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Post  Malazek Mon Aug 17, 2009 9:42 pm

Name: Ayrikai
Race: Tiefling?
Class: Warlock
Level: 4
XPs: 4243
Alignment: Unaligned
STR: 8 (-1, +1)
CON: 18 (+4, +6)
DEX: 10 (+0, +2)
INT: 15 (+2, +4)
WIS: 10 (+0, +2)
CHR: 18 (+4, +6)
AC: 16 (10 +2armor +2int, +2 half-level)
Fort: 17 (10 +4con, +1 Feat, +2 half-level)
Ref: 15 (10 +2int +1class, +2 half-level)
Will: 18 (10 +4chr +1class, +1 Feat, +2 half-level)
Hit Points: 45 (22 Bloodied)
Surge Value: 11
Surges per Day: 10
Current AP: 1
Speed: 6
Initiative: +2
Size: m
Passive Perception: 12
Passive Insight: 12
Senses: Low-light Vision
Racial Features:
- +2 chr, +2 int
- +2 bluff, +2 stealth
- bloodhunt: +1 att vs bloodied foes
- fire resistance: 5+1/2lvl
-
Class Features:
- Fey Pact (includes Misty Step)
- Prime Shot: If closest to target, gain +1 to ranged attack against that target
- Shadow Walk: Move 3 or more squares on turn results in concealment
- Warlock's Curse +1d6
Feats:
- Improved Misty Step
- Hellfire Blood (+1 Attack & Damage with Fire/Fear Powers)
- Scion of the gods (+1 Will and Fortitude)
Rituals: (if any)
Basic Attacks:
- Melee: mace (+3 Attack, d10-1 Damage)
- Ranged: eldritch blast (+7 attack, d10+5 damage)
At-Will:
- Eldritch blast
- Eyebite
Encounter:
- Witchfire
- Otherwind Stride
Daily:
- Flames of Phlegethos
Utility:
- Ethereal Stride
Languages:
- Common
- Draconic
Skills:
+9 Arcana (+2int +5trnd, +2 half-level)
+13 Bluff (+4chr +5trnd +2racial, +2 half-level)
+11 Intimidate (+4chr +5trnd, +2 half-level)
+10 Religion (+2int, +2 half-level)
Mundane Gear:
- armor, leather 15lb
- mace, 6lb (+2, 1-8 )
- dagger, 1lb
- s.a.k, 33lb
54 gp
Magical Gear:
- +1 Dark Rod of Curruption
Dark Rod of Corruption
This rod magnifies and multiplies your Warlock’s Curse
Implement (Rod)
Enhancement: +1 Attack rolls and damage rolls
Critical: +1d6 damage
Property: Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your Warlock’s Curse to each enemy within 5 squares of the original target
.
Personality: Detached, slightly pessimistic, usually skeptical; though protective of friends
Mannerisms: Always seems to be listening to something, argues with self (quietly)
Appearance: 5'10" 180, Red skin, Silver eyes, blue hair, and of course, the 4' long tail.
Background: Descended from one of the few Tiefling families to never leave the old empire after its destruction. Distrustful of his own kind as much as any others, he's cast off many of the beliefs and practices of his brethren, seeking his knowledge and power from other sources.
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Malazek
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Post  Malazek Mon Aug 17, 2009 9:43 pm

Name: Kardan Voellis
Race:Elf
Class:Fighter
Level:3
XPs: 4243
Alignment:Unaligned
STR: 18 (+4)
CON: 10 (+0)
DEX: 15 (+2)
INT: 10 (+0)
WIS: 15 (+2)
CHR: 08 (-1)
AC: 19 (10 +8 + 1+x)
Fort: 17 (10 +4 +2 +1)
Ref: 13 (10 +2 +1 +x)
Will: 13 (10 +2 +1 +x)
Hit Points: 37 (18 Bloodied)
Surge Value: 6
Surges per Day: 9/9
Current AP: 1
Speed:7
Initiative:3
Size:M
Passive Perception:13
Passive Insight:13
Senses:low-light
Racial Features:
-Fey Origin - Count as Fey on effects.
-Group Awareness - +1 perception to group , non-elves.
-Wild Step - ignore difficult terrain when shifting.
-Elven Accuracy - reroll attack , use second roll , encounter.
Class Features:
-Combat Challenge
-Combat Superiority
-Fighter Weapon Talent
Feats:
-Toughness
-Two handed weapons
Rituals: (if any)
Basic Attacks:
- Melee: Magic Longspear (+4 , +2 , +2 , +1 , +1) = +10 vs. AC , 1d10 +6 +1d6 on crit
- Ranged:Longbow - Dex +2+2 vs. AC , 1d10 +2
At-Will:
-Cleave - STR vs. AC , 1[w] +STR mod damage and adjacent enemy takrs STR mod damage.
-Reaping Strike - STR vs. AC , 1[w] +STR mod damage , on miss target takes STR mod damage(two - hander).
Encounter:2
-Steel Serpant Strike - STR vs. AC , 2[w] +STR mod damage and target is slowed and cannot shift till the end of your next turn.
Armor -Piercing Thrust- STR+2 vs. Ref , 1[w] +STR+2 damage
Daily:1/1
-Comeback Strike - STR vs. AC , 2[w] +str mod damage and you can spend a healing surge.
Utility:
-Get Over Here - Encounter - You slide a willing ally 2 squares adjacent to you.
Skills:
+10 Athletics (+5 +4 +x)
+6 Endurance (+5 +0 +x)
+8 Heal (+5 +2 +x)
Mundane Gear:
-Scale Armor 45gp
-Adventurers kit 15 gp
- Longspear 10 gp
- Longbow 30 gp
Magical Gear
-+1 Curseforged Scale
In ancient days, the tieflings poured their bitterness into their forges as a lesson to those who would betray them.
Lvl 3 +1 680 gp
Armor: Scale
Enhancement: AC
Power (Daily): Immediate Reaction. You can use this power when an enemy hits you with an attack. That enemy takes a –2 penalty to attack rolls (save ends). When the enemy saves against the penalty, the enemy takes a –1 penalty to attack rolls (save ends).
Magical Longspear
Lvl 6
Enhancement: +2 to Attack rolls and Damage rolls
Critical: +1d6 damage per plus


161 gp 16 sp 04cp
Personality:talkative , self-assured , suspicious-adaptable , Flexible , Hard-Hearted - Cautious , Driven , Patient
Mannerisms:quiet and strategic in combat , load and confidant with allies.
Appearance:Well kept and shined equip , hygienic , several scars , slim but rock hard muscles.
Background: Raised in the Eldworn Forest in one a many Elf communities. Trained as a fighter/hunter. Grew bored of village life and started frequenting Brackwater looking for adventure. Currentlly offering self as a merc for hire but ports fresh water for money to get by.
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Post  Malazek Mon Aug 17, 2009 9:43 pm

HP:84/ AC:31/29(bloodied) Fort:22 Ref:20 Will:18 Healing Surges:11/11 Action Points:2
Name: Mordax
Race: Human
Class: Fighter
Level: 10
XPs: 25,590
Alignment: Unaligned
STR: 16 (+3, +8 )
CON: 15 (+2, +7)
DEX: 16 (+3, +8 )
INT: 12 (+1, +6)
WIS: 14 (+2, +7)
CHR: 10 (+0, +5)
AC (No Armor): 19 (10 +3 Dex, +1 Feat, +5 Half-level)
AC (Armor/Not-Bloodied): 31 (10 +2 Dex, +9 Armor, +4 Enhancement, +1 Feat, +5 Half-level)
AC (Armor/Bloodied): 29 (10 +9 Armor, +4 Enhancement, +1 Feat, +5 Half-level)
Fort: 22 (10 +2 Fighter, +2 Con, +1 Human, +5 Half-level, +2 Item)
Ref: 20 (10 +3 Dex, +1 Human, +1 Feat, +5 Half-level)
Will: 18 (10 +2 Wis, +1 Human, +5 Half-level)
Hit Points: 78 (39 Bloodied)
Surge Value: 11
Surges per Day: 11
Current AP: 1
Speed: 6
Initiative: +8/+18 (+3 Dex, +5 lvl / feat)
Size: M
Passive Perception: 13
Passive Insight: 13
Senses: Normal
Racial Features:
- 1 xtra at-will
- 1 xtra feat
- 1 xtra skill
- +1 to all defenses except AC
Class Features:
- Combat Challenge (Mark target, -2 to att anyone but me)
- Combat Superiority (AoO x1)
- Pimp weapon list (+1 to hit with one-handed weapons)
- Warlord's Inspiring Word (1x/day, Minor Action, Close burst 5, target can spend a healing surge for 1d6hps)
Feats:
- 2 Wpn Defense (+1 AC & Reflex)
- 2 Wpn Fighting (+1 Dmg w/ primary Wpn)
- Far Throw
- Net Training [Multiclass] (target slowed until end of next turn)
- Net Novice (swap one 3rd-level or higher encounter power for the net sweep attack power)
- Net Specialist
Basic Attacks:
- Trident : +10 to hit,* Dmg 1d8+3**
- Heavy Net: +11 to hit,*** Ranged Grab (+2 bonus to sustain); 1d6+3,**** Rng:4/7, 6 lb. Flail Off-hand, heavy thrown
- Gravity Hammer: +12 to hit,***** Dmg 1d10+6******
*(+3 Str, +4 Half-Level, +1 Fighter, +2 Prof) Don't Have
**( +3 Str)
***(+3 Str, +4 Half-Level, +1 Fighter, +2 Prof)
**** (+3 Str)
*****(+3 Enhancement, +3 Str, +2 Prof, +4 Half-level; +3 Enhancement)
******(+3 Enhancement, +3 Str)
At-Will:
- Skewer Stnd (1[1d8 or Grab]+4 and adjacent enemy takes 3 damage)
- Reaping Strike Stnd (1[1d8 or Grab]+4, half damage on a miss)
- Tide of Nets Stnd (1[1d8 or Grab]+4 and you push the target 1 square)
Encounter:
- Net Sweep Stnd (close burst 1, Str vs. Fort, 1d6+3, and the target is slowed, –2 att until the end of your next turn, and knocked prone)
- Pierce the Scales Stnd (1[1d8 or Grab]+4, gain +3 to att)
- Come and Net It Stnd (1[1d8 or Grab]+4, close burst 3, shift 2 targets to adjacent square and attack at close burst 1).
Daily:
- Net Trap Stnd Str vs. Ref, Melee 5: Special: This attack is reach 5 regardless of actual reach (1d6+3 and target is grabbed). -5 to att and rolls to escape. Sustainable as long as range remains 5. Aftereffect: Target is slowed until end of your next turn. Miss: 1/2 damage and target is immobilized until end of your next turn, but is not grabbed.
- Frightening Blow Stnd (3[1d8 or Grab]+4 and target is immobilized; save ends).
- Jackal Strike Free 3(1d10+5) Reliable Trigger: Marked enemy becomes bloodied.
Utility:
- Net Over Here Stnd (Slide willing target 2 squares to be adjacent to you)
- Battle Awareness (Add +10 to Initiative after rolled)
Skills:
+13 Athletics (+5 Half-level, +3 Str, +5 Training)
+12 Endurance (+5 Half-level +2 Con, +5 Training)
+12 Nature (+5 Half-level, +2 Wis, +5 Training)
+14 Intimidate (+5 Half-level, +5 Training, +4 Helm)
+10 History (+5 Half-level, +5 Training)
+3 Diplomacy (+5 Half-Level, -2 Helm)
Mundane Gear:
- Trident (+2 Prof, d8 damage, 3/6 range, heavy thrown, versatile) 4 lbs
- Heavy Net (+2 prof, 4/8 range, heavy thrown, +2 to grab) 12 lbs
- Light Barbed Net (+2 prof, 4/8 range, light thrown, +2 to grab) 4 lbs
- Hut
- Canoe
- Loincloth
- Leather cord to tie back hair
- Pouch on leather strap across chest
203gp 27sp
Magic Gear:
Mordax's Armor [Piecemeal] (Level 20)
Constructed piecemeal, this masterwork armor was later enchanted.
Armor Bonus +9, Check 0, Speed -1, Weight 45 lbs, Special +2 Fortitude
Enhancement: +4 AC
Property: While you are not bloodied, you gain an item bonus to AC equal to your Dexterity modifier up to a maximum of +2.
Qalibarian Dreadhelm Level 13 (17,000 gp)
Under this grizzly helm, the eyes of Qalibar’s champions became burning points of terror, exuding palpable sensations of menace and horror.
Item Slot: Head
Property: Gain a +4 item bonus to Intimidate checks. Take a –2 item penalty to Diplomacy checks.
Power (Daily - Fear): Minor Action. Make an Intimidate check against the Will defense of a target within 5 squares of you. If the attack succeeds, the target takes a –2 penalty to attack rolls and defenses until the end of your next turn.
Gig of Regig (Level 6)
This gig (three-tined spear) once belonged to Regig, the Lizard King. In the days of Arkhosia, the Lizard King united many of the Malbog’s tribes to serve as guerilla troops under the banner of their draconic cousins. In the end, however, the guerilla troops turned on their Arkhosian oppressors, and have been credited by some as “instrumental” in the fall of the ancient empire. The weapon itself takes flight when hurled, and travels much further than a normal leister; always returning to the hand of its user afterwards.
Weapon: Trident
Enhancement: +2 Attack rolls and damage rolls
Critical: None
Property: Increase the weapon’s normal range by 5 squares and the long range by 10 squares.
(+2 Prof +2 Enhancement, d8+2 damage, 8/16 range, heavy thrown, versatile) 4 lbs

Gravity Hammer
This hammer rumbles with seismic power.
Lvl 11 (9,000 gp)
Weapon: Warhammer
Enhancement: +3 Attack rolls and damage rolls
Critical: None
Power (Daily): Standard Action. Make a melee basic attack with this weapon against all enemies within a close blast 3.
Cap'n Tarng's Spikebacked Gauntlets
These steel gauntlets have nasty drill-like spikes protruding from the knuckles.
Item Slot: Hands (Level 10 -- 5000 gp)
Property: Gain a +1 item bonus to Opportunity attacks.
Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy
Flesh Seeker (Level 2, 520 gp)
Thinner than most weapons of its type, this weapon slips between rmored plates and even magic defenses.
Weapon: Spear
Enhancement: +1 Attack rolls and damage
Critical: +1d6 damage
Power (Encounter): Free Action. Use when you hit an enemy with this weapon. You gain a +1 power bonus on your next attack against that target with this weapon.
Potion of Vitality
Personality: Stigma
Mannerisms: Quiet
Appearance: Sullen
Background: A mystery
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Malazek
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Post  Malazek Mon Aug 17, 2009 9:44 pm

Name: Verity Servinus
Race: Human
Class: Paladin
Level: 14
XP: 49500+
Alignment: Unaligned
STR: 15 (+2) (+9 )
CON: 13 (+1) (+8 )
DEX: 12 (+1) (+8 )
INT: 9 (-1) (+6 )
WIS: 18 (+4) (+11 )
CHR: 22 (+6) (+13 )
AC: 28 (10 +9 plate armor +2 hvy shield +7 half level)
Fort: 21 (10 +1 class +1 race + 2 Strength +7 Half Level)
Ref: 22 (10 +1 class +1 race +1 Dexterity +2 Shield +7 Half Level)
Will: 25 (10 +1 class +1 race +6 Charisma +7 Half Level )
Hit Points: 116 (58 Bloodied)
Surge Value: 29
Surges per Day: 11
Current AP: 1
Speed: 5
Initiative: +8 [+10 when w/in 10 of Straegis. Additional PP Foresight roll. Additional Mount roll.]
Size: M
Passive Perception: 21
Passive Insight: 21
Senses: Normal
Languages: Common, Gobbledygook
Racial Features:
- +1 Fort, Ref and Will
- Bonus At-Will, Feat, and Skill
Class Features:
Channel Divinity: Divine Mettle
Encounter ; Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal
to your Charisma modifier.
Channel Divinity: Divine Strength
Encounter Divine
Minor Action Personal
Effect: Apply your Str modifier as extra damage on your next attack this turn.
Healing Word Cleric Multiclass Feature
Daily Divine, Healing
Minor Action Close burst 10
(15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 3d6 HPs
Increase the amount of additional HPs regained to 4d6 at 16th, 5d6 at 21st.
Divine Challenge
At-Will Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below).
While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 6 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.
Lay on Hands
Your divine touch instantly heals wounds.
At-Will (Special) Divine, Healing
Special: times per day = Wisdom mod, but only once
per round.
Minor Action Melee touch
Target: One creature
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. You must have at least one healing surge remaining to use this power. Target regains hit points as if it had spent a healing surge.
Divine Oracle Path Features
Foresight (11th level): You and each ally within 5 squares of you can’t be surprised. Also, you roll twice when making an initiative check; use whichever roll you like.
Prophetic Action (11th level): When you spend an action point to take an extra action, you also gain an extra move action that you can use during another turn later in this encounter.

Feats:
- Action Surge: +3 to hit with action point attack
- Toughness: +5 hit points at each tier of play
- Initiate of the Faith: Cleric Multiclass
- Skill Focus: Diplomacy
- Weapon Expertise, Heavy Blade: +1 to hit (+2@15th, +3@25th)
- Mounted Combat
- Implement Expertise: +1 to hit (+2@15th, +3@25th)
- Virtuous Recovery: Gain resist all = Wis mod when you use Lay on Hands
- Honored Foe: When damaged by a marked foe, gain temp HP = Wis mod
Basic Attacks:
- Melee: Arietess's Revenge Longsword +16att, 1d8+8dmg
- Ranged: Throwing Hammer +11att, 1d6+3 dmg
At-Will:
Virtuous Strike Paladin Attack 1
Divine, Radiant , Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. A C
Hit: 1 [ W | + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Level 2 1 : 2[W| + Charisma modifier radiant damage.
Special : This power can be used as a melee basic attack.
Enfeebling Strike Paladin Attack 1
Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chr vs. AC
Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. Increase damage to 2[W] + Charisma modifier at 21st level.
Encounter:
Righteous Smite Paladin Attack 3
Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chr vs. AC
Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.

Price of Cowardice Paladin Attack 7
Divine, Implement , Radiant
Immediate Interrupt Close burst 5
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Target: The triggering enemy
Attack : Charisma vs. Will
Hit: 2d10 + Charisma modifier radiant damage, and the
target is blinded until the end of your next turn.

Prophecy of Doom Divine Oracle Attack 11
Divine
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.

Entangling Smite Paladin Attack 13
Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage and the target is immobilized until the end of your next turn.
Daily:
Radiant Delirium Paladin Attack 1
Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Chr vs. Reflex
Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. Also, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Sign of Vulnerability Paladin Attack 5
Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Chr vs. Fortitude
Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter.
Miss: Half damage, and the target gains no vulnerability.
Crown of Glory Paladin Attack 9
Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Chr vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain the power’s effect.
Utility:
Call of Challenge Paladin Utility 2
You brandish vour weapon and demand that all foes nearby
face you in battle.
Encounter • Divine
Minor A c t i o n Close burst 3
Target: Each enemy in burst
Effect: Each target is subject to your divine sanction until
the end of your next turn.
One Heart, One Mind Paladin Utility 6
Daily Divine
Minor Action Close burst 6
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.

Cleansing Spirit Paladin Utility 10
Encounter Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw with a +2 bonus.

Good Omens Divine Oracle Utility 12
Daily Divine
Standard Action Ranged 10
Targets: You and each ally in range
Effect: The targets gain a +5 power bonus to all d20 rolls until the end of your next turn, but the targets cannot score critical hits while this power is in effect.
Skills:
+14 Religion (+5 trained +7 half level +3 Skill Focus -1 Intelligence)
+25 Diplomacy (+5 trained +7 half level +3 Skill Focus +6 Charisma +2 Mask +2 Background)
+13 Endurance(+5 trained +7 half level +1 Constitution)
+18 Heal (+5 trained +7 half level +4 Wisdom +2 Mask)
+10 [+14] Athletics (+5 trained +7 half level +2 Str) [-2 Armor -2 Hvy Shield]
Magic Gear:
Bag of Holding [containing <200# water and dry rations]
1 stonemeal bisquits
1 potion of Vitality
3 potions of Healing
+1 Black Iron Platemail (+9, -2 check -1 speed) 50lbs
The black metal of this armor glows red when violence flares.
Lvl 4 +1 840 gp
Armor: Plate
Enhancement: AC
Property: Resist 5 fire and resist 5 necrotic.
Gangor’s Bridle
Item Slot: Mount (Lvl 5, 1000 gp)
Power (Encounter): No Action. Use this power at the beginning of an encounter before you roll initiative. The mount you are riding rolls an initiative check using your initiative modifier. If its check is higher than your check, you can use the mount’s result in place of your own.
Mask of the Dragon.
Item Slot: Head
Level 7 2600 gp
+2 to Diplomacy and Heal
Arietess's Revenge
A divine warrior of any kind can use this weapon to bring victory in the name of his deity.
Lvl 9 (4,200 gp)
Weapon: Longsword
Enhancement: +2 Attack rolls and damage rolls
Critical: +2d6 radiant damage
Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifier plus this weapon’s enhancement bonus.
Power (Daily): Standard Action. Gain one additional use of Channel Divinity for this encounter.

Black Feather of the Raven Queen
This onyx feather transforms the life force of a slain enemy into cold energy that can be unleashed upon another adversary.
Lvl 8 +(3,400 gp)
Implement (Holy Symbol)
Prerequisite: To use this symbol, you must worship the Raven Queen.
Enhancement: +2 Attack rolls and damage rolls
Critical: +2d6 cold damage
Power (Daily ? Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes cold damage equal to your
Charisma modifier and is immobilized (save ends).
Mundane Gear:
- Shield, Heavy (+2, -2 check) 4lbs
- Longsword (+3, 1d8, versatile) 4lbs
- Throwing Hammer [6] (+2, 1d6, 5/10 Hvy Thrown) [2ea] 12lbs
- Crossbow (+2, 1d8, 15/30 Load Minor) 4lbs
- Crossbow Bolts [20] 2lbs
- Climber’s Kit (+2 Athletics to climb) 11 lbs
- Adventurer's Kit w/ silk rope - 28lbs
- Everburning Torch [2] [1ea] 2lbs
- Raven Holy Symbol
- Tent 20lbs
- Riding Tack (Saddle, etc.)
- Saddlebags [2]
- 10 Days horse feed
- Studded leather barding
- Horse grooming kit
560 gp, 10 cp
14 statuetes depicting Angels of the Raven Queen 250gp each (to be restored to the Cave Temple)
Personality: Charming, self-assured, open-minded, adaptable, dutiful, protective, brave, bold, unshakeable
Mannerisms: Meticulously maintains gear, diligently cares for mount.
Appearance: Black hair, pale skin, black enameled armor etched with ravens
Background:
Verity had a quiet, unremarkable upbringing as the middle son of a landed farm family. He recently finished serving a year’s indenture in exchange for a favor from a goblin cleric of the Raven Queen.
Geography: Urban
Society: Noble: +2 Diplomacy
Occupation: Farmer
Zephyr
Dapple-grey Percheron, bald with a white sock on his left hind leg
Level 10 Soldiers
Large immortal beasts (mount) XP 500
Initiative: +10
Senses: Perception +12, low-light vision
HP 111; Bloodied 55
AC 26; Fortitude 24, Reflex 22, Will 21
Saving Throws: +5 against fear effects
Speed 8; see also zephyr footing
Kick (standard; at-will)
+16 vs. AC; 1d8+6 damage.
Trample (standard; at-will)
The celestial charger can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the celestial charger must end its move in an unoccupied space. When it enters an enemy’s space, the charger makes a trample attack: +14 vs. Reflex; 1d8+6 damage, and the target is knocked prone.
Celestial Charge (while mounted by a friendly rider of 10th level or
higher; at-will) - Mount, Radiant
On charge attacks, a celestial charger’s rider deals an extra 2d6 radiant damage.
Zephyr Footing
The celestial charger ignores difficult terrain and can move across any solid or liquid surface.
Alignment: Good
Languages: —
Str 23 (+11) Dex 17 (+8) Wis 15 (+7) Con 23 (+11) Int 3 (+1) Cha 15 (+7)
Skills: Athletics +16, Acrobatics +13, Endurance +16, Stealth +13
Verity wrote:Verity wanders to the outskirts of the village not far from where the cow was butchered. A murder of crows has gathered on the bare limbs of a dead tree... but wait that's no tree, it's the Raven Queen herself! The crows are her attendants and she's trapped within the wood! Verity wastes no time carving the superfluous wood away to free his goddess. Hours later he can be found there, shirtless, his armour in a heap beside him. He is praying to the fine likeness of the Raven Queen that stands before him. The crows, light on her upturned hand, seem to approve.
If anyone inquires, he replies wistfully "I'm in love with my queen".
RavenQueen wrote:As Verity hacks away at the wood, the goddess whispers "It is an endless cycle; you must hurry if you are to beat it. But time stands still only in the twilight of your life. Hurry!" The ravens caw in unified agreement.
As he peels away the final layers of the dead tree, the carrion birds scatter to the win; dissappointed that no meal was forthcoming. Half-naked and on his knees, Verity stares up into the eyes of the goddess, as rain pours down upon their bodies. She puts her hand to his chin, and utters the words "You have dared not only to face death, but to wrench it from the gaping womb of time itself. The beginning IS the end. Follow this path. From the bloody opening to the defended innards. And you shall find the solution you seek."
Malazek
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Post  Malazek Mon Aug 17, 2009 9:45 pm

Name: Straegis II
Race: Eladrin
Class: Warlord/Wizard
Level: 14
XPs: 49172
Alignment: Good
STR: 20 (+5, +12)
CON: 14 (+2, +8 )
DEX: 11 (+0, +7)
INT: 21 (+5, +12)
WIS: 11 (+0, +7)
CHR: 12 (+1, +8 )
AC: 26 (10, +8 Chainmail of Marjack,+1 Shield,+7 Half-level)
Fort: 25 (10, +5 Str,+1 Warlord,+7 Half-level,+2 Cloak)
Ref: 25 (10, +5 Int,+1 Shield,+7 Half-level,+2 Cloak)
Will: 22 (10, +1 Chr,+1 Warlord,+1 Eladrin,+7 Half-level,+2 Cloak)
Hit points: 91 (45 Bloodied)
Surge value: 22
Surges per day: 9
Current AP: 1
Speed: 5
Initiative: +9
Size: M
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light
Racial Features:
- +1 Will Defense (+5 vs. Charm)
- Trance
- Fey Step
- Eladrin Education
Class Features:
- Combat Leader (Myself and each Ally within 10 who can see and hear me gain +2 Init)
- Tactical Presence (When ally I can see spends AP they gain [+2] Attack)
- Inspiring Word (2/Encounter, 1/Round) Myself or Ally within [10] sq. can spend healing surge, regain HP [+3d6]. {Martial, Healing} Minor Action.
Spiral Tactician Paragon Path Features:
- Second Step (When I spend AP to take extra action, I regain use of Fey Step if it was used this encounter)
- Spiral Timing (When the party rolls Initiative, I can allow one ally, within line of sight, to reroll for Initiative [+5], ally must use the new result)

Feats:
- Tactical Assault (Improves Tactical Presence, adds [+5] Damage)
- Eladrin Soldier (+2 Damage with Longsword or Spear)
- Skill Focus (Choose a skill with which you already have training: Arcana) Gain +3 Feat Bonus to checks with this skill.
- Linguist (Can speak/read and write: Draconic/Iokharic, Giant/Davek and Supernal fluently)
- Fey Tactics (When I use Fey Step) Teleport one ally within 5 sq. of my starting position a distance equal to my Fey Step distance.
- Feywild Protection (When I use Fey Step) Gain +2 to ALL defenses until the end of my next turn.
- Arcane Initiate (Multiclass Wizard) Gain training in Arcana. Choose 1st level Wizard At-Will power to use once per Encounter, can use implement when using Wizard power.
- Ritual Caster (Can Master and Perform Rituals my level and lower).
Basic Attacks:
- Melee: The Eye of Gruumsh’s Spear, Spear[?] +17[?] to Attack, 1d8+10[?] Damage (Crit.=+3d6 Damage)
- Ranged: Handaxe +14 to Attack, 1d6+5 Damage, Javelin +14 to Attack, 1d6+7 Damage
At-Will:
- Commander's Strike (Ally of my choice makes basic melee Attack, [+5] Damage) {Martial, Weapon} Standard Action. Attack.
- Wolf Pack Tactics (+17 vs. AC, 1d8+10 Damage) Ally of my choice, adjacent to myself or target, can shift 1 sq. for free. {Martial, Weapon} Standard Action. Attack.
Encounter:
- Fey Step (Teleport up to 5 sq.) {Teleportation, Personal} Move Action. Racial.
- Knight’s Move (Grant one Ally within 10 sq. Move as Free Action) {Martial} Move Action. Utility.
- Steel Monsoon (+17 vs. AC, 2d8+10 Damage) Allies [5] within 5 sq. can shift one square for free. {Martial, Weapon} Standard Action. Attack.
- Surprise Attack (+17 vs. AC, 1d8+10 Damage) On Hit, as a Free Action one ally within 5 sq. makes basic attack [+5] on a target of their choice. {Martial, Weapon} Standard Action. Attack.
- Fey Step Assault (+17 vs. Ref., 2d8+10 Damage) If I use Fey Step to move adjacent to target, gain combat advantage for this Attack, [+1d8] extra damage. {Martial, Weapon} Standard Action. Attack.
- Beat Them Into the Ground (+17 vs. Fort., 2d8+10 Damage) On Hit, Target is knocked prone and as a Free Action, every ally within 5 sq. makes a basic attack [+5] on a target of their choice. The attacks deal no damage but knock the target prone on a hit. {Martial, Weapon} Standard Action. Attack.
- Convey Ally (Range 20) Teleport one ally a number of squares equal to my Fey Step distance. {Martial, Teleportation} Move Action. Utility.
- EoG’s Spear Transformation (Change Spear into ANY other simple, military, or superior melee weapon.) Can be ended as a Minor Action. {Polymorph} Minor Action.
- Scorching Burst (+12 vs. Ref., 1d6+5 Fire Damage to All creatures in burst) Area burst 1 within 10 sq. {Arcane, Fire, Implement} Standard Action.
Daily:
- Lead the Attack (+17 vs. AC, 3d8+10 Damage) Until Encounter ends, myself and All allies within 5 sq. gain power bonus to Attack target= Hit: 1+[5], Miss: +1. {Martial, Weapon} Standard Action. Attack.
- Stand the Fallen (+17 vs. AC, 3d8+10 Damage) Every Ally within 10 sq. can spend healing surge, regain HP [+1]. {Healing, Martial, Weapon} Standard Action. Attack.
- Stand Tough (Close burst 5) Myself and each ally in burst regain 10 HP [+1] {Healing, Martial} Minor Action. Utility.
- Knock Them Down (+17 vs. AC, 3d8+10 Damage) On Hit, my target is knocked prone and as a Free Action, Every Ally within 10 sq. can move 3 sq. and make a melee Basic Attack against a target of their choice. These attacks deal no damage but knock the target prone on a hit. On Miss, Half Damage and target is knocked prone. {Martial, Weapon} Standard Action. Attack.
- Tactical Shift (Immediate Interrupt) Triggered when an ally within 10 sq. is hit by a melee or ranged attack. That ally can shift 1+[5] sq. out of harms way. {Martial} Utility.
- Protection (From Shield, Myself and Adjacent Ally gain resist 10 to all damage until end of my next turn.) Standard Action.
- Use Power stored in Chainmail, if it is an Encounter power, must spend AP to use. (Cleave: +16 vs. AC, 1d8+10 Damage and an enemy adjacent to me takes [5] Damage.)
- Qalibarian Factotum (From Helm, Gain training in one skill until the end of the encounter, or for one hour when not in an encounter.) Minor Action.
Skills:
+16 Athletics (+5 Trained,+5 Str,+7 Half-level,-1 Armor)
+12 Endurance (+5 Trained,+1 Con,+7 Half-level,-1 Armor)
+19 History (+5 Trained,+5 Int,+2 Eladrin,+7 Half-level)
+12 Heal (+5 Trained,+7 Half-level)
+13 Intimidate (+5 Trained,+1 Chr,+7 Half-level)
+22 Arcana (+5 Trained,+5 Int,+2 Eladrin,+7 Half-level,+3 Skill Focus)
Languages:
- Common
- Elven/Rellanic
- Draconic/Iokharic
- Dwarven/Davek
- Giant/Davek
- Supernal
Magic Items:
- The Eye of Gruumsh’s Spear (Lvl 11, Spear[?], +2 Prof, d8, +3 to Attack, +3 to Damage, Crit.=+3d6, Versatile, 6 lbs.) As a Minor Action, this weapon can be changed into a different melee weapon from any category (simple, military, or superior), the effect lasts until the end of the Encounter or until you end it as a Minor Action.
- Light Shield of Protection (+1 AC, 6 lbs) Protection once Daily.
- Chainmail of Marjack (Lvl 8, Chainmail +6 AC, Enhancement +2 AC, 40 lbs.) During rest, store one at-will or encounter martial power (Level 8 or lower) that Myself or an Ally has, in armor.
- The Terramancers Cloak (Lvl 9, Cloak, Neck +2 Fort., Ref. Will) If I use second wind while bloodied, can expend two healing surges instead of one and gain HP from both.
- Qalibarian Factotum Helm (Lvl 14, Helm, Head) As a Minor Action, Daily- Gain training in one skill until the end of the encounter, or for one hour when not in an encounter.
- 3X Potion of Healing (Lvl 5) Drink potion, spend healing surge, regain 10 HP. {Consumable, Healing} Minor Action.
- Potion of Vitality (Lvl 15) Drink potion, spend healing surge, regain 25 HP, make one saving throw against effect save can end. {Consumable, Healing} Minor Action.
- 2X Stonemeal Biscuits: Dwarven biscuits that increase health and endurance.
- 120 gp worth of Alchemical Reagents.
- 900 gp worth of Mystic Salves
- 40 gp worth of Herbs
- 150 gp worth of Scribing Materials
Mundane Gear:
- Leather Armor (+2 AC, 15 lbs)
- Light Shield (+1 AC, 6 lbs)
- 6x Handaxes (+2 Prof, d6, Off-hand, Heavy thrown, 10 lbs)
- 2x Javelin (+2 Prof, d6, Spear, Heavy thrown, 2 lbs)
Standard Adventurer's Kit (33 lbs)
Leather Tome written in Davek.(Giant)
Leather Tome written in Iokharic.(Draconic)
31 maps in leather case.
0 gp
84 sp
96 cp


Last edited by Malazek on Mon Aug 17, 2009 9:46 pm; edited 1 time in total
Malazek
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Post  Malazek Mon Aug 17, 2009 9:46 pm

Rituals:
My Ritual Book. The first few pages contain writing and drawings made by Raed on how to master his Fey Warstep techniques. 54 pages empty. (Value, Component Cost, Skill)
- Arcane Lock (150,25,Arcana)
Level: 4, Category: Warding, Time: 10 minutes, Duration: Permanent
You lock a door, window, gate, portcullis, or some other means of ingress. You can open the door normally, but those without your permission find it locked. Arcana check +5 sets the DC for Strength or Thievery checks made to open it. When you perform the ritual you can allow for certain creatures, or types of creatures to pass thru normally, ignoring the ward’s effect. You can choose any or all (or none) of the following options.
Password: You set a verbal password. If uttered within 5 sq. of the portal, the speaker can ignore the ward for 1 minute.
Individuals: You can designate up to 10 specific individuals who can ignore the ward at all times.
Descriptions: You can describe one or more categories of creatures who can ignore the ward at all times, using specific, observable characteristics such as species, type, size or equipment carried or worn.
The Arcane Lock remains until you dismiss it, the door is destroyed or until the ward is defeated such as by the Knock ritual or a successful Strength or Thievery check. Wherever you are you instantly know if your Arcane Lock is defeated by one of these methods.
- Transfer Enchantment (175,25,Arcana[No Check])
Level: 4, Category: Creation, Time: 1 hour, Duration: Permanent
Transfer magical qualities (properties, powers, enhancement bonus) of an enchanted item to another object. You must maintain physical contact with both items for the duration of the ritual. The receiving item must occupy the same magic item slot (head, waist, armor, etc.) and be the same type (wand, rod, weapon, etc.) as the original item. The enhancement to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon qualities to melee weapons, cloth-only armor properties to chainmail, and so on. You can transfer an enchantment to an item that already contains a lower-level enchantment, but the receiving item’s previous magic is lost. For example, the enhancement bonus and power of a suit of +1 barkskin hide (5th level) could be placed into a suit of +1 curseforged scale (3rd level), but the scale armor’s existing power is lost in doing so. You cannot transfer an enchantment to an item that already has a higher level enchantment.
- Traveler’s Feast (175/35/Nature[No Check])
Level: 4, Category: Exploration, Time: 1 hour, Duration: 24 hours
You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on). Any food or water created but uneaten disappears at the end of the duration.
- Magic Circle (250/100/Arcana)
Level: 5, Category: Binding, Time: 1 hour, Duration: Until Broken
You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a -5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle). An affected creature whose level is lower than your Arcana check minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.
- Commune with Nature (360/140/Nature)
Level: 6, Category: Divination, Time: 30 minutes, Duration: 10 minutes
By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you). You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings. The primal spirits you communicate with are honest but can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.
- Cure Disease (360/150/Heal)
Level: 6, Category: Restoration, Time: 10 minutes, Duration: Instantaneous
The Cure Disease ritual wipes away a single disease afflicting the subject, whether the disease is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the disease. This ritual is physically taxing to the recipient; if used on an injured character, it can even kill them. Upon completing this ritual, make a Heal check, using the level of the disease as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally. If you know that your subject is suffering from multiple diseases, you must choose which one this ritual will cure. Otherwise, the ritual affects whichever single disease you knew about. You learn the disease level when you begin the ritual, and at that point you can choose not to continue, without expending any components.
- Linked Portal (680/135*/Arcana)
Level: 8, Category: Travel, Time: 10 minutes, Duration: Special
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10 foot diameter circle in rare chalks and inks. This temporary must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal’s duration. At the completion of this ritual, make an Arcana check. The result determines the duration the portal remains open. *You can use a permanent teleportation circle as the origin point of this ritual. Doing this reduces the cost to 50gp of reagents and grants you a +5 bonus to your Arcana check. While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends. Anyone standing in the vicinity of either end of the portal can see a haze-infused vision of the teleportation circle at the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within its area of visibility has concealment, and the area beyond is completely fogged out. Environmental effects at one end of the connection don’t affect the other end. Most major temples, wizards’ guilds, and large cities have permanent teleportation circles, each of which has a unique set of magic sigils etched or inlaid into the ground. The exact sequence of sigils matters, because you’ve got to match it if you want to open a portal leading there. The sigils aren’t any more complex than remembering a string of letters and numbers. You can use Linked Portal to any permanent teleportation circle whose sequence of sigils you know. This ritual can take you anywhere in the world, but it can’t take you to other planes. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block a teleportation ritual. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components.
- Raise Dead (680/500/Heal[No Check])
Level: 8, Category: Restoration, Time: 8 hours, Duration: Instantaneous
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. Apply mystic salves and pray to the gods to restore dead creatures life. Subject returns to life as if they had taken an extended rest and is freed of any temporary conditions suffered at death, but permanent conditions persist. The subject returns to life with a death penalty: -1 to all attack rolls, skill checks, saving throws and ability checks. The death penalty fades after subject reaches 3 milestones. You cannot restore life to a creature that has been petrified or died of old age. The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and can prevent Raise Dead from working. The gods can intervene and prevent a soul from journeying back to the land of the living. Paragon Tier cost=5,000gp, Epic Tier cost=50,000gp
- Remove Affliction (680/250/Heal)
Level: 8, Category: Restoration, Time: 1 hour, Duration: Instantaneous
Remove Affliction wipes away a single enduring effect afflicting the subject. The ritual can remove curses, such as charm or domination, and fear, confusion, insanity, polymorph, and petrification effects. All effects of the curse or other effect end. This ritual is physically taxing to the recipient; if used on an injured character, it can even kill them. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to remove (or the level of the creature that caused the effect) as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally. You can use this ritual on an unwilling subject (usually, a former ally who is under some enemy’s influence), but you will have to restrain someone unwilling to undergo the ritual. If you know that your subject is suffering from multiple enduring effects, you must choose which one this ritual will remove. Otherwise, it affects whichever one affliction you knew about. You learn the affliction level when you begin the ritual, and can choose not to continue, without expending any components (for example, if you determine the affliction is too powerful for you to remove).
- Water Breathing (680/135/Arcana or Nature)
Level: 8, Category: Exploration, Time: 10 minutes, Duration: Special
When you perform this ritual, you can designate up to eight participants (including yourself) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater. Water Breathing does not change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage. Your check result determines the duration of the effect.
- Consult Mystic Sages (1,000/400/Religion)
Level: 10, Category: Divination, Time: 30 minutes, Duration: 10 minutes
You ask a single question of mysterious, extraplanar presences about matters beyond your ken. Make a Religion check with a +10 bonus to uncover a clue, remember a bit of lore, or otherwise gain information about the world around you. The ritual grants a single piece of information that can take the form of a word, name, phrase, or brief story, depending on what exactly you’re looking for. You can learn a historical name, burial rites of an ancient society, or weaknesses of your enemies. The ritual can’t uncover information beyond the ken of the most learned sages. It’s of no use in trying to find a magic word known by only one person to unlock a crypt. Nor can it tell you definitively where treasure is hidden, however the mystic sages could tell you where a specific empress kept her treasury in ancient times or whether the treasure was looted when the empire fell.
In mostly ruined tome of Rituals.
(Value, Component Cost, Skill) [X=copied and/or already in allies Ritual Books]
- Arcane Lock (150/25/Arcana) [X]
- Commune with Nature (360/140/Nature) [X]
- Consult Mystic Sages (1000/400/Religion [Lvl. 10]) [X]
- Cure Disease (360/150/Heal) [X]
- Enchant Magic Item (175/Special/Arcana) [X]
- Eye of Alarm (100/25/Arcana)
- Gentle Repose (50/10/Heal) [X]
- Knock (175/35+Surge/Arcana) [X]
- Linked Portal (680/135/Arcana) [X]
- Raise Dead (680/500/Heal) [X]
Malazek wrote:
DM wrote:I will try to get you a list of Sallowmane's other rituals tomorrow.
In addition to the notes you used to create the ritual to change the nexus, Sallowmane's book also contained the following rituals: Passwall, Detect Object, and Remove Infliction (That's in addition to some you already had: Disenchant Magic Item, Enchant Magic Item, Gentle Repose, Linked Portal, Make Whole, Raise Dead, and Sending).
Personality: Relaxed, Self-assured, Skeptical, Commanding, Flexible, Stern, Steady, Stoic, Unshakable
Mannerisms: Thinks all small persons are unintelligent.
Appearance: Slightly taller and heavier than average Eladrin.
Background: Birth-Born on another plane, Geography-Urban, Occupation-Military
Born in the Feywild, the son of General Straegis spent most of his childhood in a large city. Straegis II followed in his father's footsteps and joined the military as soon as he could. His family name guaranteed him a spot in officers school, where he soon gained a reputation as being a bit "clumsy". This caused many of his equals and superiors to underappreciate and underestimate his military talents and intelligence. When he was asked to carry a decoy scroll to the human military (so another courier could safely transport the real scroll) he was determined to prove himself to everyone, so Straegis II took it upon himself to switch the two scrollcases. Carrying the real scroll and leaving the decoy in the hands of another, he left the relative safety of the Feywild to make a name for himself and prove his military genius, or die trying!
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Post  151prooftattoos Wed Aug 19, 2009 4:27 am

Brothers Rinh

Juugug wrote:Name: Juugug Rinh
Race: Goblin
Class: Cleric
Level: 10
Alignment: Unaligned

STR: 12 (+1, +6)
CON: 12 (+1,+6)
DEX: 14 (+2,+7)
INT: 12 (+1, +6)
WIS: 18 (+4,+9)
CHR: 16 (+3,+8)

AC: 23 (10 +6 armor, +2 shield, +5 half-level)
Fort: 16 (10 +1 con, +5 half-level)
Ref: 21 (10 +2 race, +2 dex, +2 shield, +5 half-level)
Will: 21 (10 +2 class, +4 widsom, +5 half-level)

Hit Points: 69 (34 Bloodied)
Surge Value: 17
Surges per Day: 8

Current AP: 1

Speed: 6 (5)
Initiative: +11
Size: S
Passive Perception: 19
Passive Insight: 19
Senses: Low-light

Racial Features:
- Goblin Tactics (Shift a square whenever missed by a melee attack; at-will)

Class Features:
- Healer's Lore +4
- Holy Symbol
- Channel Divinity: Divine Fortune or Turn Undead (PHB62) or Raven Queen's Blessing (PHB200)
- Healing Word (PHB62)

Feats:
- Bonus: Ritual Caster
- Raven Queen's Blessing
- Improved Initiative +4
- Skill Training: Stealth

Rituals: Gentle Repose, Silence

Basic Attacks:
- Melee: +8 Mace, d8+1
- Ranged: +9 Hand-crossbow d6+2
Wisdom-based powers: +9, +4

At-Will:
- Lance of Faith (PHB 63) +9 vs Ref, d8+4
- Sacred Flame (PHB63) +9 vs Ref, d8+4
- Goblin Tactics (MM278)

Encounter:
- Channel Divinity (PHB62)
- Healing Word (PHB62) Surge+d6+4
- Divine Glow(PHB63) CB3, +9 vs Reflex, d8+4; allies gain +2 to attack
- Daunting Light (PHB65) +9 vs Reflex, 2d10+4 (One Ally gains CA)
- Break the Spirit (PHB67) +9 vs Will, 2d8+4 and -3 to attack rolls

Daily:
- Cascade of Light (PHB64) +9 vs Will, 3d8+4 and Vulnerable 5
- Weapon of the Queen (PHB65) +d6 Necrotic and -2 AC
- Astral Defenders (PHB66) +9 vs Will, 1d10+4

Utility:
- Divine Aid (PHB64) +3
- Cure Serious Wounds (PHB66)
- Shielding Word (PHB67) Target gains +4 to AC

Skills:
+11 Religion (+5 trained +5 half-level +1 int)
+14 Heal (+5 trained +5 half-level +4 wis)
+11 Arcana (+5 trained +5 half-level +1 int)
+13 Diplomacy (+5 trained +5 half-level +3 chr)
+11 Stealth (+5 half-level +2 dex +2 race +5 trained -1 armor -2 shield)
+9 Thievery (+5 half-level +2 dex +2 race)

Mundane Gear:
Chainmail armor (+6,-1,-1), Heavy Shield (+2, -2)
Mace (+2, d8), Hand-crossbow (+2, d6), 20 Bolts
- Adventurer's Kit, Holy Symbol
3405 gp, 60 sp, 56 cp

Taalgarnuk wrote:Name: Taalgarnuk Rinh
Race: Kobold
Class: Rogue (Multi-classed Cleric)
Level: 10
Alignment: Unaligned

STR: 16 (+3, +8)
CON: 12 (+1, +6)
DEX: 20 (+5, +10)
INT: 10 (+0, +5)
WIS: 15 (+2, +7)
CHR: 9 (-1, +4)

AC: 22 (10 +5 dex, +5 half-level +2 armor)
Fort: 18 (10 +3 str, +5 half-level)
Ref: 22 (10 +2 class, +5 dex, +5 half-level)
Will: 17 (10 +2 wisdom, +5 half-level)

Hit Points: 69 (34 Bloodied)
Surge Value: 17
Surges per Day: 7

Current AP: 1

Speed: 6
Initiative: +10
Size: S
Passive Perception: 17
Passive Insight: 17
Senses: Normal

Racial Features:
- Shifty (Minor Action; Shift 1 Square. At-will)

Class Features:
- First Strike
- Brutal Strike +3 SA
- Weapon Talent (+1 Attack with Dagger or Shuriken)
- Sneak Attack +2d6

Feats:
- Ritual Caster
- Initiate of Faith
- Novice Power (Encounter)
- Acolte Power (Utility)
- Skill Focus: Thievery +3
- Skill Training: Arcana

Rituals: Magic Mouth, Secret Page, Eye of Alarm, Detect Secret Doors, Arcane Lock, Enchant Magic Item, Knock, Brew Potion, Hallucinatory Item.

Basic Attacks:
- Melee: +11, +3
- Ranged: +13, +5
Dex-based powers: +10, +5
Wisdom-based powers: +7, +2

At-Will:
- Riposte Strike (PHB 63) +13 vs AC, d4+5 (II: +9 vs AC, d4+3)
- DeftStrike (PHB 63) +13 vs AC, d4+5 (Shift 2 before attacking)
- Shifty (MM278)

Encounter:
- Wrathful Strike (PHB63) +11 vs AC, d4+3 (Dazed)
- Set-Up Strike (PHB120) +13 vs AC, 2d4+5 (CA to you til next turn)
- Imperling Strike (PHB121) +13 vs Fort, d4+5 (-3 AC & Ref)

Daily:
- Healing Word (Surge +2d6+2)
- Trick Strike (PHB119) +13 vs AC, 3d4+5 (slide target 1/hit til enc ends)
- Deep Cut (PHB120) +13 vs Fort, 2d4+5 (ongoing 8 - save end)
- Knock Out (PHB121) +13 vs Fort, 2d4+5 (KO -save) Miss: Half & Dazed

Utility:
- Quick Fingers (PHB119) Thievery Standard = Minor (Enc)
- Ignoble Eascape (PHB121) End Mark, Shift 6 (Enc)
- Mass Cure Light Wounds (PHB67) Burst 5, as if Surge +2 (Daily)

Skills:
Stealth +17 (+2 race, +5 trained, +5 Dex, +5 level)
Thievery +20 (+2 race, +5 trained, +5 Dex, +5 level, +3 Skill Focus)
Religion +10 (+5 trained, +5 level)
Arcana +10 (+5 trained, +5 level)
Dungeoneering +12 (+5 trained, +2 wis, +5 level)
Perception +12 (+5 trained, +2 Wis, +5 level)
Athletics +13 (+5 trained, +3 Str, +5 level)
Acrobatics +15 (+5 trained, +5 Dex, +5 level)

Mundane Gear:
Leather Armor (+2 AC)
Dagger s(+3 prof, d4, 5/10)
Staff (+2 Prof, d8)
Scorpions
Assorted Poisons
Assorted Ritual Components
Ritual Book
151prooftattoos
151prooftattoos
Arcane Archivist
Arcane Archivist

Male Posts : 1264
Join date : 2009-08-16
Age : 50

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