The party successfully completed the 1st encounter of three before holidays interrupted play. During the break we have lost two of the party due to various reasons. Whilst I was willing to continue with five characters four is too few. We have lost the ranger and wizard but willing to take any two roles that will work well with the remaining characters.
I will be asking the current players and gm-assists for assistance on choosing the replacement players and additional gm-assist. Plan to choose between any applicants next weekend so advise people to have their application in and complete by Thursday 15th. Please feel free to ask any questions here.
The following text is as per the original ad.
Going to run my level 1 delve for the second time.
As per my idea in the gaming planning forum (link) I am going to be handing over control of the monsters to other players. For this particular game I am going to be using three of the players that actually participated in the delve the first time around to run all the monsters.
At it's heart it'll be essentially the same delve that they enjoyed though the monsters are being updated (another excuse to use the WOTC Monster Builder)
Looking to fill out a fairly balanced team of five to six character. Would like players that able to post once a day and ideally keep track of the battle so they don't end of only posting once every two days due to initiative order. Players will need to keep track of their own status and hitpoints in their statblocks.
I am not particular about which formatting you use for the statblock as long as all the relevant information is there and easily found. All combat posts should have the statblock within the actions spoiler.
Details of descriptions of all powers, feats class and racial abilities need to be inserted in the ‘Conditional Modifiers, Resistances & Action Points Note’ text box so they are included in the statblocks.
Their respective statblocks are (note these are not level one characters and your notes sections will likely be shorter):
Blades, Warforged Fighter Init +10 HP 60/60 Bloodied 30 Healing Surge 15 (11 used /11) AC 21 Fort 20 Reflex 18 Will 16 Speed 6 Str 19 (+7) Con 15 (+5) Dex 16 (+6) Int 8 (+2) Wis 13 (+4) Cha 10 (+3)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Armblade Short sword +2: +14 attack, 1d6+8 damage
Dual Strike At Will | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must be wielding two melee weapons. Hit: 1[W] damage. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] damage. Armblade Short sword +2: +14 attack, 1d6+4 damage Warsoul Short sword +1: +13 attack, 1d6+3 damage
Combat Challenge Immediate Interrupt | Martial, Weapon Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Pass Forward At Will | Martial
Move Action
Personal Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
Covering Attack Encounter | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and an ally adjacent to the target can shift 2 squares. Armblade Short sword +2: +14 attack, 2d6+8 damage
Rain of Blows Encounter | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC, two attacks Hit: 1[W] damage. Weapon: If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature. Armblade Short sword +2: +14 attack, 1d6+4 damage
Hunter's Quarry Encounter
Minor Action
You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of your next turn.
Hunter's Quarry Extra Damage +1d6
Warforged Resolve Encounter
Minor Action
Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
Unbreakable Encounter | Martial
Immediate Reaction
Personal Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier (+2).
Spiked Soles Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you. Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Villain's Menace Daily | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. Armblade Short sword +2: +14 attack, 2d6+8 damage
Cometfall Charge Daily | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must charge and use this power in place of a melee basic attack. Attack: Strength vs. AC Hit: 3[W] + Strength modifier (+4) + Constitution modifier (+2) damage. Miss: Half damage. Armblade Short sword +2: +14 attack, 3d6+10 damage
Warsoul Short Sword Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts. Effect: Make a melee basic attack with this weapon against the triggering enemy.
Living Construct: No need to eat, drink, breathe, or sleep.
Warforged Resolve: Use warforged resolve as an encounter power.
Warforged Resilience: +2 racial bonus to saving throws against ongoing damage.
Unsleeping Watcher: 4 hours of inactivity counts as an extended rest
Combat Challenge: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
Combat Superiority: Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
Tempest Technique: When wielding two weapons, +1 attack with offhand weapons. Gain Two-Weapon Defense. In light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons
Hunter's Quarry: Minor action, designate nearest enemy you see as quarry, deal extra damage to quarry once per round.
Two-Weapon Defense: +1 to AC and Reflex while holding a weapon in each hand
Weapon Expertise (Light Blade): Gain bonus to attack rolls with light blades.
Warrior of the Wild: Ranger skill training, Hunter's Quarry 1/encounter
Sure Climber: Climb at normal speed on any surface, +1 to Athletics
Quick Draw: Draw a weapon with attack action, +2 to initiative
War Courier: +2 bonus to stealth checks.
Armblade Short sword +2: Enhancement: +2 attack rolls and damage rolls, Criticals: +2d6 damage
Properties: You gain a +2 item bonus to opportunity attacks made with this weapon.
Warsoul Short sword +1: Enhancement: +1 attack rolls and damage rolls, Criticals: +1d6 damage
Properties: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts.
Effect: Make a melee basic attack with this weapon against the triggering enemy.
Distance Dagger +1: Enhancement: +1 attack rolls and damage rolls
Properties: Increase the weapon's normal range by 5 squares and the long range by 10 squares.
Magic Leather Armor +2: Enhancement: +2 AC
Spiked Soles: Properties: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Belt of Vigor: Properties: You gain a +1 item bonus to your healing surge value.
Amulet of Protection +1: Enhancement: +1 Fortitude, Reflex, and Will.
Me'lia Gallowglass, Halfling Bard Init +4 HP 32/32 Bloodied 16 Healing Surge 8 (0 used /9) AC 17 Fort 13 Reflex 15 Will 16 Speed 6 Str 10 (+1) Con 15 (+3) Dex 16 (+4) Int 8 (+0) Wis 11 (+1) Cha 18 (+5)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Harsh Songblade Short Sword +1: +5 attack, 1d6+1 damage
Ranged Basic Attack At Will | Weapon
Standard Action
Ranged Weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+3) damage. Vicious Hand Crossbow +1: +7 attack, 1d6+4 damage
Jinx Shot At Will | Arcane, Weapon
Standard Action
Ranged Weapon Target: One creature Attack: Charisma vs. AC Hit: 1d8 + Charisma modifier (+4) damage. The first time the target misses with an attack before the end of your next turn, it falls prone. Vicious Hand Crossbow +1: +8 attack, 1d6+5 damage
Guiding Strike At Will | Arcane, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+4) damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. Harsh Songblade Short Sword +1: +9 attack, 1d6+5 damage
Shout of Triumph Encounter | Arcane, Implement, Thunder
Standard Action
Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier (+4) thunder damage, and you push the target 1 square. Effect: You slide each ally in the blast 1 square. Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier (+2). Harsh Songblade Short Sword +1: +6 attack, 1d6+5 damage
Majestic Word Encounter | Arcane, Healing
Minor Action
Close Burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+4). You also slide the target 1 square. Special: You can use this power twice per encounter, but only once per round.
Inspire Competence Encounter | Arcane
Move Action
Close burst 5 Target: You and each ally in burst Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.
Words of Friendship Encounter | Arcane, Charm
Minor Action
Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Second Chance Encounter
Immediate Interrupt
Personal Effect: Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
Malevolent Mischief Daily | Arcane, Implement
Standard Action
Ranged 10 Attack: Charisma vs. Reflex Target: One creature Hit: 3d8 + Charisma modifier (+4) damage. Miss: Half damage. Effect: The target is affected by ill luck (save ends). While affected by ill luck, the target is slowed until the end of its next turn whenever you or an ally hits it with an attack. Harsh Songblade Short Sword +1: +6 attack, 3d8+5 damage
Harsh Songblade Free Action Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.
Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Duration: 8 hours
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Duration: 10 minutes
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.
+1 attack rolls and damage rolls, criticals add +1d8 damage.
Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.
Power (Consumable • Healing): Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 2 hit points when he or she spends a healing surge at the end of the short rest.
Examples of the code used on the myth-weaver character sheet to make the above follow. (note I delete a lot of line breaks to make the result tighter though it does make the code look rather squashed together. When writing I often put the line breaks back in and then delete the unwanted ones again as the last step.
Title:
[color=darkred]Rain of Blows[/color]
Description:
[b]Encounter | Martial, Weapon
Standard Action
Melee Weapon[/b]
[b]Target:[/b] One creature
[b]Attack:[/b] Strength vs. AC, two attacks
[b]Hit:[/b] 1[W] damage.
[b]Weapon:[/b] If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
[b]Armblade Short sword +2:[/b] +14 attack, 1d6+4 damage
Result:
Encounter | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC, two attacks Hit: 1[W] damage. Weapon: If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature. Armblade Short sword +2: +14 attack, 1d6+4 damage
[b]At Will | Weapon
Standard Action
Melee Weapon[/b]
[b]Target:[/b] One creature
[b]Attack:[/b] Strength vs. AC
[b]Hit:[/b] 1[W] + Strength modifier (+0) damage.
[b]Harsh Songblade Short Sword +1:[/b] +5 attack, 1d6+1 damage
Result:
At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Harsh Songblade Short Sword +1: +5 attack, 1d6+1 damage
This is the code from Blades' ‘Conditional Modifiers, Resistances & Action Points Note’ text box. Easiest way I found to create this is just to copy one that looks like what you want to a text editor, update and then paste it into the sheet for your new character.
[list][*][b]Living Construct[/b]: No need to eat, drink, breathe, or sleep.
[*][b]Warforged Resolve[/b]: Use warforged resolve as an encounter power.
[*][b]Warforged Resilience[/b]: +2 racial bonus to saving throws against ongoing damage.
[*][b]Unsleeping Watcher[/b]: 4 hours of inactivity counts as an extended rest
[*][b]Combat Challenge[/b]: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
[*][b]Combat Superiority[/b]: Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
[*][b]Tempest Technique[/b]: When wielding two weapons, +1 attack with offhand weapons. Gain Two-Weapon Defense. In light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons
[*][b]Hunter's Quarry[/b]: Minor action, designate nearest enemy you see as quarry, deal extra damage to quarry once per round.
[*][b]Two-Weapon Defense[/b]: +1 to AC and Reflex while holding a weapon in each hand
[*][b]Weapon Expertise (Light Blade)[/b]: Gain bonus to attack rolls with light blades.
[*][b]Warrior of the Wild[/b]: Ranger skill training, Hunter's Quarry 1/encounter
[*][b]Sure Climber[/b]: Climb at normal speed on any surface, +1 to Athletics
[*][b]Quick Draw[/b]: Draw a weapon with attack action, +2 to initiative
[*][b]War Courier[/b]: +2 bonus to stealth checks.
[*][b]Armblade Short sword +2[/b]: Enhancement: +2 attack rolls and damage rolls, Criticals: +2d6 damage
Properties: You gain a +2 item bonus to opportunity attacks made with this weapon.
[*][b]Warsoul Short sword +1[/b]: Enhancement: +1 attack rolls and damage rolls, Criticals: +1d6 damage
Properties: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts.
Effect: Make a melee basic attack with this weapon against the triggering enemy.
[*][b]Distance Dagger +1[/b]: Enhancement: +1 attack rolls and damage rolls
Properties: Increase the weapon's normal range by 5 squares and the long range by 10 squares.
[*][b]Magic Leather Armor +2[/b]: Enhancement: +2 AC[*][b]Spiked Soles[/b]: Properties: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
[*][b]Belt of Vigor[/b]: Properties: You gain a +1 item bonus to your healing surge value.
[*][b]Amulet of Protection +1[/b]: Enhancement: +1 Fortitude, Reflex, and Will.
[*][b]P.Arc:[/b] 12, [b]P.Dun:[/b] 13, [b]P.Hist:[/b] 12, [b]P.Ins:[/b] 14, [b]P.Nat:[/b] 14, [b]P.Per:[/b] 14, [b]P.Rel:[/b] 12[/list]
This is the code from Me’lia ‘Conditional Modifiers, Resistances & Action Points Note’ text box. Easiest way I found to create this is just to copy one that looks like what you want to a text editor, update and then paste it into the sheet for your new character.
-
[b]Racial:[/b]
[ooc=Bold]+5 to saving throws against fear.[/ooc],
[ooc=Second Chance]Use second chance as an encounter power.[/ooc],
[ooc=Nimble Reaction]+2 AC against opportunity attacks.[/ooc]
[b]Class:[/b]
[ooc=Bardic Training]Gain Ritual Caster feat and perform one bard ritual per day without expending components.[/ooc],
[ooc=Virtue of Valor]When an ally within 10 squares bloodies or reduces a foe to 0 hp, ally gains 1 + your Con mod temporary hp (1/rd)[/ooc],
[ooc=Majestic Word]Gain majestic word power[/ooc],
[ooc=Multiclass Versatility]Can choose class-specific multiclass feats from more than one class.[/ooc],
[ooc=Skill Versatility]+1 to untrained skill checks[/ooc],
[ooc=Song of Rest]At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained[/ooc],
[ooc=Words of Friendship]Gain the words of friendship power[/ooc],
[ooc=Sneak Attack]Once per encounter, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra +2d6 damage.[/ooc]
[b]Feats:[/b]
[ooc=Ritual Caster]Master and perform rituals[/ooc],
[ooc=Bravo]Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.[/ooc],
[ooc=Sneak of Shadows]You gain training in the Thievery skill.
Once per encounter, you can use the rogue’s Sneak Attack class feature.[/ooc]
[b]Rituals:[/b]
[ooc=Traveler’s Chant]Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Duration: 8 hours
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.[/ooc],
[ooc=Glib Limerick]Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Duration: 10 minutes
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.[/ooc]
[b]Background:[/b]
[ooc=Gray Vale]You gain one additional language of your choice, you add Nature to your class skill list, and you gain a +2 bonus to Nature checks.[/ooc]
[b]Items:[/b]
[ooc=Harsh Songblade Short sword +1]+1 attack rolls and damage rolls, criticals add +1d8 damage.
Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. Trigger: You hit an enemy with a bard thunder power using this blade.
Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.[/ooc],
[ooc=Vicious Hand Crossbow +1]+1 attack rolls and damage rolls, criticals do +1d12 damage[/ooc],
[ooc=Magic Leather Armor +1]+1 AC[/ooc]
[b]Consumables:[/b]
[ooc=Potion of Healing x2]Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.[/ooc],
[ooc=Tanglefoot Bag x2]Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.[/ooc],
[ooc=Herbal Poultice x2]Power (Consumable • Healing): Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 2 hit points when he or she spends a healing surge at the end of the short rest.[/ooc]
Please note this is a delve were the aim of the game is to survive the three linked encounters. Character death is a real possibility here and no punches will be pulled though I will try to setup up the encounters so they are survivable. Good luck!
Game Description:
Six month ago the central peak of the Black Mountains split with a crack that was heard across the entire continent. A mostly stable peace that had held for almost a century was briefly shattered as civilisations blamed each other for causing this event and the terrible atrocities that followed. But the councils, kings and various other leaders have come to the realisation that none of them were being spared the attacks and incursions from the various dark, alien and previously unknown creatures that now plague all their lands. All creatures seem to originate from what is now known as the Broken Mountain.
Armies were gathered but met heavy magical opposition and physical force in the badlands that now surround the mountain. Thunderstorms sprung up, swamps appeared overnight and entire divisions were swallowed by chasms that opened in what were once fair plains. Then hordes of the creatures swept out of hiding and slaughtered the survivors.
Finally the authorities turned to the adventurers that had been tentatively exploring the outskirts and promised great wealth, fame, titles and land to those that could seek to the centre of this mountain and find and destroy the source. From across the lands adventurers gathered in border cities and formed small bands to venture into the badlands. Some bands made it to the broken mountain and found walls of a strange partly transparent slightly luminescent rock with numerous caves leading in.
You are a member of one of those bands.
A quick setting for what is essentially a series of dungeon delves. Many of the creatures the party will face will be new, though probably almost always just a re-flavouring of creatures from official sourcebooks. All creatures will have types and, though knowledge skills wont represent known information, the correct skill will provide the occasional clue to behaviour.
Goals are simple; survive and defeat the three encounters of the delve. There will be a short rest between each encounter but no extended rests during the delve. Any character or party that chooses to flee will not be seen again. If you so choose you can believe they made it to safety and retired to a happy life.
Delves will be all my creation but based on the experience point totals used in the official dungeon delve supplement. I'll set the scenario and try and make sure it's beatable, but there will be no pulling the punches but also no cheating, I'll try to make sure creatures act logically but I won't explain the logic or strategies I will be using for each creature.
A determined elegance radiates from the woman you see here, centered in the intense emerald of her almond shaped orbs; partially hidden behind the metallic wisps that highlight the gentle curve of her cheek bones and the heart shape of her face. The elegant line of her nose, flourished by the delicately rounded tip, sits above full lips, stained a soft berry shade in stunning contrast to the milky paleness of her skin. Silken strands are loosely tucked behind long fey ears, elegantly pointed at their tips. The rest of her form is slender and toned, lithe and graceful with her fey blood, subtleties suggesting greater strength beneath.
Rinea narrowed her eyes, glancing arrogantly across the dingy tavern. "To go from the crystal halls of the Feywild, to be trained by the legendary masters of the Coronal Guard...only to end up in this sty surrounded by the dregs of humanity...Oh the depths one must sink in order to perfect her Art.." She sighed, tucking an errant strand of hair behind a pointed ear. "My story is just beginning, and this little pilgrimage through your world is only a temporary one. Some day I will rejoin my people and see the shimmering spires of Shalonesti once more."
Rinea, Eladrin Swordmage Init +2 HP 31/31 Bloodied 15 Healing Surge 7 (1 used /11) AC 20 Fort 13 Reflex 14 Will 13 Speed 6 Str 12 (+1) Con 16 (+3) Dex 14 (+2) Int 18 (+4) Wis 10 (+0) Cha 8 (-1)
Booming Blade
At-Will Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6 + Constitution modifier thunder damage.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Sword Burst
At-Will Arcane, Force, Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Sword of Sigils
Encounter Arcane, Force, Weapon
Standard Action Close Burst 1
Attack: Intelligence vs. AC
Hit: 1d8+Intelligence modifier and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Intelligence modifier after the attack is resolved.
Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution modifier.
Aegis of Shielding
At-Will Arcane
Minor Action Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature
by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your
Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.
====== Created Using Wizards of the Coast D&D Character Builder ======
Rinea, level 1
Eladrin, Swordmage
Build: Shielding Swordmage
Swordmage Aegis: Aegis of Shielding
Background: Occupation - Military, Eladrin - Noble Birth (+2 to Endurance)
FINAL ABILITY SCORES
Str 12, Con 16, Dex 14, Int 18, Wis 10, Cha 8.
STARTING ABILITY SCORES
Str 12, Con 16, Dex 12, Int 16, Wis 10, Cha 8.
She wears elven armor made of worked leather and cured animal hide. Her hair is a chestnut brown, her eyes the verdant green of the forest she protects. Like most elves, she is quite attractive, but her aloof personality and discomfort around people seems to make her less approachable.
Lillithene has long been interested in the natural world, even moreso than her fellow elves. She actually began her life as a male human named Leorian. Of the primal spirits, it was the great tree spirit of fertility that resonated most with him, driven largely by his adolescent fascination with nymphs, dryads, and other fey spirits of fertility in nature. Soon, his devotion to such a primal power began to grant him a deeper connection to the natural world and his druidic powers began to manifest. Unfortunately, fey spirits and primal forces can have a strange sense of irony. When Leorian first changed form into that of a great jungle cat, he did not notice that he assumed the form of a female cat. When returning to elven form, the changes were much more evident. He was now a female elf, possessing the abundant curves of breast and hip that truly embody the fertility of nature. The old adage of be careful what you wish for rings true. Though she was now able to fully commune with the primal power she had long admired, she is not at all happy with her new ability to multiply and replenish the natural world. Still, the choice was not hers to make, and so, changing her name to Lillithene, she left the now embarrassing confines of her home and circle of friends (many of whom now treated her with more interest than she was comfortable with..), and sought out to begin a new life for herself. It is for this reason that she is uncomfortable around males, for her new form tends to make them see her more as a potential mother for their young then as a comrade or friend.
The elven woman sighs. "My story? You can sum it up with 'be careful what you wish for'. The primal spirits can be rather...literal..when granting your desires. Like it or not, I serve the Great Tree, spirit of fertility and the collective presence of nymphs, dryads, and fecundity of nature. Apparently the Great Tree thought an elfmaid would be a more suitable representative than a human male, and changed me to fit that ideal. " She sighs again, pulling up on the neckline of her blouse irritably. "Not that I plan on being 'fertile' or 'replenishing the earth' any time soon. Let's just get this over with and get back out of this city before that guy's eyes fall out of his head."
Lillithene, Elf Druid Init +8 HP 25/25 Bloodied 12 Healing Surge 6 (0 used /8) AC 17 Fort 11 Reflex 15 Will 15 Speed 8 Str 8 (-1) Con 13 (+1) Dex 18 (+4) Int 10 (+0) Wis 18 (+4) Cha 11 (+0)
Wild Shape
Polymorph, Primal
Minor, Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square.
While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can
use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of
wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is
inaccessible.
Special: You can use this power once per round.
Grasping Claws
Beast Form, Implement, Primal
Standard, Melee Touch, One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier (+4) damage, and
the target is slowed until the end of your next
turn. Level 21: 2d8 + Wisdom modifier (+4)
damage.
Special: This power can be used as a melee basic
attack.
Chill Wind
Cold, Implement, Primal
Standard, 10, Area burst 1 within 10 squares, Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1
square.
Level 21: 2d6 cold damage.
Savage Rend
Beast Form, Implement, Primal
Standard, Melee Touch, One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier (+4) damage, and
you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier (+4) damage.
Special: This power can be used as a melee basic
attack.
Darting Bite
Beast Form, Implement, Primal
Standard, Melee touch, One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier (+4) damage. If at
least one of the attacks hits, you can shift 2
squares.
Primal Predator: The number of squares you
can shift equals your Dexterity modifier (+4).
Hunter's Quarry
Minor, Encounter
You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of your next turn.
You can designate one enemy as your quarry at a time.
Level : Hunter's Quarry Extra Damage
1st–10th : +1d6
11th–20th : +2d6
21st–30th : +3d6
Faerie Fire
Implement, Primal, Radiant
Standard, Area burst 1 within 10, Each creature in burst
Attack: Wisdom vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6 + Wisdom modifier (+4) radiant
damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 + Wisdom modifier (+4) radiant damage, and the target grants combat advantage until the end of your next turn.
POWERS
Druid at-will 1: Grasping Claws
Druid at-will 1: Chill Wind
Druid at-will 1: Savage Rend
Druid encounter 1: Darting Bite
Druid daily 1: Faerie Fire
ITEMS
Ritual Book, Adventurer's Kit, Hide Armor, Longbow, Arrows (30), Implement, Staff
RITUALS
Animal Messenger, Create Campsite
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From Elwen, a level 3 Elf Cleric:
Elwen screams in pain as the flames burn her, splashing in the waist deep water as she tries unsuccessfully to quench them. Then, the calming voice of the goddess speaks to her mind, a song of hope and triumph that builds within her breast. She opens her eyes, which glow now with a silver light. She is at peace, and the wounds from the flames seem to be healing, scar tissue turning to normal flesh once more as Sehanine channels her divine power through her chosen vessel. Her lips part in a song, the words in ancient Elvish. It is a song that she has never heard before, yet it feels familiar. She is not singing the hymn, she is letting it escape into the material world from the astral plane, by the medium of her tongue. Perhaps incomprehensible, but the sense of it is felt in the hearts of her allies. Hope. Resurgence. A shifting of the tide of battle, one that begins at once. Each of her companions finds renewed vigor and a swelling of confidence in their souls, while many of the kobolds that hear the song tremble at the sound.
When the hymn ends, Elwen shifts nimbly back through the water, and pointing at the chieftan, outlines him in a silver light that seems to beckon Crucas to strike him. Finally the divine power fades from the elf, the flames still eating away at her.
Take 5 fire damage
Channel Divinity: Divine Favor , +1 on the next saving throw
Healing Word on self, Recover 1d6 poins of damage +4 from Healer's lore +5 from Beacon of Hope
Hymn of Resurgence against S1, D2, K1, Dragon, Irontooth, K5, D1, K7, S2 and W1.
[-dice]1d20+5 vs Fortitude[/dice] vs S1
[-dice]1d20+5 vs Fortitude[/dice] vs D2
[-dice]1d20+5 vs Fortitude[/dice] vs K1
[-dice]1d20+5 vs Fortitude[/dice] vs Dragon
[-dice]1d20+5 vs Fortitude[/dice] vs Irontooth
[-dice]1d20+5 vs Fortitude[/dice] vs K5
[-dice]1d20+5 vs Fortitude[/dice] vs D1
[-dice]1d20+5 vs Fortitude[/dice] vs K7
[-dice]1d20+5 vs Fortitude[/dice] vs S2
[-dice]1d20+5 vs Fortitude[/dice] vs W1
Creatures hit by the spell receive a -2 untyped penalty on ALL defenses. (There is no mention of until end of turn or save ends..I'm guessing its until the end of my next turn, since that's when the other part of the spell ends) When any ally hits the target before the end of my next turn, the target is knocked prone.
In addition: All allies in the burst (everyone) can choose to receive either 5 temp hp or make a saving throw.
Elwen shifts 1 SW, receiving cover from Ryn
Astral Seal on Irontooth.
[-dice]1d20+7[/dice]
Irontooth receives a -2 penalty on all defenses until the end of my next turn. In addition, the next ally to hit Irontooth heals 11 points of damage (2 from Cha, 4 from Healer's Lore, 5 from Beacon of Hope).
I've just recently gotten my hands on the 4th ed. books and am interested in trying it out. Are you open to a 4th ed newb? I am familiar with D&D but am late to the party on the newest edition.
I have no problems with a 4th ed newb as long as you can follow the formatting we use in the game.
Note that this is a delve and there is limited character interaction. It's just combat encounters coated with a layer of roleplaying which means it's probably a good way to learn the mechanics of combat.
Long flowing golden locks frame the comely features of Vylencia's face. Her smooth fair skin is, as she would often tell her would-be suitors, as flawless as the rest of her. It has been said by more men than she would ever care to remember that her emerald eyes shine like stars. And when she flashes a mischievously sultry smile, men and women alike find themselves unable to resist her all but inhuman allure. Her gracefully lithe frame and wild spirit, she often attributes to her late Elven father...Her tenacity and the noble air about her, were her mother's gifts. But her looks dull in comparison to her most prized asset...Her voice.
Vylencia casually strums her lyre as she gazes into the fire. "I am from many places. The tameran of Trevinta, the forest of Moorins Dell, I even made my home near the mountains of Filgerun for a while...I gave up my home long ago, traded it for the open road and have never looked back." Her emerald eyes sparkle in the firelight as they gaze back to a distant time and place. "My last few months were spent in the employ of Lord Brovis in a small fifedom to the south. Circle court is a glorious place if you have never seen it. The Lord's castle is made of a special mineral that is only found in the region. Just as dawn or dusk approach, when the sun hits it just right, the whole castle sparkles like diamonds. As to why I am here...A gilded cage is a cage nonetheless. My passion is travel, my passion is song. So here I am, traveling the world and learning the stories of heroes of old. And perhaps if I am lucky, I will make a few new ones along the way..."
Vylencia, Half-Elf Bard Init +0 HP 26/26 Bloodied 13 Healing Surge 6 (0 used /9) AC 16 Fort 12 Reflex 15 Will 15 Speed 6 Str 10 (+0) Con 14 (+2) Dex 10 (+0) Int 16 (+3) Wis 10 (+0) Cha 18 (+4)
Guiding Strike
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.
Level 21: 2[W] + Charisma modifier damage
Vicious Mockery
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.
Level 21: 2d6 + Charisma modifier damage.
Majestic Word
Encounter (Special) ✦ Arcane, Healing
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
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 next turn.
Shout of Triumph
Encounter ✦ Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and you push the target 1 square.
Effect: You slide each ally in the blast 1 square.
Virtue of Valor: The number of squares you push the
target and slide the allies equals your Constitution
modifier.
Eyebite
Encounter ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
Ray of Frost
Encounter ✦ Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Stirring Shout
Daily ✦ Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Stirring Shout Notes Group Diplomacy (+1 to all allies in 10)
"What am I doing here?"
Vylencia takes a step forward toward the guard. Forming a plan in her head she flashes a smile.
"My dear sir, I am Commander Valek's new aid-de-camp! I bring news imperative for his Lordship's strategy for the upcoming battle! Since this is the first time we have met, I will excuse your wanton disregard of rank and regulation, but only because I know how the commander deals with soldier's who don't know how to follow orders. Now get back to your post immediately or I'll make you come with me and explain why Commander Valek may just lose this battle because he didn't receive this information in time to make proper use of it!"
Vylencia steps up to D4.
Word of Friendship on Self
You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Bluff Check Vs. Insight of Guard 1
[-dice]1d20+16[/dice]
Vylencia once made a pact with a slyph (wind spirit of the fey wilds) in order to discover a secret about a monster plaguing a village. Though she escaped the incident unharmed, the deal she struck with the creature has forever changed her...
Name: Jessica Rawthorne Gender: Female Race: Human Class: Whirling Barbarian
Jessa is a redhead with shoulder length hair, held back by an even redder bandanna. Blue eyes that draw in the gaze of any man, if they weren't distracted by her curves or her blades. She wears a tattered long-sleeved white shirt under her toughened hide vest. At her hips, it meets a red sash and dark brown pants, and below those are long tough boots, reinforced with greaves. A golden necklace with a jade pendant hangs around her neck, which she calls her lucky charm.
Jessa sipped her ale, as the bartender gaped, Yea', I'm a barbarian. I know, I dun dress like one. Tht's coz' I been livin' ‘ere the last fou' years now. Ma was a city lass, see...So I figgered I’d see what she said 'bout life 'fore Pa mated with 'er.
Taking another pull, she shrugged, Ain't impressed. Came 'ere with a fella', took ‘im ta mate. Bugger just decided I was mo' woman than 'e can handle. Last time I eva' trust a bard. Keep the change. I dun' need 'em where I'm goin'. Home’s betta’ than this dump.
Jessica Rawthorne, Human Barbarian Init +3 HP 28/28 Bloodied 14 Healing Surge 7 (0 used /9) AC 17 Fort 16 Reflex 15 Will 13 Speed 6 Str 16 (+3) Con 13 (+1) Dex 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 14 (+2)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+3) damage. Bastard Sword: +7 attack, 1d10+3 damage
Whirling Rend At Will | Primal, Weapon
Standard Action
Melee Weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon) Hit: 1[W] + Strength modifier (+3) damage, and an enemy adjacent to you other than the target takes 1[W] damage (off-hand weapon). If you are raging, add your Dexterity modifier (+3) to both damage rolls. Bastard Sword and : +7 attack, 1d10+3(+3) damage and 1d12(+3) damage.
Howl of Fury At Will | Primal, Thunder, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+3) damage. You then howl in a blast 3 that includes the target. Each enemy in the blast other than the target, takes thunder damage equal to your Constitution modifier (+1). If you are raging, the thunder damage equals 3+your Constitution modifier (+1). Bastard Sword: +7 attack, 1d10+3 damage. Blast 3: 1(+3) Thunder damage.
Pressing Strike At Will | Primal, Weapon
Standard Action
Melee Weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy's space during the shift, but you can't end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+3) damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Bastard Sword: +7 attack, 1d10+3(+1d6) damage.
Whirling Frenzy Encounter | Primal, Weapon
Standard Action
Close burst 1 Requirement: You must be wielding two melee weapons. Target: Each creature in burst. Attack: Strength vs. AC or Reflex (main weapon). Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier (+3) damage. Miss: You take 1d6 damage. Bastard Sword: +7 attack, 1d10+1d12+3 damage.
Whirling Lunge Encounter | Primal, Weapon
Free Action
Melee 1 Trigger: Your attack reduces an enemy to 0 hit points. Effect: You shift 2 squares and then deal 1[W] damage (off-hand) to an enemy adjacent to you that you can see. Waraxe: 1d12 damage
Thunder Hooves Rage Daily | Primal, Rage, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier (+3) damage. Miss: Half damage. Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage. Bastard Sword: +7 attack, 3d10+3 damage
Whirling Slayer:
You gain the whirling lunge power, and you can wield a one-handed weapon in your offhand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
At 5th level, you gain the rage strike power, which lets you channel an unused rage power into a devastating attack while you’re raging. Using rage strike is an alternative to using a second rage power in a climactic battle; it gives you the damage output of a daily power without forcing you to enter a different rage.
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Jessa spat blood at the half-orc that had jumped up from ambush and shoved her up against the tree, her crossed blades parrying its weapon. "Tha' was awful nasty o' ye. Ya pick on lil' ladies like that?"
She heard another fellow, this one a worthless human brigand, coming to exacerbate her problems. Grunting, she rolls her eyes, and drops the ruse that she was struggling against the weight of the half-orc's blow. "Bah...I dun 'ave time for this." She pushes her arms forwards and to the left, forcing the heavy axe away, and leaving her foe off balance, while she shifted her left foot towards the right, leaving her with both weapons ready for a hefty blow. The lengthy bastard sword then swept at the half-orc's neck, as Jessa pulled the axe back. Right on key, the human came near, and if she managed to get the momentary balance of stricking meat with her blade, she'd be set to jab the axe's cleaving edge into this fellow's gut.
Shift to G7.
None
Whirling Rend vs Half-Orc in F8 and Human in G6.
[-dice]1d20+7[/dice]
+ Strength and 1[W] Off-Hand = 1d10 + 3 (Strength) and 1d12]
[-dice]1d10+3[/dice] and [-dice]1d12[/dice]
If you are raging, add your Dexterity modifier (+3) to both damage rolls.
Just as a warning, Jessa's going to try and convince the adventuring band to become her new tribe (and maybe take tribal feats with her), since she can't find her old one (which scattered with what happened on the nearby mountain.)
Corwin is a big, strong elf (6’, 175 lb). He moves like a coiled spring or predator ready to pounce. He can move quietly and unseen one moment, and erupt into ferocious action the next. He has dark brown hair and eyes, and slightly ruddy brownish skin. He wears well-worn but well-cared for leather armor. Weapons visible and hidden are all over his person - daggers, small throwing knives, a sling at his belt, a traditional elven longbow on his back. He might be just a woodland scout, but his intense gaze suggests something more.
Corwin glances about and whispers. "For years, I was just a motherless brigand. One day I find myself facing this little bumbler with a makeshift club, protecting his family. I looked at those kids … and I let him clock me in the head. Then, the duke’s patrol arrives. My father and the rest leave me to hang. So, I made a deal, got the hell out and haven’t looked back.
"You know, I feel bad about the things I’ve done. I’ve heard some folks get rich on buried treasure. Know where I might find that sort of work?"
Corwin races forward, seeking the side of the caravan wagon, near the core of the fight. He pauses in the shadows around the cart, assessing the situation in the briefest of moments.
Seeing that one of the duke's men was only a short distance away and had his attention fully focused on the ugly half-orc Rogar, Corwin springs forward and rams the point of his dagger toward a narrow gap in the guardsman's armor. A good hit would likely take the man down with one stab.
Corwin moves to Z6
Deft Strike on Guard 1 at Z9
Move 2 before attack to Z8
[-dice]1d20+10[/dice]
[-dice]1d4 2d6+7[/dice]
Corwin Moonshadow, Elf Rogue Init +4 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /7) AC 16 Fort 13 Reflex 16 Will 12 Speed 7 Str 16 (+3) Con 12 (+1) Dex 18 (+4) Int 8 (-1) Wis 14 (+2) Cha 10 (+0)
Deft Strike
Martial, Weapon
Standard Action, Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Piercing Strike
Martial, Weapon
Standard Action, Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Dazing Strike
Martial, Weapon
Standard Action, Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target
is dazed until the end of your next turn.
Blinding Barrage
Martial, Weapon
Std Action, Close blast 3
Target: Each enemy in blast you can see
Attack: Dex v AC
Req: Wielding a crossbow, light thrown weapon, sling
Hit: 2W + Dex, and target is blinded until the end of your next turn
Miss: Half damage, target is not blinded
Blinding Barrage Notes Once per round with Combat Advantage can apply Sneak Attack damage of +2d6+3
Group Awareness = +1 Perception to non-elf allies w/in 5
====== Created Using Wizards of the Coast D&D Character Builder ======
Adran, level 1
Elf, Rogue
Rogue Tactics: Brutal Scoundrel
Background: Geography - Forest
FINAL ABILITY SCORES
Str 16, Con 12, Dex 18, Int 8, Wis 14, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10.
ITEMS
Leather Armor, Dagger (3), Sling, Longbow, Shuriken (5), Arrows (30), Sling Bullets (20), Adventurer's Kit, Thieves' Tools, Climber's Kit
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Here is a basic melee striker designed to maintain combat advantage and deal out damage. Looks like the group could use one! His thievery and stealth skills should be valuable in delving as well.
I'm eager to play a swordmage|warlock hybrid, but first wanted to check what is your oppinion on overlapping warlock curses, since I see that there is already one warlock in the group. The way I see it we both can deal curse damage to a cursed target (regardless who cursed it), but only the one who actually cursed it can benefit from its death to fuel his pact boon. Am I right in my assumption?