View Full Version : Group 5: Stats, Skills, and Powers
Greebo
6th April 2009, 02:14 PM
Please use the format or a close approximation thereof as in play by the other groups. I will update character sheets in PDF form on an ongoing basis.
Comments and questions will be removed after a reasonable time, in order to keep the thread uncluttered.
Lycos
18th August 2010, 11:57 PM
Sheldon Cooper, Level 4, Male Human Warlord
STR 19, +4/+6 (base/level mod incl)
CON 11, +0/+2
DEX 10, +0/+2
INT 10, +0/+2
WIS 8, -1/+1
CHA 17, +3/+5
HP 38/9/8 (total/surge value/surges per day)
Bloodied: 19
AC 20
FOR 18
REF 13
WIL 17
INIT: +2
Speed: 5
Passive Perception: 11
Passive Insight: 11
Languages: Common, Giant
Weapon Skills
Spear - +10 to Hit, Damage 1d10 + 6
Dynamic Greataxe +10 To Hit; Damage: 1d12 + 6
Long Bow +3 To Hit; Damage 1d10
Skills
Acrobatics +2
Arcana +2
Athletics +6
Bluff +5
Diplomacy +10
Dungeoneering +1
Endurance +7
Heal +6
History +7
Insight +1
Intimidate +10
Nature +1
Perception +1
Religion +2
Stealth +2
Streetwise +5
Thievery +2
Feats
Armored Warlord - Gain proficiency in scale male and one extra surge.
Weapon Proficiency - Long Bow
Improved Inspiring Word - Add Cha Modifier (+3) to Inspiring Word hp restored.
Special Power
Tactical Presence - When an ally you can see spends an action point to make an attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier (0).
Attacks
At Will:
Rousing Assault - (+10 to hit vs AC, 1d12 + 6 Damage for strength and axe) Hit: Add your Charisma modifier (+3) to the hit points restored with any warlord healing power you use before the end of your next turn.
Viper's Strike - (+10 to hit vs AC, 1d12 + 6 Damage for strength and axe) Hit: If the target shifts before the start of your next turn, it provokes a OA from an ally of your choice.
Wolf Pack Tactics - (+10 to hit vs AC, 1d12 + 6 Damage for strength and axe) Special: Before you attack, you let one ally adjacent to either you or the target, shift 1 square as a free action.
Encounter:
Battlefront Shift - Trigger - I roll initiative. Close Burst 3. Target: Myself or an ally within range.Effect: The target shifts half his or her speed.
Inspiring Word - (Minor, Close Burst 5) (Usable Twice per Encounter) - The target (me or an ally) can spend a healing surge and regain an additional 1d6 hit points. (+3 additional hps because of Improved Inspiring Word.)
Vengence is Mine - Imm. Reaction - Trigger: An enemy hits me. You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
Devastating Offensive (+10 to hit vs AC, 1d12 + 6 Damage for strength and axe) - Hit:1[W] + Strength modifier (+4) damage. You slide the target 1 square and slide one ally adjacent to you 3 squares
to the square the target vacated. Then the ally can make a melee basic attack against the target as a free action.
Encouraging Boost - (Minor; Rng 5) One ally can use a Second Wind and regain hps with a surge +3 additional hps.
Daily:
Bastion of Defense (+10 to hit vs AC, 1d12 + 6 Damage for strength and axe) - Hit: 3[W] + Strength modifier (+4) damage. Until the end of the encounter, all allies within 5 squares of you gain a +1 power bonus to defenses. Effect: Allies within 5 squares of you gain 8 thps.
Utility Spells:
(Encounter) Encouraging Boost - (Minor; Rng 5) One ally can use a Second Wind and regain hps with a surge +3 additional hps.
Items:
+2 Dynamic Great Axe - Power (Encounter • Polymorph) : Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.
+2 Bloodclaw Weapon Great Axe (equipped)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage (+ high crit for this)
Power (Encounter): Free Action. Use this power when you hit with this weapon. You take damage up to a maximum of the weapon’s enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. Increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands.
+1 Scale Armor of Exploits - During a short rest or an extended rest, you can store one at-will or encounter martial power in your armor that you or an ally has. You can have only one power stored in the armor at a time. Armor of exploits cannot store a power of higher level than the armor. You cannot use a power stored in the armor if the power's level is higher than yours. Once the power is used, another power must be stored in the armor before it can be used again. If a new power is stored before the old one is used, the old exploit is lost.
Stored Power: Inspiring Word
Power (Daily): Standard Action. Use the power stored in your armor. If it is an encounter power, you must spend 1 action point to use it.
Everburning torch never expires, casts no heat.
2 Healing Potion(s)
110 gp (reward money)
Asharad
19th August 2010, 09:26 AM
Gideon
Wizard, level 4
ABILITY SCORES
Str 10 (+2)
Con 12 (+3)
Dex 16 (+5)
Int 19 (+6)
Wis 10 (+2)
Cha 11 (+2)
AC: 17
Fort: 14
Reflex: 16
Will: 14
HP: 34
Surges: 7
Surge Value: 8
Init:+5
Speed:6
Passive insight: 13
Pasive Perception:+18
Low Light Vision
SKILLS
Acro +7
Arcana +11
Athletics +2
Bluff +2
Diplo +2
Dungeon +7
Endurance +3
Heal +2
History +6
Insight +3
Intimidate +2
Nature+2
Perception +8
Religion +11
Stealth +7
Street +2
Theive +5
FEATS
Ritual Caster, Expanded Spellbook, Destructive Wizardry (+2 to damage if I hit to or more), Devious Jaunt (+6 to distance teleported with Shadow Jaunt)
POWERS
At-Will
Ghost Sound/Light/Mage Hand/Prestidigitaion
Scorching Burst:Area Burst 1 range 10/ 8 vs reflex/1d6+6 fire damage
Magic Missle:Range 20/auto hit/6 force damage plus and bonuses (+2 for wand)
Encounter
Second Wind
Shadow Jaunt: move action/teleport nine squares and insubstantial until eont
Wand of Accuracy:Free action/+3 to hit
Grasping Shadows:area 1 burst within 10/8 vs will/1d8+6 psychic and slow until eont/ persistent area until eont
Arcane Bolt/ auto hit. range 10/ 5+int (6)+enhancement bonus
Arcane Insight (in spellbook):can reroll and arcane check and sue the better result
Daily
Acid Arrow: range 20/intel vs reflex/2d8+intell acid and ongoing 5 (save ends). secondary attack any creature adjacent (intell vs reflex/1d8+4 5 on ging)/miss: half damage and onging 2 to primary
Phantom Chasm (in spellbook): area burst 1 in 20/intell vs will/2d6 +intel and target is prone and imbolized until eont/miss:imobilzedHorrid Whispers (in spellbook):area 1 burst 10/intell v will/1d6+intel and target slowed and takes -2 to attack 9save ends)/ target is kncoked prone. miss:slow and -2 to attack until eont.
Root Understanding/free/can understand/read/speak a language until end of the encounter
ITEMS
Spellbook/Adventure's Kit/Dagger
Magic Wand +2
Robe of Scintillation
Rituals
Comprehend Languages
Silence
Unseen Servant
Sagar
19th August 2010, 08:16 PM
FLIP
INAL ABILITY SCORES
Str 14, Con 10, Dex 20, Int 10, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 13, Con 10, Dex 17, Int 10, Wis 10, Cha 14.
AC: 20
Fort: 14
Reflex: 19
Will: 15
HP: 37
Surges: 6
Surge Value: 9
TRAINED SKILLS
Stealth +13, Thievery +14, Athletics +10, Nature +8, Perception +8, Acrobatics +14
UNTRAINED SKILLS
Arcana +2, Bluff +5, Diplomacy +5, Dungeoneering +2, Endurance +2, Heal +2, History +2, Insight +2, Intimidate +5, Religion +2, Streetwise +5
FEATS
Level 1: Backstabber: D8 for backstab damage
Level 2: Deadeye Slinger: 3 sling prof, high crit with slings
Level 4: Nimble Dodge: Second Chance - enemy -5 to hit and can't crit.
POWERS
Rogue at-will 1: Sly Flourish: +13 vs AC, d4+10 damage mgc dagger, +8 vs aC, d6+7 damage sling
Rogue at-will 1: Clever Strike: +13 vs AC, d4+7 damage, if ally adjacent to enemy, Flip has CA
Rogue encounter 1: Fox's Gambit: +13 vs REF, d4+7, negate all marks, target cannot mark until EoNT, shift 4
Rogue daily 1: Handspring Assault: +13 vs AC, 3d4+7, can use during a charge. Shift 2
Rogue utility 2: Adaptable Flanker: minor, Gain CA until EoNT if ally adjacent to enemy.
Rogue encounter 3: Strike and Move: +13 vs AC, Shift 5, attack at any point, 2d4+7 damage
ITEMS
Sling, Sylvan Leather Armor +1, Adventurer's Kit, Thieves' Tools (+2 Thievery), Sling Bullets (38), Dagger (2), Dynamic Dagger +2, Climber's Kit (+2 Athletics), (2) 100gp gems
GravenStone
20th August 2010, 07:48 PM
Bjarngrimsen, level 4
Dwarf, Battlemind
Build: Resilient Battlemind
Psionic Study: Battle Resilience: Trigger: first time an attack hits or misses you during an encounter, Until EONT gain resistance to all damage equal to 3 + Wis mod (+3)
Background: Arcane Student Who saw Too Much+1 to saving throw to end effects that Stun, Immobilize or Restrain
FINAL ABILITY SCORES
Str 10, Con 19, Dex 10, Int 8, Wis 16, Cha 14.
STARTING ABILITY SCORES
Str 10, Con 17, Dex 10, Int 8, Wis 14, Cha 14.
AC: 21
Fort: 16
Reflex: 13
Will: 17
HP: 52
Surges: 13
Surge Value: 13
TRAINED SKILLS
Heal +10, Athletics +7, Insight +10
UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Dungeoneering +7, Endurance +8, Heal +10, History +1, Intimidate +4, Nature +5, Perception +6, Religion +1, Stealth +2, Streetwise +4, Thievery +2, Athletics +7
FEATS
Level 1: Alertness: Cannot be surprised, +2 Perception
Level 2: Melee Training (Constitution): use Con bonus (+4) in place of Str bonus for melee attacks
Level 4: Hafted Defense: +1 AC and Reflex while wielding a polearm with two hands
POWERS
Battlemind at-will 1: Bull's Strength: +9 vs. AC, 1d10+5 dam, push target 1 square
Battlemind at-will 2: Iron Fist: +9 vs. AC, 1d10+5 dam, until EONT, gain resistance to all damage equal to Wis mod (+3)
Battlemind at-will 3: Lodestone Lure:+9 vs Will, 1d10+5 , pull target 1 square. Until EONT, target can only move to squares adjacent to me.
Battlemind daily 1: Aspect of Elevated Harmony:spend a Healing Surge and gain AoEH, +9 vs. AC, 2d10+5 (half damage on miss), enables Aspect of Elevated harmony (augment) until end of encounter
Aspect of Elevated harmony (augment): 2d10+5, gain THP equal to 5 + Wis mod (+3), target single creature hit by augmented at-will attack takes extra damage equal to Wis mod (+3)
Battlemind utility 2: Dimension Slide:Reange 5, Target me and one ally, slide on target 1 square, teleport the second 3 squares
ITEMS
Adventurer's Kit, Scale Armor of Exploits +1, Vengeful Halberd +1, 2X standard Healing Potion, 110 gold remaining ex. Nexus reward
attriel
22nd August 2010, 12:59 AM
====== Created Using Wizards of the Coast D&D Character Builder ======
Teras, level 4
Minotaur, Swordmage
Swordmage Aegis: Aegis of Shielding
Background: Political Rebel (Political Rebel Benefit)
FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 19, Wis 13, Cha 10.
AC: 22 Fort: 15 Reflex: 16 Will: 15
HP: 49 Surges: 12 Surge Value: 12
TRAINED SKILLS
Arcana +11, Athletics +7, History +11, Streetwise +8
UNTRAINED SKILLS
Acrobatics +4, Bluff +4, Diplomacy +5, Dungeoneering +5, Endurance +7, Heal +5, Insight +5, Intimidate +4, Nature +7, Perception +7, Religion +8, Stealth +4, Thievery +4
FEATS
Level 1: Intelligent Blademaster
Level 2: Jack of All Trades
Level 4: Implement Expertise: Axe +1 attack with Axe Implement
POWERS
Swordmage at-will 1: Sword Burst
Swordmage at-will 1: Lightning Lure
Swordmage encounter 1: Flame Cyclone
Swordmage daily 1: Whirling Blade
Swordmage utility 2: Dimensional Warp
Swordmage encounter 3: Dual Lightning Strike
ITEMS
Rat Killer's Coat Leather Armor +1, Hand Crossbow, Sunblade Khopesh +1, Backpack (empty), Bedroll, Belt Pouch (empty), Flint and Steel, Silk Rope (50 ft.), Waterskin, Everburning Torch, Journeybreads (20)
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Sagar
20th September 2010, 01:49 PM
Party Summary Table:
Greebo
20th July 2011, 09:18 AM
Taras check your numbers please, your level still says 3
Waiting on Ash for Gideon's update
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