +4 = + 4 [wisdom]
Base Charisma Attack:1d20 +0 = + 0 [charisma]
Armor Class:16= 10 + 6 [chainmail]
Fortitude Defense:13= 10 + 3 [constitution]
Reflex Defense:11= 10 + 1 [dexterity]
Will Defense:16= 10 + 2 [cleric] + 4 [wisdom]

Armor: Chainmail (40 lb)

Shield: None (street clothes)

Attacks:
Unarmed Melee: 1 vs AC [+1 strength]; damage 1[W]=1d4+1 [strength]
Warhammer: +3 vs AC [+1 strength] [+2 proficiency]; damage 1[W]=1d10+3 [strength, DWT] 5 lb (Hammer) Versatile
Sling: +3 vs AC [+1 dexterity] [+2 proficiency]; damage 1[W]=1d6+1 [dexterity] range 10/20 0 lb (Sling) Load free
Turn Undead +4i [wisdom] vs will
Lance of Faith +4i [wisdom] vs reflex
Sacred Flame +4i [wisdom] vs reflex
Healing Strike +1w [strength] vs AC
Beacon of Hope +4i [wisdom] vs will
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Instrument-usable power. Apply a bonus as appropriate.
Base Saving Throw: d20 vs 10

Encumberance 4e
Normal Load: 130 lb.
Heavy Load: 260 lb.
Maximum Drag Load: 650 lb.

Encumberance 3.5
Light load: 50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.

Languages:Common; Dwarven;
Rituals Known:
Gentle Repose
Silence
Skills:
Acrobatics:+0 = 1 [dexterity] -1 [armor]
Arcana:+0 = 0 [intelligence]
Athletics:+0 = 1 [strength] -1 [armor]
Bluff:+0 = 0 [charisma]
Diplomacy:+0 = 0 [charisma]
Dungeoneering:+6 = 4 [wisdom] + 2 [Dwarf]
Endurance:+4 = 3 [constitution] + 2 [Dwarf] -1 [armor]
Heal:+9 = 4 [wisdom] + 5 [class training]
History:+5 = 0 [intelligence] + 5 [class training]
Insight:+9 = 4 [wisdom] + 5 [class training]
Intimidate:+0 = 0 [charisma]
Nature:+4 = 4 [wisdom]
Perception:+4 = 4 [wisdom]
Religion:+5 = 0 [intelligence] + 5 [class training]
Stealth:+0 = 1 [dexterity] -1 [armor]
Streetwise:+0 = 0 [charisma]
Thievery:+0 = 1 [dexterity] -1 [armor]Feats:
Dwarven Weapon TrainingAt-Will:
Basic Melee Attack: By weapon, damage 1[W]+1 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
Bull Rush: +1 [strength] vs fortitude
Grab: +1 [strength] vs reflex
Move grabbed target: +1 [strength] vs fortitude
Escape: [acrobatics] vs reflex / [athletics] vs fortitude
Lance of Faith [Level 1]
Sacred Flame [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 actionOther Move Actions:
Crawl;

Run [speed 7];

Stand up;

Shift;

Squeeze;

WalkOther 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;

Sustain minor action Other Immediate Action:Readied action Other Opportunity Action:Opportunity attackOther Free Actions:
Drop held items; End a grab; Talk Other Non-Actions:DelayEncounter Powers:
Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Channel Divinity: Divine Fortune [cleric][free action]
Channel Divinity: Turn Undead [cleric]
Channel Divinity: Healing Word [cleric][minor action]
Healing Strike [Level 1]
Daily Powers:
Beacon of Hope [Level 1]
Dwarf

+2 Constitution, +2 Wisdom (already included)
Cast-Iron Stomach (+5 saves vs poison)
Dwarven Resilience
Dwarven Weapon Proficiency (throwing hammer, warhammer)
Encumbered Speed
Stand your GroundCleric

Channel Divinity -- Divine Fortune
Channel Divinity -- Turn Undead
Healer's Lore
Healing Word
Ritual Casting [bonus feat, not listed above]Turin Hammer-Strike's Equipment:
45 lb
50 lb
_____
95 lb Weapons / Armor / Shield (from above)
Warhammer
Sling bullets (group of 10) x10

Total
More about Turin Hammer-Strike:
Turin is a bit impulsive and passionate which is why he knows he needs his god to forgive him. He is quick to anger when he perceives his honor being threatened. The Hammer-Strike clan is a very proud clan, and he takes great pride in his heritage. The downside to Turin's tough side is that he secretly likes to write love ballads, but they are usually pretty bad.

Sagar
10th July 2008, 03:24 PM
Isil Y'Quasar
Male Elf Ranger
Level 1
Good
Representing Sagar
Strength 16 (+3)
Dexterity 19 (+4)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 18 (+4)
Charisma 7 (-2)

Height: 6' 0" Weight: 170 lb Skin: Tan Eyes: Green Hair: Gold; Straight; Beardless

Maximum Hit Points: 27
Bloodied: 13
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 7 squares
Vision: Low-light
Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +3 = + 3 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +4 = + 4 [wisdom]
Base Charisma Attack: 1d20 -2 = -2 [charisma]
Armor Class: 16 = 10 + 4 [dexterity] + 2 [leather]
Fortitude Defense: 14 = 10 + 1 [ranger] + 3 [strength]
Reflex Defense: 15 = 10 + 1 [ranger] + 4 [dexterity]
Will Defense: 14 = 10 + 4 [wisdom]
Armor: Leather (15 lb)

Shield: None (street clothes)
Attacks:
Unarmed Melee: 3 vs AC [+3 strength]; damage 1[W]=1d4+3 [strength]
Dagger: +6 vs AC [+3 strength] [+3 proficiency]; damage 1[W]=1d4+3 [strength] range 5/10 1 lb (Light blade) Off-hand, light throwable
Thrown: +7 vs AC [+4 dexterity] [+3 proficient, damage 1d4+4 [dexterity]
Longsword: +6 vs AC [+3 strength] [+3 proficiency]; damage 1[W]=1d8+3 [strength] 4 lb (Heavy blade) Versatile
Longbow: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d10+4 [dexterity] range 20/40 3 lb (Bow) Load free
Careful Attack +3w [strength] vs AC
Careful Attack +4w [dexterity] vs AC
Twin Strike +3w [strength] vs AC
Twin Strike +4w [dexterity] vs AC
Two Fanged Strike (melee) +3w [strength] vs AC
Two Fanged Strike (ranged) +4w [dexterity] vs AC
Split the Tree +4w [dexterity] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load: 160lb
Heavy Load: 320 lb
Maximum Drag Load 800 lb.

Languages: Common; Elven;
Skills:
Acrobatics: +9 = 4 [dexterity] + 5 [class training]
Arcana: +0 = 0 [intelligence]
Athletics: +3 = 3 [strength]
Bluff: -2 = -2 [charisma]
Diplomacy: -2 = -2 [charisma]
Dungeoneering: +4 = 4 [wisdom]
Endurance: +2 = 2 [constitution]
Heal: +9 = 4 [wisdom] + 5 [class training]
History: +0 = 0 [intelligence]
Insight: +4 = 4 [wisdom]
Intimidate: -2 = -2 [charisma]
Nature: +11 = 4 [wisdom] + 2 [Elf] + 5 [class training]
Perception: +11 = 4 [wisdom] + 2 [Elf] + 5 [class training]
Religion: +0 = 0 [intelligence]
Stealth: +9 = 4 [dexterity] + 5 [class training]
Streetwise: -2 = -2 [charisma]
Thievery: +4 = 4 [dexterity]
Feats:
Agile Hunter
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
Bull Rush: +3 [strength] vs fortitude
Grab: +3 [strength] vs reflex
Move grabbed target: +3 [strength] vs fortitude
Escape: +9 [acrobatics] vs reflex / +3 [athletics] vs fortitude
Careful Attack [Level 1]
Twin Strike [Level 1]

Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Elven Accuracy [Elf][free action]
Two Fanged Strike [Level 1]
Daily Powers:
Split the Tree [Level 1]
Elf

+2 Dexterity, +2 Wisdom (already included)
+2 Nature, +2 Perception
Elven Weapon Proficiency (longbow, shortbow)
Fey Origin
?Group Awareness
Wild Step
Elven Accuracy
Ranger
This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
Hunter's Quarry -- bonus damage 1d6 [minor action]
Prime Shot

Isil Y'Quasar's Equipment: 88 lb Arrows (quiver of 20) x5
Backpack
Bedroll
Blanket, winter x1
Bottle
Candle
Fishhook
Flint and steel
Oil flasks x4
Pouch x2
Rations (1 day) x10
Rope (50', silk) x1
Sacks x2
Soap
Sunrods x1
Torches x2
Waterskins x2
Whetstone
Climber's kit
Healer kit
Magnifying glass
Also...
3 throwing daggers

Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:


More about Isil Y'Quasar:
As a young elf, Isil was strong, lithe and adventuresome. After defeating a dragonborn youth in fair combat, however, Isil was ambushed by the dragonkin's brothers. Horribly burned by the combined acid attacks, Isil was left for dead. Isil was found by the youth he had beaten and the dragonborn's parents, aghast at their sons' dishonorable conduct, vowed to see to the elf's healing. After years of magical and physical therapy from the best dragonborn healers, Isil's body regained and even improved on it's quickness, strength, and hardiness. The healers, however, did not understand elven beauty and Isil's visage, indeed, his whole body, remained scarred and horrifying to those he once called friends. Isil hid his face within a hood and his psyche within the vast wildernesses. Eluding those who searched, the young elf mastered the arts of stealth and perception until his finely placed arrows finally dissuaded those trying to find him. It is only recently that Isil, armed with a deeper understanding of nature, has come back into society to rediscover his place in the world.

Sagar
13th July 2008, 09:41 AM
Bealtaine

Male Dwarf Cleric
Level 1
Lawful Good
Moradin
Representing Sagar

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

Height:4' 8" Weight:210 lb Skin:Tan Eyes:Dark Brown Hair:Red; Curly; Thick Beard / Hirsute

Maximum Hit Points: 27

Bloodied: 13
Surge Value: 6
Surges / Day: 9Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative: 1d20 +0= + 0 [dexterity]
Base Strength Attack: 1d20 +3= + 3 [strength]
Base Dexterity Attack: 1d20 +0= + 0 [dexterity]
Base Constitution Attack: 1d20 +2= + 2 [constitution]
Base Intelligence Attack: 1d20 +0= + 0 [intelligence]
Base Wisdom Attack: 1d20 +3= + 3 [wisdom]
Base Charisma Attack: 1d20 +2= + 2 [charisma]
Armor Class: 16= 10 + 6 [chainmail]
Fortitude Defense: 13= 10 + 3 [strength]
Reflex Defense: 10= 10
Will Defense: 15= 10 + 2 [cleric] + 3 [wisdom]
Armor: Chainmail (40 lb)

Shield: None (street clothes)

Attacks:

Unarmed Melee: 3 vs AC [+3 strength]; damage 1[W]=1d4+3 [strength]
Throwing hammers (x2): +5 vs AC [+3 strength] [+2 proficiency]; damage 1[W]=1d6+5 [strength, DWT] range 5/10 2 lb (Hammer) Off-hand, heavy throwable
Thrown: Same as melee
Warhammer: +5 vs AC [+3 strength] [+2 proficiency]; damage 1[W]=1d10+5 [strength, DWT] 5 lb (Hammer) Versatile
Greataxe +5 vs AC [+3 strength] [+2 proficiency]; damage 1[W]=1d12+5 [strength, DWT] 12 lb (Axe) High crit
Turn Undead +3i [wisdom] vs will
Lance of Faith +3i [wisdom] vs reflex
Divine Glow +3i [wisdom] vs reflex
Avenging Flame +3w [strength] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Instrument-usable power. Apply a bonus as appropriate.
DWT = Dwarven Weapon TrainingBase Saving Throw: d20 vs 10
Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load
160 lb. 320 lb. 800 lb.


Languages:Common; Dwarven;

Rituals Known:

Gentle Repose
Tenser's Floating DiskSkills:

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

Dwarven Weapon TrainingAt-Will:

Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]
Bull Rush: +3 [strength] vs fortitude
Grab: +3 [strength] vs reflex
Move grabbed target: +3 [strength] vs fortitude
Escape: -1 [acrobatics] vs reflex / +2 [athletics] vs fortitude
Lance of Faith [Level 1]Encounter Powers:

Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Channel Divinity: Divine Fortune [cleric][free action]
Channel Divinity: Turn Undead [cleric]
Channel Divinity: Healing Word [cleric][minor action]
Divine Glow [Level 1]Daily Powers:

Avenging Flame [Level 1]Dwarf

+2 Constitution, +2 Wisdom (already included)
Cast-Iron Stomach (+5 saves vs poison)
Dwarven Resilience
Dwarven Weapon Proficiency (throwing hammer, warhammer)
Encumbred Speed
Stand your GroundCleric

Channel Divinity -- Divine Fortune
Channel Divinity -- Turn Undead
Healer's Lore
Healing Word
Ritual Casting [bonus feat, not listed above]Bealtaine's Equipment:

Backpack
Bedroll
Blanket, winter x1
Bottle
Candle
Chalk
Fishhook
Flasks x2
Flint and steel
Grappling hook
Lantern (hooded)
Mirror
Oil flasks x2
Parchment sheets x2
Pouch (belt) x7
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Torches x4
Vial (for ink or potions) x1
Waterskins x2
Whetstone
Healer kit
Holy symbol (silver)
Magnifying glassMore about Bealtaine:

An aspiring battledwarf, Bealtaine is equally happy hacking and healing. He particularly hates leaving the undead in one piece. Well, that and leaving even a single copper behind.

Sagar
16th July 2008, 02:22 PM
My problem with the start of a D&D campaign is I keep thinking of characters I'd like to play. Here is another. I could be happy with any of the 3 depending on the needs of the party.

Don't need this guy with the others in the group.


"The Mighty" Quin
Male Half-Elf Fighter
Level 1
Unaligned
Representing Sagar

Strength 18 (+4)
Dexterity 15 (+2)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 11(+0)
Charisma 14(+2)
Height: 6' 3"
Weight: 200 lb
Skin: Tan Eyes: Hazel Hair: Dark Brown; Wavy; Beardless

Maximum Hit Points: 31

Bloodied: 15
Surge Value: 7
Surges / Day: 12 [includes constitution modifier]
Size: MediumSpeed: 5 squares [includes armor penalty]
Vision: Low-light

Initiative:1d20 +2= + 2 [dexterity]
Base Strength Attack:1d20 +4= + 4 [strength]
Base Dexterity Attack:1d20 +2= + 2 [dexterity]
Base Constitution Attack:1d20 +3= + 3 [constitution]
Base Intelligence Attack:1d20 +0= + 0 [intelligence]
Base Wisdom Attack:1d20 +0= + 0 [wisdom]
Base Charisma Attack:1d20 +2= + 2 [charisma]

Armor Class:17= 10 + 7 [scale]
Fortitude Defense:16= 10 + 2 [fighter] + 4 [strength]
Reflex Defense:12= 10 + 2 [dexterity]
Will Defense:12= 10 + 2 [charisma]
Armor: Scale (45 lb)

Shield: None (street clothes)

Attacks:

Unarmed Melee: 4 vs AC [+4 strength]; damage 1[W]=1d4+4 [strength]
Daggers (x2): +7 vs AC [+4 strength] [+3 proficiency]; damage 1[W]=1d4+4 [strength] range 5/10 1 lb (Light blade) Off-hand, light throwable
Thrown: +5 vs AC [+2 dexterity] [+3 proficient, damage 1d4+2 [dexterity]
Warhammer: +6 vs AC [+4 strength] [+2 proficiency]; damage 1[W]=1d10+4 [strength] 5 lb (Hammer) Versatile
Greatsword: +8 vs AC [+4 strength] [+3 proficiency][+1 two-hand talent]; damage 1[W]=1d10+4 [strength] 8 lb (Heavy blade)
Shortbow: +5 vs AC [+2 dexterity] [+2 proficiency][+1 two-hand talent]; damage 1[W]=1d8+2 [dexterity] range 15/20 2 lb (Bow) Load free, small
Cleave +4w [strength] vs AC
Reaping Strike +4w [strength] vs AC
Wolfpack Tactics +4w [strength] vs AC
Passing Attack +4w [strength] vs AC
Brute Strike +4w [strength] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.Base Saving Throw: d20 vs 10
Encumberance 4e Normal Load:
Heavy Load:
Maximum Drag Load
180 lb.
360 lb.
900 lb.

Languages:Common; Draconic; Elven;

Skills:

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

Group InsightAt-Will:

Basic Melee Attack: By weapon, damage 1[W]+4 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity]
Bull Rush: +4 [strength] vs fortitude
Grab: +4 [strength] vs reflex
Move grabbed target: +4 [strength] vs fortitude
Escape: +2 [acrobatics] vs reflex / +9 [athletics] vs fortitude
Cleave [Level 1]
Reaping Strike [Level 1]Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Wolf Pack Tactics [Half-Elf]
Passing Attack [Level 1]Daily Powers:

Brute Strike [Level 1]Half-Elf

+2 Constitution, +2 Charisma (already included)
+2 Diplomacy, +2 Insight
Dilettante -- at-will power from another class
Dual Heritage
Group DiplomacyFighter

Combat Challenge
Combat Superiority
This fighter chose the two-handed style [already included].Quin, "The Mighty"'s Equipment:

121 lb
Weapons / Armor / Shield (from above)
Arrows (quiver of 30) x2
Backpack
Bedroll
Chalk
Flasks x1
Flint and steel
Grappling hook
Hammer
Oil flasks x2
Pitons x10
Pouch (belt) x2
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x2

Resistances:More about Quin, "The Mighty":

As a youth, Quin was a strong and charismatic leader of a spirited, but no cruel, gang. His life changed, however, when he tried to rob the captain of the guard. The Captain, seeing potential in the young half-elf, offered to let Quin work for the Baron for 3 months in lieu of going to jail. While the work was hard, the Quin ate well and was treated fairly. After the 3 months, Quin was offered a spot as a guard trainee. He learned rapidly and well and his strength, aptitude, and street-smart charisma made he a favorite amoung the younger guards. After a year, though, wanderlust hit Quin hard. The Guard captain, with the Barons's permission, offered the young fighter the basic equipment needed to start life as an adventurer provided Quin return at some point to give the Baron 3-6 months extra service.

Sweeman
16th July 2008, 10:22 PM
Noptov's been bugging me to post all week, so here it goes.


Corran

Male Halfling Rogue
Level 1
Good
Representing Sweeman

Strength 10 (+0)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 18 (+4)

Height: 3' 8"
Weight: 75 lb
Skin: Light
Eyes: Light Brown
Hair: Light Brown; Straight; Beardless [may grow sideburns]

Maximum Hit Points: 24

Bloodied: 12
Surge Value: 6
Surges / Day: 7 [includes constitution modifier]


Size: Small
Speed: 6 squares
Vision: Normal

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

Armor Class: 16 = 10 + 4 [dexterity] + 2 [leather]
Fortitude Defense: 11 = 10 + 1 [constitution]
Reflex Defense: 16 = 10 + 2 [rogue] + 4 [dexterity]
Will Defense: 14 = 10 + 4 [charisma]

Armor: Leather (15 lb)

Shield: None (street clothes)

Attacks:

Unarmed Melee: 0 vs AC [0 strength]; damage 1[W]=1d4
Daggers (x4): +4 vs AC [0 strength] [+3 proficiency][+1 rogue]; damage 1[W]=1d4 range 5/10 1 lb (Light blade) Off-hand, light throwable
Thrown: +8 vs AC [+4 dexterity] [+3 proficient, +1 rogue]; damage 1d4+4 [dexterity];
Short sword: +3 vs AC [0 strength] [+3 proficiency]; damage 1[W]=1d6 2 lb (Light blade) Off-hand
Hand crossbow: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d6+4 [dexterity] range 10/20 2 lb (Crossbow) Load free
Sling: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d6+4 [dexterity] range 10/20 0 lb (Sling) Load free
Shurikens (x10): +7 vs AC [+4 dexterity] [+3 proficiency]; damage 1[W]=1d6 [rogue] +4 [dexterity] range 6/12 1/2 lb (Light blade) Light throwable
Deft Strike +4w [dexterity] vs AC
Sly Flourish +4w [dexterity] vs AC
Positioning Strike +4w [dexterity] vs AC
Trick Strike +4w [dexterity] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

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

Languages: Common; (? 1 more)

Skills:

Acrobatics: +11 = 4 [dexterity] + 2 [Halfling] + 5 [class training]
Arcana: -1 = -1 [intelligence]
Athletics: +0 = 0 [strength]
Bluff: +9 = 4 [charisma] + 5 [class training]
Diplomacy: +4 = 4 [charisma]
Dungeoneering: +1 = 1 [wisdom]
Endurance: +1 = 1 [constitution]
Heal: +1 = 1 [wisdom]
History: -1 = -1 [intelligence]
Insight: +1 = 1 [wisdom]
Intimidate: +4 = 4 [charisma]
Nature: +1 = 1 [wisdom]
Perception: +6 = 1 [wisdom] + 5 [class training]
Religion: -1 = -1 [intelligence]
Stealth: +9 = 4 [dexterity] + 5 [class training]
Streetwise: +9 = 4 [charisma] + 5 [class training]
Thievery: +11 = 4 [dexterity] + 2 [Halfling] + 5 [class training]

Feats:

Backstabber

At-Will:

Basic Melee Attack: By weapon, damage 1[W]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
Bull Rush: [strength] vs fortitude
Grab: [strength] vs reflex
Move grabbed target: [strength] vs fortitude
Escape: +11 [acrobatics] vs reflex / [athletics] vs fortitude
Deft Strike [Level 1]
Sly Flourish [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
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk
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; Sustain minor action
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay
Short rest: Healing surges as available

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Second Chance [Halfling][immediate interrupt]
Positioning Strike [Level 1]

Daily Powers:

Trick Strike [Level 1]

Halfling

* +2 Dexterity, +2 Charisma (already included)
* +2 Acrobatics, +2 Thievery
* Bold: +5 on saves vs fear
* Nimble Reaction: +2 on AC vs opportunity attacks
* Second Chance

Rogue

* First Strike
* Rogue Weapon Talent
* This rogue chose the artful dodger style.
* Sneak Attack [once per round with combat advantage]



Corran's Equipment:
91 lb

Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x2
Sling bullets (group of 20) x2
Backpack
Bedroll
Caltrops
Candle
Chalk
Flint and steel
Grappling hook
Ink vial
Ink pen
Lamp (common)
Mirror
Paper sheets x5
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Soap
Sunrods x2
Waterskins x1
Thieves' tools

Draknor
17th July 2008, 08:40 PM
Grog

Male Dwarf Fighter
Level 1
Good
Representing Draknor

Strength 17 (+3)
Constitution 16 (+3)
Dexterity 13 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 13 (+1)

Height: 4' 8"
Weight: 210 lb
Skin: Tan
Eyes: Dark Brown
Hair: Dark Brown; Straight; Thick Beard / Hirsute

Maximum Hit Points: 31

Bloodied: 15
Surge Value: 7
Surges / Day: 12 [includes constitution modifier]


Size: Medium
Speed: 5 squares
Vision: Low-light

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

Armor Class: 19 = 10 + 7 [scale] + 2 [heavy shield]
Fortitude Defense: 15 = 10 + 2 [fighter] + 3 [strength]
Reflex Defense: 13 = 10 + 1 [dexterity] + 2 [heavy shield]
Will Defense: 12 = 10 + 2 [wisdom]

Armor: Scale (45 lb)

Shield: Large (15 lb)

Attacks:

Unarmed Melee: 3 vs AC [+3 strength]; damage 1[W]=1d4+3 [strength]
Warhammer: +6 vs AC [+3 strength] [+2 proficiency][+1 one-hand talent]; damage 1[W]=1d10+3 [strength] 5 lb (Hammer) Versatile
Add +2 damage for Dwarven Weapon Training
Crossbow: +3 vs AC [+1 dexterity] [+2 proficiency]; damage 1[W]=1d8+1 [dexterity] range 15/30 4 lb (Crossbow) Load minor
Cleave +3w [strength] vs AC
Tide of Iron +3w [strength] vs AC
Spinning Sweep +3w [strength] vs AC
Comeback Strike +3w [strength] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
170 lb.
340 lb.
850 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.

Languages: Common; Dwarven;

Skills:

Acrobatics: -1 = 1 [dexterity] -2 [shield]
Arcana: +1 = 1 [intelligence]
Athletics: +6 = 3 [strength] + 5 [class training]-2 [shield]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +4 = 2 [wisdom] + 2 [Dwarf]
Endurance: +8 = 3 [constitution] + 2 [Dwarf] + 5 [class training]-2 [shield]
Heal: +2 = 2 [wisdom]
History: +1 = 1 [intelligence]
Insight: +2 = 2 [wisdom]
Intimidate: +6 = 1 [charisma] + 5 [class training]
Nature: +2 = 2 [wisdom]
Perception: +2 = 2 [wisdom]
Religion: +1 = 1 [intelligence]
Stealth: -1 = 1 [dexterity] -2 [shield]
Streetwise: +1 = 1 [charisma]
Thievery: -1 = 1 [dexterity] -2 [shield]

Feats:

Dwarven Weapon Training

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
Bull Rush: +3 [strength] vs fortitude
Grab: +3 [strength] vs reflex
Move grabbed target: +3 [strength] vs fortitude
Escape: -1 [acrobatics] vs reflex / +6 [athletics] vs fortitude
Cleave [Level 1]
Tide of Iron [Level 1]



Encounter Powers:

Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Spinning Sweep [Level 1]

Daily Powers:

Comeback Strike [Level 1]

Dwarf

* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience (second wind is minor rather than standard action)
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbred Speed
* Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone)

Fighter

* Combat Challenge
* Combat Superiority
* This fighter chose the one-handed style [already included].



Grog's Equipment:

_____
116 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x1
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1



More about Grog:

Grog loves a good fight and a good drink. He views bar fights as friendly tests of skill, and will gladly buy his opponent(s) a round of drinks afterwards, win or lose. If steel is drawn, he becomes deadly serious and will finish the fight with any means necessary. He is impulsive and feels most problems can be solved with his fists. He's good, and respects Moradin, but is a little weak on the tenet of stoicism. He's fiercely loyal to his friends, but greets betrayal with a fist to the face.

attriel
18th July 2008, 12:15 AM
Bryseis
Female Tiefling Ranger
HP: 31/15 (Max/Bloodied)
Surges: 8/7 (Per Day/Per Surge)
Initiative: +2

STR 15 (+3)
DEX 14 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 14 (+2)
CHA 15 (+2)

AC 14 (Leather +2AC 0Check 0Move)
FORT 13
REFL 13
WILL 12

Racial Features:
+2 INT, +2 CHA
Speed: 6
Vision: Low Light
+2 Bluff, +2 Stealth
Bloodhunt: +1 ATK vs Bloodied
Fire Resistance: 5+1/2Level
Invernal Wrath

Class Features:
+1 FORT, +1 REFL
Hunter's Quarry: Nearest Enemy, +1d6 DMG
Prime Shot: If Nearest to Enemy, +1 Ranged ATK
Two Weapon Style: Toughness bonus Feat

Skills
Acrobatics DEX 2 = 0 + 0 + 2
Athletics STR 8 = 5 + 0 + 3
Bluff DEX 4 = 0 + 0 + 2 + 2
Diplomacy CHA 2 = 0 + 0 + 2
Dungeoneering WIS 7 = 5 + 0 + 2
Endurance CON 2 = 0 + 0 + 2
Heal WIS 2 = 0 + 0 + 2
Insight WIS 2 = 0 + 0 + 2
Nature WIS 7 = 5 + 0 + 2
Perception WIS 7 = 5 + 0 + 2
Stealth DEX 9 = 5 + 0 + 2 + 2

Feats
Two Weapon Fighting: With 2 Melee Weapons, +1 DMG (Pri)
Toughness (Class Feature): +5 HP every 10 Levels

Attacks
Flail (Primary): +5, 1d10+3
Short Sword (Offhand): +6, 1d6+3
Crossbow: +4, 1d8

At Will Powers
Hit And Run: STR vs AC, 1[W]+STR ; Move w/o Opp Attack
Twin Strike: STR vs AC, 1[W] +STR, Two Attacks (Pri, Off)

Encounter Powers
Dire Wolverine Strike: STR vs AC, 1[W]+STR to CLOSE BURST 1
Infernal Wrath: +1 ATK vs enemy that hit, +CHA DMG

Daily Powers
Jaws of the Wolf: STR vs AC, 2[W]+STR, Two Attacks (Pri, Off); Miss: Half

Asharad
19th July 2008, 11:23 AM
PENDERGAST PRIGG
Male Human Warlock
Level 1
Unaligned
Representing Asharad

Height: 6' 0"
Weight: 175 lbs
Skin: Tan
Eyes: Brown
Hair: Light Brown; Straight; Beardless

Strength 11(+0)
Dexterity 12(+1)
Constitution 13(+1)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 19(+4)

Maximum Hit Points: 25
Bloodied: 12
Surge Value: 6
Surges / Day: 7 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Normal
Attack Info

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


Armor Class:
14
= 10 + 2 [intelligence] + 2 [leather]
Fortitude Defense:
12
= 10 + 1 [Human] + 1 [constitution]
Reflex Defense:
14
= 10 + 1 [Human] + 1 [warlock] + 2 [intelligence]
Will Defense:
16
= 10 + 1 [Human] + 1 [warlock] + 4 [charisma]

Unarmed Melee: 0 vs AC [0 strength]; damage 1[W]=1d4
Daggers (x2): +3 vs AC [0 strength] [+3 proficiency]; damage 1[W]=1d4 range 5/10 1 lb (Light blade) Off-hand, light throwable
Thrown: +4 vs AC [+1 dexterity] [+3 proficient, damage 1d4+1 [dexterity]
Morningstar: +2 vs AC [0 strength] [+2 proficiency]; damage 1[W]=1d10 8 lb (Mace)


Bad Ass Spells:
Dire Radiance +1i [constitution] vs fortitude
Eldritch Blast +4 (constitution / charisma) vs reflex
Eyebite +4i [charisma] vs will
Witchfire +4i [charism] vs reflex
Curse of the Dark Dream +4i [charisma] vs will
i Instrument-usable power. Apply a bonus as appropriate.

Base Saving Throw: d20 + 1 [human perseverance] vs 10


Bad Ass Skills:

Skills:
Acrobatics:
+3
= 1 [dexterity] + 2 [jack of all trades]
Arcana:
+7
= 2 [intelligence] + 5 [class training]
Athletics:
+2
= 0 [strength] + 2 [jack of all trades]
Bluff:
+9
= 4 [charisma] + 5 [class training]
Diplomacy:
+6
= 4 [charisma] + 2 [jack of all trades]
Dungeoneering:
+3
= 1 [wisdom] + 2 [jack of all trades]
Endurance:
+3
= 1 [constitution] + 2 [jack of all trades]
Heal:
+3
= 1 [wisdom] + 2 [jack of all trades]
History:
+7
= 2 [intelligence] + 5 [class training]
Insight:
+3
= 1 [wisdom] + 2 [jack of all trades]
Intimidate:
+9
= 4 [charisma] + 5 [class training]
Nature:
+3
= 1 [wisdom] + 2 [jack of all trades]
Perception:
+3
= 1 [wisdom] + 2 [jack of all trades]
Religion:
+4
= 2 [intelligence] + 2 [jack of all trades]
Stealth:
+3
= 1 [dexterity] + 2 [jack of all trades]
Streetwise:
+9
= 4 [charisma] + 5 [class training]
Thievery:
+3
= 1 [dexterity] + 2 [jack of all trades]






Feats:
Human Perseverance
Jack of All Trades

Powers and Equipment:

At-Will:
Basic Melee Attack: By weapon, damage 1[W]
Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
Bull Rush: [strength] vs fortitude
Grab: [strength] vs reflex
Move grabbed target: [strength] vs fortitude
Escape: +3 [acrobatics] vs reflex / +2 [athletics] vs fortitude
Warlock's Curse [Warlock][minor action]
Dire Radiance [Level 1]
Eldritch Blast [Level 1]
Eyebite [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, Perception -- active, 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; 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:
file:///C:/Users/0027/AppData/Local/Temp/msohtmlclip1/01/clip_image001.gif Second Wind
file:///C:/Users/0027/AppData/Local/Temp/msohtmlclip1/01/clip_image001.gif Spend an Action Point [free action, not in surprise round]
file:///C:/Users/0027/AppData/Local/Temp/msohtmlclip1/01/clip_image001.gif Witchfire [Level 1]
Daily Powers:
file:///C:/Users/0027/AppData/Local/Temp/msohtmlclip1/01/clip_image001.gif Curse of the Dark Dream [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 defensesWarlock
Eldritch Blast
This warlock's pact is fey, with the Misty Step pact boon.
Prime Shot
Shadow Walk
Warlock's CursePendergast Prigg's Equipment:
25 lb
2 lb
5 lb
1 lb

1 lb
10 lb
10 lb
2 lb
4 lb

_____
60 lb

Weapons / Armor / Shield (from above)
Backpack
Bedroll
Everburning torch
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Wand

Total
Resistances:
Action Point Tally:
Daily Item Powers Per Day:


The Total Awesome Story of Pendergast Prigg
A lot of adventurers come from shady backgrounds.

They don't know their parents or were orphaned at an early age. They grew up on the hardscrabble streets of some crap-hole village having to fight and steal for every scrap of food. Or maybe their mom and dad were nobles but lost their kingdoms or whatever. They were, in short, forged in the fires of conflict and struggle.

Pendergast isn't one of those guys.

His father was, and still is, an extremely rich merchant. really rich. Dragon rich. He didn't lose his fortune unfairly, he's still got it. The Prigg estate is quite lovely (especially at this time of year). Pendergast is the oldest son and so this isn't a case where he has to go out into the world and prove his worth because his older brother is going to inherit everything. Pendergast grew up knowing he was always going to be rich and comfortable and would never have to work.

Which is nice.

But of course, he is out in the world (which is dirty and filled with people who generally suck) so obviously something happened. This is that something.

Pendergast is, famously, good with the ladies. Like, almost magically. if it were possible in some alternate reality to assign a numeric value to how charming he is, that number would be quite high. His mates referred to him as LL Cool P, because Ladies Love Cool Pendergast. He knocked up maids all over hill and dale, but again, dad is loaded so it didn't much matter....until....

One night he is out drinking and whoring when he meets the most beautiful woman he has ever met. He decides he has to sleep with her.

It is the width, breath and scope of his cause for being at that particular momnet. If you know what I mean (and I think you do).

Did I mention the drinking? Because there was a lot of it.

So the next morning he wakes up and the woman is still there and she is alive and everything (which is nice) but she is also a fey demon and in order to sleep with her Pendergast (drunkenly sure, but in quiet moments he would later admit he remembered everything)had to agree to enter into a pact with her. you know, in echange for the demon nookie.

So yeah, now he is beholden to this demon bitch, dad was more than a little embarrassed (illegitimate kids are one thing, pacts with demons another) and the demon-whore-spawn-okay-she-was-actually-fairly-pleasant insists that he go out in the world and adventure and in effect, gather souls for her via the judicious slaying of monsters, or she'll get his soul when he dies, and that would suck.

Probably.

Really Pendergast isn't sure, the deal is fairly hazy and it is possible that the demon was just ****ing with him, but he is hedging his bets.

Shiz
7th August 2008, 04:11 PM
Pinch


Male Halfling Warlock
Level 1
Unaligned
Representing Shiz

Strength 14 (+2)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 10 (0)
Wisdom 10 (+0)
Charisma 19 (+4)

Height:4' 6"
Weight:80 lb
Skin:Tan
Eyes:Blue
Hair:Black; Wavy; Beardless

Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 8
http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gif http://www.pathguy.com/box.gifSize: Small
Speed: 6 squares
Vision: Normal

Initiative:+3= + 3 [dexterity]

Armor Class: 16= 10 + 4 [dexterity] + 2 [leather]

Fortitude Defense:12= 10 + 2 [constitution]
Reflex Defense: 15= 10 + 1 [warlock] + 4 [dexterity]
Will Defense: 15= 10 + 1 [warlock] + 4 [charisma]

Armor: Leather (15 lb)

Shield: None

Attacks:

Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Club: +4 vs AC [+2 strength][+2 proficiency]; damage 1[W]=1d6+2 [strength] 3 lb (Mace)
Daggers (x4): +5 vs AC [+2 strength] [+3 proficiency]; damage 1[W]=1d4+2 [strength] range 5/10 1 lb (Light blade); usable off-hand; light throwable
Thrown: +7 vs AC [+4 dexterity] [+3 proficient, damage 1d4+4 [dexterity]
Sling: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d6+4 [dexterity] range 10/20 0 lb (Sling) Load free
Dire Radiance +2i [constitution] vs fortitude (1d6+2 [con] radiant dmg, repeats if target moves closer next turn)
Eldritch Blast +4 (constitution / charisma) vs reflex (1d10+4 [cha])
Witchfire +4i [charism] vs reflex (2d6+4 [cha] and -2 atk until end of caster's next turn)
Dread Star +4i [charisma] vs will (3d6+4 [cha] and immobilized until end of caster's next turn)
i Implement-usable power. Apply a bonus as appropriateLanguages:Common, Dwarvish

Skills:

Acrobatics:+6= 4 [dexterity] + 2 [Halfling]
Arcana:+0= +0 [intelligence]
Athletics:+2= 2 [strength]
Bluff:+9= 4 [charisma] + 5 [class training]
Diplomacy:+4= 4 [charisma]
Dungeoneering:+0= +0 [wisdom]
Endurance:+2= 2 [constitution]
Heal:+0=+0 [wisdom]
History:+0= +0 [intelligence]
Insight:+5= +0 [wisdom] + 5 [class training]
Intimidate:+4= 4 [charisma]
Nature:+0= +0 [wisdom]
Perception:+0= +0 [wisdom]
Religion:-1= -1 [intelligence]
Stealth:+9= 4 [dexterity] + 5 [skill training]
Streetwise:+9= 4 [charisma] + 5 [class training]
Thievery:+11= 4 [dexterity] + 2 [Halfling] + 5 [class training]Feats:

Skill Training -- StealthAt-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: +5 [acrobatics] vs reflex / +2 [athletics] vs fortitude
Warlock's Curse [Warlock][minor action]
Dire Radiance [Level 1]
Eldritch Blast [Level 1]Encounter Powers:

http://www.pathguy.com/box.gif Second Wind
http://www.pathguy.com/box.gif Spend an Action Point [free action, not in surprise round]
http://www.pathguy.com/box.gif Second Chance [Halfling][immediate interrupt]
http://www.pathguy.com/box.gif Witchfire [Level 1]Daily Powers:

http://www.pathguy.com/box.gif Dread Star [Level 1]Halfling

+2 Dexterity, +2 Charisma (already included)
+2 Acrobatics, +2 Thievery
Bold: +5 on saves vs fear
Nimble Reaction: +2 on AC vs opportunity attacks
Second Chance (once per encounter, if hit, force opponent to re-roll attack)Warlock

Eldritch Blast
This warlock's pact is to the far realm / stars, with the Fate of the Void pact boon.
Prime Shot [I](+1 ATK to ranged if target is closest to you)
Shadow Walk (move at least 3 to gain concealment)
Warlock's Curse (+1d6 extra dmg to a cursed target)Sling bullets (group of 20) x2
Backpack
Bedroll
Flint and steel
Grappling hook
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x4
Spyglass
Waterskins x1
Thieves' tools

More about Pinch:

Pinch is a skinny halfling who always fancied himself a burglar but his personality and looks always got in the way of going unnoticed. People just don't forget him, even if they just caught a glimpse so his name always surfaced in the vicinity of his "jobs" and he had the brains to at least figure out that wasn't going to work for long.

One of these "adventures" unknowingly led him to the demesne of a cult worshipping a power not of this plane. This cult believed that the constellations foretold of doom to this world and they wanted to sacrifice Pinch in an effort to appease an otherworldly power and thereby save themselves. Pinch managed to turn things inside out by agreeing to "bond" with this power, thinking the whole thing a sham. It turned out not to be and the ritual infused him with sorcerous powers.

Weeks later when he returned home, his community knew that he had been changed somehow and they shunned him, so when the call went out from the Baron about the contest, Pinch figured he had nothing else to do so why not?

Pinch won by being Pinch: his battle tactics tend to be random to an outside observer but he always squeaks by. In social situations, Pinch will pretend he is a wizard and try to look educated. He often fails and then sulks and then denies he ever made such ludicrous claims! He tends to get away with that, too, by force of personality.

Not using him for Group 3 after all but I don't want to delete him.

Lycos
7th August 2008, 05:48 PM
Baladir lives...

He worships Pelor.

Here's his look too. This is as he sees himself in his prime.

2.5b5*m1*Baladir*Hair:Standard,messy1,FFFA9C,FFFFF F,100,100,22,Eyebrows:Standard,eyebrows4,FFFFFF,FF FFFF,100,100,20,Eyes:Standard,glow,FFFFFF,FFFFFF,1 00,100,19,Nose:Standard,slash,FFFFFF,FFFFFF,100,10 0,26,Mouth:Standard,closedsmile,FFFFFF,FFFFFF,100, 100,17,Beard:Standard,fraBlank,FFFFFF,FFFFFF,100,1 00,25,Ears:Standard,elf1,FFFFFF,FFFFFF,100,100,18, Skin:Standard,fraBlank,FFFFFF,FFFFFF,100,100,6,Mas k:Standard,fraBlank,FFFFFF,FFFFFF,100,100,21,Headg ear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,28,Und ershirt:Standard,long,FFFFFF,FFFFFF,100,100,7,Over shirt:Standard,fraBlank,FFFFFF,FFFFFF,100,100,8,Co at:Standard,plate2,FFFFFF,FFFFFF,100,100,24,RightG love:Standard,plate1,FFFFFF,FFFFFF,100,100,16,Left Glove:Standard,plate3,FFFFFF,FFFFFF,100,100,15,Ins ignia:Standard,fraBlank,FFFFFF,FFFFFF,100,100,9,Ne ckwear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,23, Belt:Standard,scabbard,FFFFFF,FFFFFF,100,100,30,Le ggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,10, Overleggings:Standard,fraBlank,FFFFFF,FFFFFF,100,1 00,13,Pants:Standard,plate1,FFFFFF,FFFFFF,100,100, 14,RightFoot:Standard,cowboyboot,FFFFFF,FFFFFF,100 ,100,12,LeftFoot:Standard,cowboyboot,FFFFFF,FFFFFF ,100,100,11,Back:Standard,flarecape,FFFFFF,FFFFFF, 100,100,3,Wings:Standard,fraBlank,FFFFFF,FFFFFF,10 0,100,4,Tail:Standard,fraBlank,FFFFFF,FFFFFF,100,1 00,5,Aura:Standard,fraBlank,FFFFFF,FFFFFF,100,100, 2,Companion:Standard,fraBlank,FFFFFF,FFFFFF,100,10 0,29,Background:Standard,fraBlank,00FF00,FF0000,10 0,100,1,RightHand:Standard,roundshield,FFFFFF,FFFF FF,100,100,31,LeftHand:Standard,broadsword,FFFFFF, FFFFFF,100,100,27,#

Asharad
8th August 2008, 05:53 PM
This is for sagar's game, which I am hoping to get in on even though on tuesday I'll be out of town for awhile. I'll still be checking the boards, just probably only once a day or so.

If there are more who want to play, someone can take my place.

I rolled a 2 on my 1d6.

DinbinFanfoom
11th August 2008, 01:54 PM
Here's a fighter for game 3 (rolled 6 on 1d6):

Brunhilde Sturmundrang
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=1406&d=1218734651
Female Human Fighter
Level 1
Unaligned

Strength: 19 (+4) [human]
Constitution: 17 (+3)
Dexterity: 16 (+3)
Intelligence: 8 (-1)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Height: 6' 0"
Weight: 170 lb
Skin: Tan
Eyes: Green
Hair: Red, Straight, Braided

Maximum Hit Points: 37 [Toughness]
Bloodied: 18
Surge Value: 9
Surges / Day: 12 [Con]
Size: Medium
Speed: 5 squares [Armour]
Vision: Normal

Initiative: 1d20+7 (+3[dex] +4[improved initiative])
Base Strength Attack: 1d20+4 (+4[str])
Base Dexterity Attack: 1d20+3 (+3[dex])
Base Constitution Attack: 1d20+3 (+3[con])
Base Intelligence Attack: 1d20-1 (-1[int])
Base Wisdom Attack: 1d20
Base Charisma Attack: 1d20

Armor Class: 18 (10+8[dwarven scale])
Fortitude Defense: 17 (10+1[Human]+2[fighter]+4[str])
Reflex Defense: 14 (10+1[Human]+3[dex])
Will Defense: 11 (10+1 [Human])

Armor: Scale (45 lb)
Shield: None

Attacks:
- Unarmed Melee: +4 vs AC [+4 str]; damage 1[W]=1d4+4[str]
- Greataxe: +8 vs AC [+4 str][+2 prof][+1 2h][+1 weapon]; damage 1[W]=1d12+4 [str] 12 lb (Axe) High Crit (+1d12 damage on crit)


At Will: Cleave +8 vs AC; damage 1[W]+4[str], 4[str] damage to 2nd adjacent target on primary hit
At Will: Reaping Strike +8 vs AC; damage 1[W]+4[str], 4[str] damage on miss, 2 if 1h weapon
At Will: Sure Strike +10 vs AC [+2 power]; damage 1[W]
Encounter: Spinning Sweep +8 vs AC; damage 1[W]+4[str], knock target prone
Daily: Comeback Strike +8 vs AC; damage 2[W]+4[str], can spend a healing surge.

Base Saving Throw: d20 vs 10
Normal Load: 190lb
Heavy Load: 380lb
Maximum Drag Load: 950lb

Languages:Common

Skills:
- Acrobatics: +3 [dex]
- Arcana: -1 [int]
- Athletics: +9 [str][class training]
- Bluff: +0 [cha]
- Diplomacy: +0 [cha]
- Dungeoneering: +0 [wis]
- Endurance: +8 [con][class training]
- Heal: +5 [wis][class training]
- History: -1 [int]
- Insight: +0 [wis]
- Intimidate: +5 [cha][class training]
- Nature: +0 [wis]
- Perception: +0 [wis]
- Religion: -1 [int]
- Stealth: +3 [dex]
- Streetwise: +0 [cha]
- Thievery: +3 [dex]

Feats:
- Improved Initiative
- Toughness

At-Will:
- Bull Rush: +4 [str] vs fort
- Grab: +4 [str] vs ref
- Move grabbed target: +4 [str] vs fort
- Escape: +3 [acrobatics] vs reflex / +9 [athletics] vs fort

Encounter Powers:
- Second Wind
- Spend an Action Point [free action, not in surprise round]
- Spinning Sweep [Level 1]

Daily Powers:
- Comeback Strike [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

Fighter:
- Combat Challenge
- Combat Superiority
- This fighter chose the two-handed style [already included].


Bruuk's Equipment:
(2h Great Axe "Little Hatchet", Dwarven Scale Armour)
Weapons/Armour/Shield: 61 lb
Backpack: 2 lb
Bedroll: 2 lb
Flint and steel: 1 lb
Grappling hook: 5 lb
Hammer: 4 lb
Pitons x10: 2 lb
Pouch (belt) x1: 1 lb
Rations (1 day) x10: 10 lb
Rope (50', hempen) x1: 10 lb
Sunrods x2: 2 lb
Waterskins x1: 4 lb
Total: 106 lb

More about Brunhilde:

Brunhilde Sturmundrang grew up in a hardy, timber-farming family in the far northern provinces, the only girl in a family of 7 children. Not a frail flower by any stretch of the imagination, Brunhilde grew up as tough-and-tumble as her brothers, and even worked at felling trees alongside them in her teens. When that existence eventually proved too monotonous, she hitched a ride south on a coal barge.

Bold, headstrong, argumentative and direct, Brunhilde prefers to tackle situations (and adversaries) head-on, hitting them as hard and fast as she can. Her temper and lack of self-control can sometimes be a problem. She favours a large axe, as it's the tool she's most used in the past.

EricStratton
12th August 2008, 02:40 PM
Attached please find Amaril - Eladrin Warlock - for Sagar's campaign.

(he should have a wand but I forgot to check it on the generator)

ETA: Minor change that's not reflected in the PDF. I'm changing Amaril's weapon from a mace to a longsword. So that line should look something like:

Longsword: +3 vs AC [0 strength] [+3 proficiency]; damage 1[W]=1d8 4 lb (Heavy blade) versatile

This also drops his load down 2lbs and his money reserves down 10g...if it matters.

Note: Eldritch Blast is using CHA modifier.

EricStratton
12th August 2008, 02:57 PM
I also rolled a Dragonborn Cleric named Patriv. If Shiz wants to try multiclassing, I'll use the Cleric. Else I'm using the Warlock. Either way, I can't wait.

As for my 1d6 roll, I got a 1. I hope that not a sign of things to come.

Shiz
12th August 2008, 03:28 PM
Sticking with the cleric, but I multi-classed Ranger instead of the Quick Draw feat.


Trask loves hunting more than anything, and as a cleric of Sehanine, he loves hunting at night the best. He enjoys physical combat and archery. That is not to say he will disdain his divinely granted powers, but he is not one to stand in the back. He is generally friendly to strangers but will become downright cruel and hold a nasty grudge if treated badly.

He entered the Baron's contest because his and the surrounding elf clans all worship Corellon and Trask's connection to the moon goddess was viewed unfavorably. On one of his many long, solo hunts he had a vision from his goddess to leave his home forest and explore the world. Trask knows that she has something specific in mind for him but he hasn't been shown what that is.

EricStratton
2nd September 2008, 03:26 PM
Here are all our (Group 3) latest Character Sheets courtesy of Shiz.

Last updated 1/19/09 9:18pm w/ level 4 sheets.

(new file name format is "toon-level-file_number.pdf" b/c it was easier for me)

Zyzzyx
3rd October 2008, 12:37 PM
Solak's character sheets:

Want to fill out with equipment carried, just cuz. But that'll be later.