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sixgunninja Feb 12 '10 6:11pm

Dramatis Personae
 
I know many of you already have your Characters made, so I wont spend a lot of time outlining the rules for making them again but here they are. When you've made your character post them here.

Character Creation1. Level 11 Characters.
2. Classes: If its in the Character Builder its legal, if its Published but not in the CB yet, please ask. Martial Power 2 is Legal. Edit: No Hybrids.
3. Races: No Bugbear, Drow or Gith. All other Monsterous Races please ask.
4. Gear: Standard Magic Items; 1 Lvl 12, 1 Lvl 11, 1 Lvl 10. 5000gp, I suggest you spend it. If you want a Lvl 9 or 8 Item instead, go for it, but don't expect me to give you the gp for the difference. That said if anyone ends up a some gp short for a Magic Item they want to purchase I'll entertain the idea of some creative accounting if you can justify it.
5. Backgrounds: General.
6. Feats: I encourage you guys to get a Tribal feat or something similar. No Dragon Mark feats or Vampiric Bloodline Feats
7. File Type: Edit: Please use the MW Character sheets so you can export the statblocks is creates.
8. When in doubt, please ask.

DannoE Feb 13 '10 1:01pm

Boone Estephus, Human Wizard (Illusionist), Wizard of the Spiral Tower
Init +7 HP 64/64 Bloodied 32 Healing Surge 16 (0 used /8)
AC 22 Fort 21 Reflex 24 Will 24 Speed 6
Str 10 (0) Con 14 (+2) Dex 14 (+2) Int 21 (+5) Wis 14 (+2) Cha 16 (+3)
Orb of Deception
Once/encounter as a free action when I miss an enemy with an Illusion ATK, I can choose another TGT w/in 3 squares & repeat the ATK.
Orb of Deception,
Phantom Bolt
At Will: Std, Ranged 10. INT vs. Will. 1d8+INT mod psychic damage, and I slide the TGT 1 square.
Phantom Bolt,
Winged Horde
At-Will - Arcane, Implement, Psychic
Standard Action - Area burst 1 within 10
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Winged Horde,
Nightmare Eruption
At-Will ✦ Arcane, Illusion, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier.
Nightmare Eruption,
Grasping Shadows
Encounter, Burst 1 in 10 (all in burst). INT vs. Will. 2d8+INT mod.psychic dmg, and TGT is slowed to end of my next turn. Effect: Creates a zone of writhing shadows that last until the end of my next turn; Creatures entering take 4 psychic damage and are slowed to the end of THEIR next turns.
Grasping Shadows,
Phantom Chasm
Daily, Burst 1 in 20 (all in burst). INT vs. Will. 2d6+INT mod.psychic dmg, and TGT is knocked prone and immobilized to the end of its next turn. Miss: TGT is immobilized to end of its next turn.
Phantom Chasm,
Acid Arrow
Daily ✦ Acid, Arcane, Implement
Standard Action - Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + INT modifier acid damage, and ongoing
5 acid damage (save ends). Make secondary attack.
Secondary Target: Each creature adjacent to primary.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, & ongoing
5 acid damage (save ends).
Miss: Half dmg and ongoing 2 acid damage to primary.
Acid Arrow,
Daunting Presence
Encounter ✦ Arcane, Fear
Minor Action - Personal
Effect: Until your next EoT, you gain +5 power bonus to Intimidate checks and creatures adjacent to you take a -2 penatly to attack rolls that target you.
Daunting Presence,
Guardian Blades
Daily - Arcane, Fear
Minor Action - Personal
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once per turn.
Guardian Blades,
Fire Shroud
Encounter - Arcane, Fire, Implement
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Fire Shroud,
Phantasmal Assailant
Daily - Arcane, Illusion, Implement, Psychic
Standard Action - Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
Phantasmal Assailant,
Grasp of the Grave
Daily - Arcane, Implement, Necrotic, Zone
Standard Action - Area burst 2 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn.
Miss: 1d10 + Intelligence modifier necrotic damage.
Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage.
Grasp of the Grave,
Spectral Hound
Daily - Arcane, Illusion, Implement
Standard Action - Ranged 10
Effect: You create the illusion a spectral hound, which appears in a square you designate within range. The spectral hound does not occupy that square but does count as an ally for the purposes of flanking. Additionally, as long as the hound remains within 10 squares of you, you gain a +1 power bonus to AC and all defenses, along with a +5 power bonus to Perception checks, since the spectral hound warns you of approaching danger.
Sustain Minor: You can sustain this power until the end of the encounter. Each round you can move the hound up to 5 squares as a free action; the spectral hound ignores difficult terrain but the effect ends if the hound leaves your line of sight.
Spectral Hound,
Dispel Magic
Daily - Arcane, Implement
Standard Action - Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
Dispel Magic,
Enemies Abound
Encounter - Arcane, Illusion, Implement, Psychic
Standard Action - Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.
Enemies Abound,
Mordenkainen's Sword
Daily - Arcane, Conjuration, Force, Implement
Standard Action - Ranged 10
Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Mordenkainen's Sword,
Lightning Serpent
Daily - Arcane, Implement, Lightning, Poison
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Lightning Serpent,
Blur
Daily - Arcane, Illusion
Minor Action - Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.
Blur,
True Seeing
Daily - Arcane
Minor Action - Personal
Effect: Until the end of the encounter, you gain darkvision, and you can see invisible creatures and objects wthin 10 squares of you that are within your line of sight. You also gain a +5 power bonus to Insight checks and Perception checks.
True Seeing,
Staggering Longsword
Critical: +3d6 damage
Property: When you use a power with the weapon keyword that slides a target, you can add this weapon’s enhancement bonus to the number of squares the target slides.
Property: On a critical hit the target is knocked prone.
Power (Daily): Free Action. Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon’s enhancement bonus.
Staggering Longsword,
Orb of Mental Dominion
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.
Orb of Mental Dominion,
Shimmering Cloth Armor
Property: You do not provoke opportunity attacks when you make ranged or area attacks.
Shimmering Cloth Armor




ryukinsath Feb 13 '10 6:40pm










Foucault Feb 13 '10 10:28pm










TheHumanDynamo Feb 16 '10 11:01pm

Irimus the Odd, Half-Elf Bard, Divine Oracle
Init +7 HP 74/74 Bloodied 37 Healing Surge 18 (0 used /8)
AC 25 Fort 16 Reflex 18 Will 21 Speed 6
Str 13 (+1) Con 13 (+1) Dex 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 21 (+5)
Vicious Mockery (At-Will)
At-Will * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Vicious Mockery (At-Will),
Guiding Strike (At-Will)
At-Will * Arcane, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.
Guiding Strike (At-Will),
Majestic Word
Encounter(Special) * Arcane, Healing
Minor Action, Close burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma mod. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Majestic Word,
Word of Friendship
Encounter * Arcane
Minor Action, Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your turn.
Word of Friendship,
Blunder
Encounter * Arcane, Charm, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 1d6+Charisma mod damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll is 1+your intelligence modifier
Blunder,
Eyebite
At-Will * Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One Creature
Attack: Charisma vs Will
Hit: 1d6+Cha mod damage, and you are invisible to the target until the start of your next turn.
Eyebite,
Dissonant Strain
Encounter * Arcane, Implement Psychic
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
Dissonant Strain,
Deflect Attention
Encounter * Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Deflect Attention,
Prophecy of Doom
Encounter * Divine
Standard Action, Ranged 5
Target: One creature
Effect: You or an ally that hits the target with an attack can choose to make it a critical hit. The power lasts until the end of your next turn, or until you or an ally uses it to make an attack a critical hit.
Prophecy of Doom,
Healing Word
Daily * Divine, Healing
Minor Action, Close Burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Healing Word,
Stirring Shout
Daily * Arcane, Healing, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6+Charisma mod psychic damage.
Effect: Until the end of the encounter, whenever any ally hits the target, that ally regains hit points equal to your Charisma mod.
Stirring Shout,
Concerted Effort
Daily * Arcane
Standard Action, Close Burst 10
Target: You and each ally in burst
Effect: Until the end of your next turn, each target gains a +1 bonus to attack rolls. Whenever a target hits with at least one attack during his or her turn, the bonus increases by 1 for each target who's turn has not yet started.
Concerted Effort,
Song of Discord
Daily * Arcane, Charm, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: The target is dominated until the end of your next turn.
Effect: The target makes a basic attack against an enemy of your choice as a free action.
Song of Discord,
Synchronicity
Daily * Arcane
No action, Close burst 10
Target: You and each ally in burst
Effect: Each target gains a +5 bonus to initiative during this encounter
Synchronicity,
Hideous Laughter
Daily * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 3d8 + Charisma mod psychic damage, and the target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: The target can't take opportunity actions (save ends).
Miss: Half damage, and and the target can't take opportunity actions until the end of your next turn.
Hideous Laughter,
Word of Life
Daily * Arcane, Healing
Immediate Reaction, Close burst 20
Trigger: An enemy reduces an ally within 20 squares of you to 0 hit points or fewer.
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In addition, the attacking enemy takes a -5 penalty to all defenses until the end of your next turn.
Word of Life
Notes Racial:
You may select one at-will power from any class and use it as an encounter power
Dilettante,
You may select feats that have either the human or elf race as a prerequisite.
Dual Heritage,
You grant allies within 10 squares of you a +1 racial bonus on Diplomacy rolls.
Group Diplomacy
Class:
You gain the Ritual Caster feat, as well as a Ritual book. In addition, once per day, you can perform a bard ritual of your level or lower without expending any components (though you must pay any other additional costs still). At 11th level, you may perform two bard rituals per day for free, and at 21st level, you may perform 3 per day.
Bardic Training,
Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier (8 squares), you may slide that ally 1 square.
Virtue of Cunning,
You may choose class-specific mutliclass feats from more then one class.
Mutliclass Versatility,
You gain a +1 bonus to untrained skill checks.
Skill Versatility,
When you play an instrument or sing during a short rest, you and all allies that can hear you gain the benefit of a Song of Rest. When an affected character spends healing surges at the end of the rest, they regain additional hit points equal to your Charisma modifier with each healing surge. A character can only be affected by one Song of Rest at a time.
Song of Rest,
Feats:
You gain training in Religion. In addition, once per day you may use the Healing Word Power.
Initiate of the Faith,

Kidcallkidd Feb 20 '10 4:50am



Greil Silex, Goliath Warden, Son of Mercy
Init +6 HP 115/115 Bloodied 57 Healing Surge 31 (0 used /14)
AC 30 Fort 26 Reflex 21 Will 23 Speed 6
Str 21 (+5) Con 21 (+5) Dex 11 (0) Int 11 (0) Wis 14 (+2) Cha 10 (0)
Warden's Fury
At-Will Immediate Interrupt Melee Weapon
Target: The Triggering Enemy
Attack: Strength vs. Fortitude
Trigger: An enemy marked by you makes and attack that does not include you as a target
Hit: 1(W) + Str Mod damage and the target grants combat advantage to you and your allies until the end of your next turn
Warden's Fury,
Warden's Grasp
At-Will Immediate Reaction Close Burst 5
Target: The triggering enemy in burst
Trigger: An enemy marked by you makes and attack that does not include you as the target.
Effect: You slide the target 1 square. The target is slowed until the end of it's turn.
Warden's Grasp,
Thorn Strike
At-will Weapon Melee 2
Target: One Creature
Attack: Strength vs. AC
Hit: 1(W) + Strength mod and you pull the target 1 square
Thorn Strike,
Earth Shield Strike
At-will Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1(W) + Strength Mod damage and you gain a +1 power bonus to AC Until the end of your next turn
Earth Shield Strike,
Stone's Endurance
Encounter Minor Action
Effect: You gain Resist 10 to all Damage
Also gain 1/2 level + con mod temp hit points (11)
Stone's Endurance,
Warden's Sacrifice
Encounter Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 2(W) + Strength Mod damage. Until the end of your next turn, when any enemy hits you an ally within 3 squares of you gains 5 temporary hit points
Warden's Sacrifice,
Earthgrasp Strike
Encounter Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1(W) + Strength Mod damage and you knock the target prone. The target can't stand until the end of your next turn and the first time the target stands up before the end of the encounter it takes 1D10 + Strength Modifier
Earthgrasp Strike,
Mountain Hammer
Encounter Weapon
Target: One Creature
Attack: Strength vs. Fortitude
Hit: 2(W) + Strength Mod damage, and the target takes a penalty to melee attack rolls equal to 1 + Con mod until end of your next turn
Mountain Hammer,
Shared Font of Life
Encounter Close Burst 5
Target: One ally in Burst
Trigger: You start your turn
Effect: The target can make a saving throw and you can't use your font of life class feature this turn
Shared Font of Life,
Lawbreaker's Doom
Encounter: Special
Free Action
Target: One enemy you just marked
Effect: Until the end of the encounter, whenever you hit the target with an attack you deal extra damage equal to your wisdom modifier and the target is slowed until the end of your next turn
Special: When the target is reduced to 0 hit points, you regain the use of this power
Lawbreaker's Doom,
Dispensed Justice
Encounter Fear Weapon Special
Target: One Creature
Attack: Strength vs. AC
Hit: 2(W) + Strength Md damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
Special: You can instead use this power as an immediate interrupt with the following tigger.
Trigger: The target of your Lawbreaker's doom power is adjacent to you and makes an attack that does not include you.
Target: The triggering creature
Dispensed Justice,
Nature's Abundance
Daily Primal, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Nature's Abundance,
Soothing Wind
Daily Healing, Primal
Minor Action Personal
Effect: You use your second wind and regain 2d6 additional hit points.
Soothing Wind, 'Red Death',
Form of The Relentless Panther
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action.
Special: Once during this encounter, you can use the Form of the Relentless Panther Attack power while you are in this form.
Form of The Relentless Panther,
Form of The Relentless Panther Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Relentless Panther power must be active to use this power.
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
Form of The Relentless Panther Attack,
Form of The Swamp Hunter
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn.

Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.
Form of The Swamp Hunter,
Form of The Swamp Hunter Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage.
Miss: Half damage.
Requirement: The power Form of the Swamp Hunter must be active in order to use this power.
Form of The Swamp Hunter Attack,
Form of the Sirocco
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the sirocco until the end of the encounter. While you are in this form, you gain resist 5 to all damage, and you can shift 2 squares as a move action. In addition, whenever you shift, you can move through enemies’ spaces.
Once during this encounter, you can use the Form of the Sirocco Attack power while you are in this form.
Form of the Sirocco,
Form of The Sirocco Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.
Requirement: The Form of the Sirocco power must be active in order to use this power.
Form of The Sirocco Attack,
Belt of Vigor
Property: Gain +1 item bonus to your healing surge value
Belt of Vigor,
Strongheart Tattoo
Property: When you spend a healing surge you regain additional hit points equal to the number of surges you have spent since your last extended rest
Strongheart Tattoo,
Deathburst Earthhide +3
Enhancement: +3 AC

Property: You automatically save against ongoing necrotic damage.

Power (Daily • Necrotic): Minor action. Until the end of your next turn, any creature that hits you with a melee attack takes 2d8 + Constitution modifier necrotic damage.
Deathburst Earthhide +3,
Amulet of Protection +3
Enhancement: +3 Fortitude, Reflex, and Will
Amulet of Protection +3,
Gauntlets of Ogre Power
Item Slot: Hands

Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).

Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.
Gauntlets of Ogre Power,
Potion of Clarity
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +2 bonus on the reroll. You must use the result of the reroll.
Potion of Clarity,
Hammer Shield
Property: When you hit an enemy with an attack power using a hammer while wielding this shield, you gain a +1 bonus to all defenses until the start of your next turn.
Hammer Shield,
Maw of the Gaurdian Craghammer +3
Critical: +1d6 damage per plus
Property: This weapon deals extra damage equal to your Constitution modifier while you’re in a guardian form.
Maw of the Gaurdian Craghammer +3
Notes: When Greil is within 10 squares of Orion he gains a +1 to his healing surge value





Background: Geography Mountain (+2 Dungeoneering)


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