View Full Version : Group 3 Stats & Powers Tracker
Shiz
17th March 2009, 09:21 AM
This might be helpful as well now that our pdf website is gone. Make one post with your character stuff on it. List feats and items if you want, especially if they have special effects that are not easily included elsewhere.
Shiz
17th March 2009, 09:42 AM
TRASK, Level 8 Elf Cleric
STR 16 +3/+7 (base/level mod incl)
CON 13 +1/+5
DEX 18 +4/+8
INT 10 +0/+4
WIS 20 +5/+9
CHA 12 +1/+5
HP 60/15/8/+5 (total/surge value/surges per day/new HP per lvl)
AC 23 (10+4[dex]+5[armor]+4[lvl])
FOR 19 (10+3[str]+2[cloak]+4[lvl])
REF 20 (10+4[dex]+2[cloak]+4[lvl])
WIL 23 (10+2[class]+5[wis]+2[cloak]+4[lvl])
INIT: +8
Speed: 7, Ignore difficult terrain when shifting
Passive Perception: 29
Passive Insight: 19
Racial: Non-elf allies nearby get +1 Perception
Racial: +2 Perception, Nature
BEST SKILLS
Perception +19
Heal +14
Nature +11
Arcana/History/Religion/Dungeoneering/Insight +9
FEATS
1. Warrior of the Wild (Perception as a class skill, Hunter's Quarry as an encounter power)
2. Skill Focus (Perception)
4. Novice Power : Swapped Evasive Strike for Cause Fear
6. Versatile Expertise - Bow, Holy Symbol
8. Distant Advantage
AT-WILL
RBA: +2 Homing Longbow, +13 vs AC, 1d10+6
Sacred Flame (Implement), +12 vs REF, R5, d6+7 radiant, hit: one ally you can see chooses either to make a saving throw or to gain temp hps equal to half level (4) plus CHA mod (1).
Silvery Arrow (Weapon), +14 vs AC, R20/40, d10+7 radiant, hit: the next ally to hit the target before EOMNT deals +1 (CHA) radiant damage.
ENCOUNTER
Evasive Strike (Weapon), +13 vs AC, 2d10+6, Special: you can shift 1+WIS mod either before or after the attack
Command (Implement), +11 vs WIL, R10, target is dazed UEOMNT. In addition, you can choose to knock the target prone or slide the target 3+CHA mod squares
Zealous Sanction (Implement), +11 vs WIL, R10, 2d8+7 radiant, hit: the first time an ally hits the target before EOMNT, that ally can spend a healing surge
Bastion of Health (minor), R10, you or one ally can spend a healing surge. Add CHA mod (+1) to the hit points regained.
Turn Undead (Implement), +11 vs WIL, CB2, 2d10+7 radiant, hit: push 3+CHA mod squares and immobilized, miss: 1/2 dmg only
Elven Accuracy (free), reroll an attack roll and use second roll.
Divine Fortune (free), +1 to next attack or saving throw before end of next turn
Healing Word (minor, 2x encounter), one ally w/in 5 can spend a healing surge+2d6+6
Hunter's Quarry (minor), designate nearest enemy that you can see, +1d6 damage on next successful attack
DAILY
Moment of Glory (Implement), +11 vs WIL, CB5, hit: you push the target 3 squares and knock it prone. Effect: you and each ally in the blast gain resist 5 all UEOMNT. Sustain Minor: the effect persists
Shield of Faith (minor), you and each ally w/in 5 gain +2 AC bonus for the encounter
Spiritual Weapon (Implement), R10, +11 vs AC, d10+7, Effect: You conjure a weapon that appears in the target's square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy's square as a move action. The weapon lasts until the end of your next turn. Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon's target.
ITEMS
+2 Elven Hide Battle Armor: +5 bonus to save against slow and immobilize
Power (Encounter): Minor action. +2 power bonus to speed UEONT.
+2 Symbol of Healing (+2d6 on crits, +2d6 healing bonus 1/day)
+2 Cloak of Resistance (R/F/W only, Daily, minor: resist 5 until SONT)
+2 Homing Longbow (+2d6 on crits):Your attacks ignore penalties from concealment (not total concealmnet)
Power (Daily): Free action. Your attack also ignores cover, but not total cover.
Lens of Discernment
Power (Encounter): Minor Action. Hold the lens up to a creature that you can see. You gain a +10 power bonus to monster knowledge checks made to identify the creature until the start of your next turn.
Neutralize Poison scroll
Unidentified scroll from dragon hoard (currently with Old Man in Saltmarsh)
PRE-LEVEL PLANNING:
9: (Power) Blade Barrier
(Retraining) Silvery Glow replaces Skill Focus: Perception
10: (Power) Word of Vigor
(Feat) Lightning Reflexes
11: (PP) Seldarine Dedicate
(Feat) Radiant Vessel
RITUALS
Looking for: Enchant Magic Item, Phantom Steed, Trailblaze
Call Wilderness Guide
An animal native to the local wilderness answers your call,approaching you and then walking away. A moment later it pauses, looking over its shoulder as if to make sure you are following.
Component Cost: 144 gp
Market Price: 360 gp
Key Skill: NatureLevel: 6
Category: Exploration
Time: 30 minutes
Duration: Special
You call a nature spirit into your service to act as a guide. The guide takes the form of a Medium or smaller natural beast, with defenses equal to yours at the time you perform the ritual. The guide has 1 hit point, and a missed attack never damages it. It has a speed of 8, but it measures its pace so that you and your party can keep up with it.
The guide leads you to a location you name as you perform the ritual. The destination must be a specific place, such as Shathrax’s Lair or the Tower of Kettenor. The guide cannot lead you to a general location, such as “a cave full of treasure,” or to an unknown place, such as “the secret lair of the dragon Arrythis.” For the ritual’s duration, the guide leads you to the destination by the shortest (although not necessarily the safest) route.
Your Nature check determines how long the guide serves you. If you can’t reach the specified destination within the allotted time, the guide leads you as far as it can along the way and then vanishes.
Nature Check Result Duration
19 or lower 1 hour
20—29 4 hours
30—39 8 hours
40 or higher 16 hours
Animal Friendship
Component Cost: 50 gp
Market Price: 250 gp
Key Skill: NatureLevel: 5
Category: Binding
Time: 1 minute
Duration: Special
When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action.
Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the animal is unable to carry the object due to the item’s size or weight, the animal enlists the aid of other creatures of its kind to fulfill the task.
Perform: The animal performs a simple trick, such as rolling over or playing dead.
Seek: The animal scouts ahead and examines an area for anything that’s alive or animate. The animal can travel up to 20 squares away from you and uses your passive Perception check to determine if it notices hidden creatures in the area. When the animal returns, you learn from it whether a creature occupies the area. The animal cannot communicate any other information aside from the presence or absence of a creature.
Watch: The animal remains in its current location and watches that area. When you assign the animal the task, you designate creatures that are allowed to enter the location. If a creature that you have not designated enters the location, the watching animal informs you by coming to you and making a noise. If you move more than 20 squares away from the area, the animal leaves its post and rejoins you.
Unless otherwise commanded, the animal accompanies you for the ritual’s duration, perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed attack never damages the animal.
Your Nature check determines the length of time the animal remains in your service, but you can release an animal from your service as a minor action.
Nature Check Result Duration
19 or lower 1 hour
20—29 8 hours
30—39 1 day
40 or higher 1 week
Tree Shape
You assume the form of a tree, blending into the forest around you.
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Nature (no check)Level: 2
Category: Exploration
Time: 10 minutes
Duration: 6 hours
You transform into a Large tree or shrub. While you are in this state, you perceive everything around you as normal. You retain all of your statistics, though you cannot use powers or perform rituals. All your clothing and gear transforms along with you. The ritual ends and you revert to your normal form if you take any damage or take an action, or at the end of the ritual’s duration.
DinbinFanfoom
17th March 2009, 10:09 AM
BRUNHILDE STURMUNDRANG, Level 8 Great-Weapon Human Fighter/Barbarian
STR 21 +5/+9 (base/full) (Athletics +15[feat])
CON 19 +4/+8 HP +n/lvl (Endurance +13)
DEX 16 +3/+7 (Acrobatics +12[feat], Stealth +12, Thievery +7)
INT 8 -1/+3 (Arcana +3, History +3, Religion +3)
WIS 10 +0/+4 (Dungeoneering +4, Perception +4, Nature +4, Insight +4, Heal +4)
CHA 10 +0/+4 (Intimidate +9, Bluff +4, Diplomacy +4, Streetwise +4)
HP 79/19/13 (total/surge value/surges per day)
AC 23 (10+4[lev]+7[arm]+2[arm])
FOR 22 (10+4[con]+4[lev]+1[rac]+2[cla]+1[ring])
REF 19 (10+3[dex]+4[lev]+1[rac]+1[ring])
WIL 16 (10+4[lev]+1[rac]+1[ring])
INITIATIVE: +11[dex:3][lev:4][fea:4]
Speed: 5 (6-1)
Passive Perception: 14
Passive Insight: 14
Melee: +1 Greataxe ATK: +13 vs AC (5[str]+4[lev]+2[prof]+1[fea]+1[enh]) DAM: 1d12+7 (5[str]+1[fea]+1[enh])
Ranged: +2 Handaxe (throw) ATK: +13 vs AC (5[str]+4[lev]+2[prof]+1[fea]+2[enh])(range 5/10) DAM: 1d6+8 (5[str]+1[fea]+2[enh])
Charge: +13 vs AC (5[str]+4[lev]+2[prof]+1[fea]+1[enh]) DAM: 1d12+9 (5[str]+3[fea]+1[enh])
Bull Rush: +11 vs FOR (5[str]+4[lev]+2[fea])
AT-WILL
Reaping Strike [L1]: +13 vs AC, 1d12+7 dam, 5 dam on miss (PHB)
Cleave [L1]: +13 vs AC, 1d12+7 dam, 5 to adjacent target on hit (PHB)
Crushing Surge [L1]: +13 vs AC, 1d12+7, +4[con] THP on a hit (MP, Invigorating)
Combat Challenge (marked target provokes AoO if shifting away, is -2 to attack any other target)
Combat Superiority (+Wis[0] to AoO's, Enemies hit by AoO must stop)
ENCOUNTER
Covering Attack [L1]: +13 vs AC, 2d12+7 dam, adjacent target can shift 2
Sweeping Blow [L3]: +15 vs AC, 1d12+7 dam, close burst 1
Griffon's Wrath [L7]: +13 vs AC, 2d12+7 dam, target is -2 AC until EoNT
DAILY
Comeback Strike [L1]: +13 vs AC, 2d12+7 dam, spend healing surge (daily, reliable)
Rain of Steel [L5]: 1d12 damage to adjacent targets at start of target's turn (daily, stance, minor)
UTILITY
Unstoppable [L2]: 2d6+7 temporary HP (minor, daily)
Unbreakable [L6]: Reduce damage taken by a hit by 5+4[con] (PHB) (interrupt, encounter)
INVENTORY
Orc Ring
Climbing Gear
+1 Greataxe [wielded]
+2 Bloodiron Armour (+2 AC, When you hit a target, gain +2 AC UEoNT against that target)[worn]
+1 Dwarven Scale Armour (+1 AC, +1 Endurance, free daily surge)
+2 Throwing Axe [wielded]
+1 Ring of Protection (FOR/REF/WIL) [worn]
Horned Helm: Charge attacks do +1d6 dmg [worn]
Frost Gauntlets: (Daily, Cold, Free) Change damage type to cold. On hit, target is slowed until EoNT, +1 cold damage until EoE. If milestone reached, +2 cold damage until EoE. [worn]
1 Frozen Whetstone (+2 cold DMG from applied weapon, encounter)
FEATS
Improved Initiative (+4 to initiative)
Weapon Focus (Axes): +1 DAM (PHB)
Sure Climber: Can climb at normal move rate (50' / 6 sec, +1 to athletics)
Weapon Expertise (Axes): +1 ATK (PHB)
Berserker's Fury (Multiclass Barbarian): Training (Acrobatics), Free/Daily: +2 DAM until EoE, able to use Barbarian feats
Powerful Charge (+2 DAM to charge, +2 ATK to bull rush)
PRE-LEVEL PLANNING POSSILITIES
9: Feat - Plate Armour Proficiency (PHB)
9: Daily - Victorious Surge (PHB) or Jackal Strike (MP)
10: Feat - Adept Power (Barbarian) - Swap Daily Power for Stone Bear Rage [L9], gain ability to rage
11: Feat - Deadly Rage (Barbarian) - +1 DAM at L1 while raging, +2 at L11, +3 at L21
FAMILIAR
Sebastion the Pseudodragon (Level 8?)
HP 60, Speed 4, fly 8 (hover)
AC 20, FOR 17, REF 18, WIL 17
Init +12
Bite: +11 vs AC, d8+7 damage
Sting: +11 vs AC, d8+7 damage, 5 ongoing (SE), recharge 4-6
Fly-by: Attack by moving up to 8 squares, no OA from target as he moves away
Invisibility: As normal, broken if Sebastion moves
Create Illusion: Can create a 4x4 illusion within range 10 with visual, audible, olifactory and thermal components.
Telepathic: Can mentally speak to anyone, but especially Brun.
Perception +11, Insight +11, Stealth +13, Dungeoneering +7, Bluff +12
Languages: Draconic
BIOGRAPHY
The only girl in a family of six children, Brunhilde grew up in a logging village in the far north. Rough-housing with her brothers, working hard in the forest and the daily demands of living in the harsh, cold environment forged Brun into a rugged, powerful individual. Eventually, she grew bored of small-village life and struck out to see the rest of the world, riding a lumber barge down to the cities of the South. After a BIT of a struggle to adapt to "civilization", she found her place as an adventurer for hire, though lately, she seems to be in it more for the thrill.
Large and muscular, even for her pedigree, Brun's flaming red hair and generally fearless nature get her noticed, although controlling her temper can be a bit of a problem at times. She may be rough around the edges, but she is a loyal comrade and would die for any of her friends. Even Fandango.
Age: 26, Height: 6'2", Weight: 200lbs
EricStratton
20th March 2009, 03:14 PM
AMARIL, Level 8 Eladrin Warlock
====== Created Using Wizards of the Coast D&D Character Builder ======
Amaril, level 8
Eladrin, Warlock
Eldritch Blast Option: Eldritch Blast Charisma
Eldritch Pact Option: Fey Pact
FINAL ABILITY SCORES
STR 10, CON 16, DEX 10, INT 19, WIS 12, CHA 19
STARTING ABILITY SCORES
STR 9, CON 16, DEX 10, INT 15, WIS 12, CHA 18
AC: 22 Fort: 18 Ref: 20 Will: 21
HP: 63 Surges: 9 Surge Value: 15
TRAINED SKILLS
Arcana +15, Bluff +13, History +15, Insight +10, Intimidate +13
UNTRAINED SKILLS
Acrobatics +4, Athletics +4, Diplomacy +8, Dungeoneering +5, Endurance +7, Heal +5, Nature +5, Perception +7, Religion +8, Stealth +4, Streetwise +8, Thievery +4
POWERS
Basic Attack: Melee Basic Attack, +6 vs AC, d8dmg
Basic Attack: Ranged Basic Attack
Eladrin Racial Power: Fey Step
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Blast, +10 vs REF, d10+6dmg
Warlock Attack 1: Eyebite, +10 vs WIL, d6+6dmg
Warlock Pact Boon 1: Misty Step
Warlock Attack 1: Witchfire
Warlock Attack 1: Curse of the Dark Dream
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Otherwind Stride
Warlock Attack 5: Crown of Madness
Warlock Utility 6: Shadowslip
Warlock Attack 7: Mire the Mind
FEATS
Level 1: Improved Misty Step
Level 2: Alertness
Level 4: Improved Initiative
Level 6: Distant Advantage
Level 8: Battle Caster Defense
ITEMS
Magic Longsword +1 x1
Adventurer's Kit
Amulet of Protection +1 x1
Irrefutable Leather Armor +2 x1
Antivenom (heroic tier)
Mercurial Rod +2 x1
Magic Rod +2
====== End ======
Pearl Sea Horse
This figurine depicts an iridescent sea horse wearing a saddle.
Level: 9
Price: 4,200 gp
Wondrous Item
Power (Daily • Conjuration): Standard Action. Use this figurine to conjure a Large majestic sea horse (see below for statistics). There must be a body of water adjacent to you for the sea horse to appear in; otherwise, the figurine cannot be activated. As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. While riding the sea horse, you breathe water as if it were air and can speak normally underwater.
The sea horse can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest.
(Attached PDF has a +1 Amulet of Protection instead of the Ring of Protection b/c in the Character Creator there is no +1 Ring of Protection;
Also PDF has +2 Magic Rod which is supposed to be the Solar Rod which, when it has a charge, is a +2 rod)
--
I can't upload the level 8 PDF for some reason. So here's a link to it. http://cl.ly/1F0L300d3h0N47081c41
Asharad
24th March 2009, 08:52 PM
Fandango, Level 8 Half-Elf Rogue
STR 14 (+5)
CON 16 (+6)
DEX 20 (+9)
INT 11 (+3)
WIS 10 (+3)
CHA 19 (+8)
HP 63/15/9 (total/surge value/surges per day)
AC 24
FOR 18
REF 20
WIL 19
INIT: +11 (9+1 Bal/+1 weapon)
Speed: 6
Passive Perception: 19
Passive Insight: 16
Racial: Non-elf allies nearby get +1 Diplomacy
SKILLS
Acrobatics +14
Arcana +4
Athletics +11
Bluff +13
Diplomacy +10
Dungeoneering +4
Endurance +7
Heal +4
History +4
Insight +6
Intimidate +8
Nature +4
Perception +9
Religion +4
Stealth +12
Streetwise 13
Thievery + 14
FEATS
1. Backstabber- Sneak attack die is d8
2. Skill Training: Perception
3. Slaying Action- Action points allow added sneak attacks
4. Two Weapon Fighting +1 to damage while holding a weapon in each hand
5. Weapon Expertise (Light Blade)- Gain bonus to attack rolls
At-Will
Dagger +2: +13 melee/+16 ranged- 1d4+5 melee/+8 ranged
Shortsword+2:+12 vs ac/1d6+5
Sly Flourish, +16 vs ac, 1d4+12 damage (ranged)/+15 vs ac, 1d6+12 damage (melee)
Clever Strike, +16 vs AC, 1d4+8 damage (ranged)/+15 vs ac, 1d6+8 damage (melee)- If an ally is adjacent to the target I get CA
ENCOUNTER
Inescapable Blade, +15 vs AC/1d6+3 melee reach +2 and ignores cover and superior cover
Dazing Strike, +15 vs AC, 1d6+8 damage- target is dazed
Setup Strike, +15 vs AC, 2d6+8 damage, I get CA one round
Sneak in the Attack (minor)- Until the start of my next turn the next ally who hits the target gets extra damage equal to my sneak attack bonus.
Hidden Blade (minor)- I gain CA on next attack roll with off hand weapon
CirclingPredator- +15 vs ac, 1W+ then can shift and do another attack, same attack/damage and gain CA after second attack.
Daily
Deep Cut, +15 vs Fort, 2d6+8 damage (melee) Extra 7 damage ongoing (save ends). miss-half damage, no ongoing
Blinding Barrage, +16 vs AC 2d4+8 damage- blast 3, all are blinded. Miss-half damage
ITEMS
+1 Magic Dagger- Also +1 to Intitative
+2 Determined Dagger
+1 Gloaming Shroud
+2 Duelist shortsword
Boo ("Go for the eyes, Boo!") - blinds once per day
Frozen Whetstone (+2 cold dmg, encounter)
Heal Potion, surgeless
Elven Battle Armor+3 - +5 vs slow or immobilize. minor encounter-gain +2 speed bonus
Lycos
25th March 2009, 10:29 AM
Baladir Verbold, Level 8, Male Half-Elf Paladin
STR 20, +5/+9 (base/level mod incl)
CON 18, +4/+8
DEX 14, +2/+6
INT 11, +0/+4
WIS 16, +3/+7
CHA 18, +4/+8
HP 75/18/15 (total/surge value/surges per day)
Bloodied: 37
AC 25 (10+9[+1 plate]+2[hvy shield]+4[lvl])
FOR 20 (10+1[class]+5[con]+4[lvl])
REF 19 (10+1[class]+2[dex]+2[shield]+4[lvl])
WIL 19 (10+1[class]+4[cha]+4[lvl])
10
INIT: +9
Speed: 5
Passive Perception: 17
Passive Insight: 24
Languages: Common, Elven, Giant
Weapon Skills
Bastard Sword +13 (+1 Damage if 2 Handed) vs. AC (d10+6)
(4) Throwing Hammers +10 (1d6 + 5) rng: 5/10
Skills
Acrobatics +2
Arcana +4
Athletics +5
Bluff +8
Diplomacy +15
Dungeoneering +7
Endurance +4
Heal +12
History +4
Insight +14
Intimidate +8
Nature +7
Perception +7
Religion +9
Stealth +2
Streetwise +8
Thievery +2
Feats
Pelor's Radiance
Improved Initiative +4 to init
Weapon Proficiency - Bastard Sword
Bolstering Touch - Regain my hps instead of their own.
Devoted Paladin - +4 hps bonus to lay on hands
Attacks
At Will:
Divine Challenge - (minor) - Target is -2 to attack anyone other than me and takes 7 pts of damage if they do use an attack that doesn't include me. I must engage or be adjacent to the target at the end of this round. Target is marked until I mark another target.
Holy Strike! (+11 to hit vs AC, 1d10 + 5 Damage for strength and sword) + 2 more in damage if marked.
Ardent Strike (+11 vs. AC, 1d10 + 5 Damage), on hit, the target is subject to your divine sanction until the end of your next turn. This can be used during a charge in place of a Melee Basic Attack.
Encounter:
Divine Strength - (minor) - apply strength mod as additional damage this turn.
Divine Mettle - (minor) - (Burst 10) A single target makes a saving throw with a bonus of +4
Cleave (+11 to hit vs AC, 1d10 + 5 Damage for strength and sword) and an adjacent target takes 5 damage as well.
Piercing Smite (+11 to hit vs Reflex, 2d10 + 5 Damage for Strength)
Adjacent targets are marked until the end of my next turn.
Righteous Smite (Charisma (+11) V. AC, 2d10 +5 Damage for Strength)
Hit: 2d10 + (5) Charisma modifier damage and sword, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier (2).
Resurgent Smite (Charisma (+11) V. AC, 2d10 +5 Damage for Strength)
Effect:
Hit: 2[W] + Strength or Charisma modifier damage, and an ally within 5 squares of you can spend a healing surge. If the attack deals at least 20 damage, the ally gains additional hit points equal to twice your Wisdom modifier (+2).
Pelor's Radiance (Divine, Implement, Radiant) - Standard Action - Close burst 1
(3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom (+7 total, +2 symbol) vs. Will
Hit: 2d12 + 2, and the target is stunned until the end of your next turn.
Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th.
Daily:
Paladin's Judgement (+11 to hit vs AC, 3d10 + 5 Damage for strength and sword) 1 Ally within 5 squares gets a healing surge
Miss: 1 Ally within 5 squares gets a healing surge.
Hallowed Spot (Divine, Implement, Zone) Close Burst 3, Target: Each Enemy in burst, +9 vs. Reflex (2d6 + 4)
Effect: The burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.
(3) Lay On Hands - Minor Action - Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge +4 hps or the same hps as you gain in a surge +4 hps. You must have at least one healing surge remaining to use this power.
Utility Spells:
Astral Speech (Daily) - Minor Action - Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.
One Heart, One Mind (Daily) - Minor Action, (Divine) Close burst 6, You and your trusted allies form a telepathic bond. Targets: You and each ally in burst Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.
Item:
Wand of Magic Missile - 1d4 - ("ABRACAPHAGIC") - 32 charges on it.
+1 Flaming Bastard Sword - once per day, I can cause the flames to cause extra damage. Daily: Add 1d6 fire damage and 5 fire ongoing, save ends.
+1 Plate Mail
Polyglot Gem - grants the holder the ability to speak, write and comprehend any language for a day as long as that language has been seen or heard.
+2 Holy Symbol (Symbol of Battle) (Pelor) - Once per day (adventure thread), it can grant guidance from Pelor. Pelor be praised!
Potions: Healing (Regain surge hps without using a surge) (1)
Shield of Protection (Heavy) - Power (Daily): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
Amulet of False Life Level +2
This dark blue amulet with a crimson center increases your
defenses and can be activated to grant you temporary hit points.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor Action. Use this power when you are
bloodied to gain temporary hit points equal to your healing
surge value.
Instant Campsite
This tightly packed satchel expands into a complete campsite that can automatically pack up again.
Level: 5
Price: 1,000 gp
Wondrous Item
Power (Daily): Standard Action. You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more.First published in Adventurer's Vault (http://www.wizards.com/default.asp?x=products/dndacc/217837200).
Also carrying:
1000 gp worth of gems
Asharad
26th March 2009, 10:41 AM
Attached is my character in an altered PDF taken form the character creator. I had to change some stuff manually using photoshop- for example there wasn't any way to ad the +2 initiative I get from the dagger or to add the +1 to fort/will/reflex.
It wasn't hard to fix, however.
I'd be happy to do one of these for everyone in the party if you want since I've got the fancy Adobe Creative suite, especially if Shiz keeps track of our exp!
let me know!
EDIT: There we go. had to print the PDF and scan it to get it down in size. I suspect there is a much easier way of doing that, which I'll figure out.
Shiz
6th May 2009, 05:15 PM
Silver potions: Bal, Brun, Fandango x 2
Anti-Venom: Bal, Amaril
Healing: Trask, Solak, Brun, Baladir
Cloak of Resistance: Trask > Ring of Protection to Brunhilde
EricStratton
6th May 2009, 07:09 PM
Amaril's PDF now reflects the anti-venom potion.
EricStratton
13th August 2009, 12:40 PM
Updated Amaril's PDF and post w/ his new Mercurial Rod.
http://www.legendsofwestwood.org/forum/showpost.php?p=233710&postcount=5
Sagar
15th August 2009, 04:29 PM
Solak, why isn't your ring of invisibility on your character sheet?
Once per day, you can turn invisible for 5 minutes. This is how you got to the party in the haunted house.
Zyzzyx
18th August 2009, 03:13 PM
:*
Uhh... because I thought it was? Was there in my mind when I read things over anyway. Will fix that if it hasn't been...
DinbinFanfoom
15th December 2011, 12:50 PM
Heh, found a much more fitting bio picture for Brun, given her heritage and Barbarian multiclassing. (See above) That's what 10 charisma gets ya!
GravenStone
15th December 2011, 01:14 PM
Heh, found a much more fitting bio picture for Brun, given her heritage and Barbarian multiclassing. (See above) That's what 10 charisma gets ya!
Portrait of an artist who failed at perspective. Butch Guice, is that you?
EricStratton
16th December 2011, 08:55 PM
Heh, found a much more fitting bio picture for Brun, given her heritage and Barbarian multiclassing. (See above) That's what 10 charisma gets ya!
I had pictured her as big but...my goodness. Amaril has a new found respect for the woman.
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