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DinbinFanfoom
24th July 2009, 11:48 AM
Post your characters here.

EricStratton
24th July 2009, 11:59 AM
====== Created Using Wizards of the Coast D&D Character Builder ======
Erik, level 3
Human, Sorcerer
Build: Chaos Sorcerer
Spell Source Option: Wild Magic
Human Power Selection Option: Heroic Effort

FINAL ABILITY SCORES
STR 10, CON 13, DEX 15, INT 10, WIS 8, CHA 19

STARTING ABILITY SCORES
STR 10, CON 13, DEX 15, INT 10, WIS 8, CHA 17


AC: 16 Fort: 14 Ref: 15 Will: 19
HP: 35 Surges: 7 Surge Value: 8

TRAINED SKILLS
Arcana +6, Bluff +10, Diplomacy +10, Insight +5, Intimidate +10

UNTRAINED SKILLS
Acrobatics +3, Athletics +1, Dungeoneering +0, Endurance +2, Heal +0, History +1, Nature +0, Perception +0, Religion +1, Stealth +3, Streetwise +5, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Sorcerer Attack 1: Chaos Bolt
Sorcerer Attack 1: Dragonfrost
Sorcerer Attack 1: Mists of Disarray
Sorcerer Attack 1: Chromatic Orb
Sorcerer Utility 2: Focused Chaos
Sorcerer Attack 3: Ice Dragon's Teeth

FEATS
Level 1: Sorcerous Blade Channeling
Level 1: Armor Proficiency: Leather
Level 2: Arcane Spellfury

ITEMS
Staff Implement x1
Adventurer's Kit
Dagger x1
Leather Armor
Amulet of Resolution +1 x1
Repulsion Leather Armor +1 x1
====== End ======

Money Total:

140gp, 420sp + 420sp (that Sigurd didn't want)

Asharad
24th July 2009, 04:18 PM
Here is Crashing, the level 3 Shaman.

Crashing, level 3
Human, Shaman
Companion Spirit: Protector Spirit

ABILITY SCORES
Str 10 +1
Con 15 +3
Dex 13 +2
Int 10 +1
Wis 19 +5
Cha 8 0

AC: 14
Fort: 15 Reflex: 13 Will: 17
HP: 37 Surges: 9 Surge Value: 9

SKILLS
Insight +10
Nature +10
Perception +10
Endurance +8
Heal +10
Acrobatics +2
Arcana 1
Bluff 0
Diplomacy 0
Dungeoneering +5
History 01
Intimidate 0
Religion 1
Stealth +2
Streetwise 0
Thievery +2
Athletics 1

FEATS
Protector Spirit Adept
Allies adjacent to SC gain +1 fort, will, ref

Spirit Speaker
Speak with spirits grants skill bonus to allies
Vigorous Spirt- Target of healing spirits regains additional HP equal to the WIS mod (5)

POWERS

At Will:
Haunting Spirits
Ranged 5
Attack: +4 vs Will
Damage: 1d6+4 psychic. Until EONT target grants CA to ally of my choice.

Protecting Strike
Melee spirit 1
Attack: +4 vs Will
Damage: 1d8 +4 and each ally adjacent to the spirit companion gains temp hit points (+2)

Defending Strike
Melee spirit 1
Attack: +4 vs reflex
Damage: 1d8+4 and until EONT me and my allies adjacent to SC get +1 bonus to AC

Spirit Shield
Melee spirit 1 on Opportunity Attack
Attack:+4 vs reflex
Damage: 4
Effect:all allies within 5 squares get 4 hit points.

Encounter:

Healing Spirit (Minor Action can be used twice per encounter)
Close burst 5
Target can spend healing surge. Another ally who is next to the spirit companion gains 1d6 hit points.

Thunder Bear's Warding
Ranged 5
Attack:+4 vs fort
Hit:1d6+4 thunder damage. Until EONT everyone next to the spirit companion (and me) get +2 resistance to all damage. also either me or an ally within 5 squares get +2 hit points.

Speak with Spirits
Minor action
During this turn I or an ally get +4 to a skill check.

Healer's Gift
Target:One dying creature
Effect: Target can spend a surge

Spring Renewal Strike
Spirit 1
+6 vs fort
2d8+5
On hit any ally adjacent to the spirit companion can spend a surge with additional points (+2/con mod)

Daily:

Spirit of the Healing Flood
Close burst 5
Attack:+4 vs fort
Hit:1d8+4
Miss: half damage
Effect: Until end of the encounter me and each ally in the burst gain 2 regeneration per turn if we are bloodied OR you can end the effect as a minor action and get 10 points back.

ITEMS
Adventurer's Kit, Leather Armor, Longspear, Totem
155gp 24sp

Magic Totem
This item is a simple totem that channels primal energy.
Item Slot: Implement
Enhancement: +1 ATK, DAM
Critical: +1d6

Lycos
26th July 2009, 12:14 AM
Sigurd, Human, Male, Level 3
son of Sigmund (http://en.wikipedia.org/wiki/Sigmund) and his second wife, Hiordis (http://en.wikipedia.org/wiki/Hiordis)

STR 19, +4
CON 13, +1
DEX 10, +0
INT 10, +0
WIS 8, -1
CHA 15, +2

HP 40, Surge 8 hp, 9/day
AC 18, (with cloak.)
FOR 18
REF 12
WIL 14

Init: 5
Speed: 5
Passive Insight: 10
Passive Perception: 15

BEST SKILLS
Arcana +1
Athletics +9
Bluff +3
Diplomacy +3
Endurance +1
Heal +5
History +1
Intimidate +8
Perception +5
Religion +1
Streetwise +3

FEATS

Improved Roar of Triumph
Armor Proficiency (Chainmail)
Improved Initiative

BARBARIAN POWERS
Thaneborn Triumph - Whenever you bloody a foe, add your Cha modifier (+2) to the next attack roll against that foe.
Rampage - Critical hit grants free melee basic attack; once per round, barbarian attack power only


AT-WILL
- Howling Strike; +7 attack vs AC, 1d12+1d6+4 damage, When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
- Recuperating Strike; +7 attack vs AC, 1d12+4 damage, on hitting you gain temporary hit points equal to your Constitution modifier (+1). If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier (+1).
- Devastating Strike; +7 attack vs AC, 1d12+1d8+4 damage, Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.

ENCOUNTER
- Roar of Triumph; (Encounter) Trigger: Your attack reduces an enemy to 0 hit points Effect: Each target (within Close Burst 5) takes a -2 penalty to all defenses until the end of your next turn. Improved Roar of Triumph Feat also grants me +2 damage as well.
- Great Cleave; (Encounter) +7 attack vs AC, 1d12+4 damage, Close burst 1, Does damage to all enemies in the burst, + 1 damage for each enemy adjacent to you.
- Thundering Howl; (Encounter) +7 attack vs AC, Hit: 1[W] + 4, You then howl in a blast 3 that includes the target. Each enemy in the blast takes 1d6 thunder damage and is pushed 1 square.

DAILY
- Macetails Rage; (Daily); Close burst 1, +7 vs Reflex attack, 1d12+4 damage, Hit: 1[W] + Strength modifier (+4) damage, and you knock the target prone. Miss: Half damage. Effect: You enter the rage of the macetail behemoth. Until the rage ends, whenever you hit, you gain temporary hit points equal to your Strength modifier (+4).
- Feral Rejuvenation; Trigger: Your attack damages an enemy. You spend a healing surge. And if you reduce their hps to 0 or less, I regain (half my level + charisma mod) 3 additional hps.

Equipment:
Greataxe
Chainmail
+1 Cloak of Hunter Safety (+1 AC)
100 gp, left at the hut)

86 gp on him.

Shiz
1st April 2010, 11:02 AM
Damelon, Level 3 Human Rogue, Brutal Scoundrel
6'0 186lbs
Red-headed, fair skinned, blue eyes
Languages: Common, Goblin

STR 17 +3/+4
CON 13 +1/+2
DEX 17 +3/+4
INT 8 -1/0
WIS 10 0/+1
CHA 10 0/+1

INIT +4 (+3[dex]+1[level])
Speed 6
Passive Perception 16

HP: 35/8/7 per day

AC: 17 (+2[armor]+3[dex]+1[defensive wpn]+1[level])
FOR: 15 (+1[race]+3[str]+1[level])
REF: 17 (+1[race]+3[dex]+2[class]+1[level])
WIL: 12 (+1[race]+1[level])

TRAINED SKILLS
Acrobatics +9, Athletics +9, Bluff +6, Intimidate +6, Perception +6, Stealth +10, Thievery +9

FEATS
Bonus: Weapon Expertise: Light Blade
1. Weapon Proficiency: Doublesword
2. Two Weapon Fighting (+1 dmg with a weapon in each hand)
3. Retraining Bonus Feat to Light Blade Expertise: +1 to hit with a light blade, +1 damage with a light blade when you have combat advantage.

Doublesword, melee: +8 to hit (+3[prof]+3[str]+1[feat]+1[level]), d6+4 damage ([+3[dex]+1[feat])
Dagger, ranged: +9 to hit (+3[prof]+3[str/dex]+1[rogue weapon talent]+1[feat]+1[level]), d4+3 damage

AT WILLS
Disheartening Strike (rattling, melee or ranged), +8 vs AC, d6+4, hit: target is -2 atk until EOMNT
Clever Strike (melee), +8 vs AC, d6+4, if an ally is adjacent to the target and able to attack the target, I get CA.
Riposte Strike (melee), +8 vs AC, d6+4, HIT: if the target attacks you before the start of your next turn you make a riposte attack as an immediate interrupt, +8 vs AC, d6+4 dmg.

ENCOUNTER
Dazing Strike (melee), +8 vs AC, d6+4, hit: the target is dazed UEOMNT.
Nasty Backswing (free action, melee), Trigger: You miss with a melee attack, +8 vs AC, d6+7, Specials: You have CA for this attack, Brutal Scoundrel: +3[str] dmg

DAILY
Handspring Assault (reliable, melee), +8 vs AC, 3d6+4, hit: shift 2 squares, special: can be used on a charge

UTILITY
Agile Recovery (at-will), stand up as a minor action

Equipment:
Burglar's Boots, +1 Stealth
Leather Armor
Doublesword
Daggers (x5)
152gp 464sp
120gp sapphire
100gp gem
150gp ruby
5,000gp diamond

Greebo
21st December 2010, 01:04 PM
Tzana-Cao, level 3
Human, Monk
Build: Centered Breath Monk
Monastic Tradition Option: Centered Breath
Human Power Selection Option: Bonus At-Will Power

Initiative +5; Speed 6
Passive Insight 14; Passive Perception 19

FINAL ABILITY SCORES
STR 11, CON 10, DEX 18, INT 10, WIS 16, CHA 8
Checks:
Str 1, Con 1, Dex 5, Int 1, Wis 4, Cha 0

STARTING ABILITY SCORES
STR 11, CON 10, DEX 18, INT 10, WIS 14, CHA 8


AC: 20 Fort: 14 Ref: 17 Will: 16
HP: 32 Surges: 7 Surge Value: 8

TRAINED SKILLS
Acrobatics +10, Athletics +6, Perception +9, Stealth +10, Thievery +10

UNTRAINED SKILLS
Arcana +1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +1, Heal +4, History +1, Insight +4, Intimidate +0, Nature +4, Religion +1, Streetwise +0

POWERS
Basic Attack: Melee Basic Attack +4 vs. AC; 1d10

Basic Attack: Ranged Basic Attack +5 vs AC; 1d4+4

Monk Feature: Centered Flurry of Blows - Free; Trigger - Hit with an attack during my turn. Target: 1 adjacent (or reach 2 with spear) target per round - Effect: Target takes 5 damage and is slid 1 square adjacent to me or 1 in any dir if target wasn't the trigger.

Monk Attack 1: Dragon's Tail - At Will - Target: One ally or one prone enemy
- Move : Swap places with target
- Standard : +5 vs fort; d6+4 and knock target prone

Monk Attack 1: Crane's Wings - At Will - Target: One Creature (Melee touch)
- Move : Athletics check +5 to jump; counts as running start, unlimited by speed
- Standard : +5 vs Fort; d10+4 and push target 1 square

Monk Attack 1: Five Storms - At Will - Close Burst 1 - each enemy in burst
- Move : Shift 2 squares
- Standard : +5 vs. ref; d8+4

Monk Attack 1: Drunken Monkey - Encounter - One enemy (Melee touch)
- Move : Move speed + 2, ignore difficult terrain, +3 def vs. OAs during move
- Standard : +5 vs. will, d8+4 and slide target 1 square, target then makes MBA vs. enemy of my choice (as free action) with +3 to attack

Monk Attack 1: Whirling Mantis Step - Daily - Melee touch - 1, 2 or 3 creatures
- Standard : Effect: Shift your speed - if you enter a square adjacent to any enemy during the shift, slide that enemy 1 square. After the shift, attack as follows: +5 vs. fort; 2d10+4 and target is slow (SE); MISS: half damage, target slow EO(my)NT

Athletics Utility 2: Bounding Leap - Encounter - Move
- Move : Athletics +5 to jump with running start and no speed limit

Monk Attack 3: Fallen Hammer in Repose - Encounter
- Minor: Shift 1 or move 3 squares

FEATS
Level 1: Unarmored Agility (+2AC in cloth or no armor)
Level 1: Pointed Step Style (Reach 2 with spear when using Flurry of Blows)
Level 2: Improved Monk Unarmed Strike (d10 instead of d8)

ITEMS
Monk unarmed strike x1
Cloth Armor (Basic Clothing) of Sudden Recovery +1; +1 to save vs. ongoing damage; (Daily) End ongoing damage being taken and gain regen for same til EOE

Greebo
17th July 2011, 11:11 PM
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