Light Crusaders- Characters
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  1. #1

    Default Light Crusaders- Characters

    Edit 12/07/08 Udated XP and magic Items

    Edit 11/30/08 Updated XP

    Edit 11/28/08 Updated XP

    Edit 11/10/08: Updated XP, added Magic Items

    Edit 11/2/08: Updated XP.

    Edit 10/6/08: Added Kirun's Sylvan Leather Armor to her profile. Changed Aenthetia's history some. Added XP to each Profile.

    Edit 10/12/08: Added Markas's Holy Symbol to his profile, updated everyone's XP and bumped everyone up a level. I still need to add everyone's new powers and feats.
    Last edited by Doug James; 12-07-2008 at 09:04 PM.

  2. #2

    Default Markas Theron

    Markas Theran

    Male Human Paladin
    Level 5
    XP:6036 Needed for 6th Level: 7500
    Unaligned

    Strength 13 (+1)
    Constitution 12 (+1)
    Dexterity 11 (+0)
    Intelligence 10 (+0)
    Wisdom 18 (+4)
    Charisma 14 (+2)

    Combat Equipment:

    Long Sword
    Plate Mail
    Large Shield

    Symbol of Life Lvl 2
    The power of your faith adds energy to your healing prayers.
    Implement (Holy Symbol)
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 damage per plus
    Power (Daily ✦ Healing): Minor Action. Until the end of
    your turn, any character healed by one of your encounter
    powers or daily powers regains an additional 1d6 hit
    points.

    Skills:

    Acrobatics: -4 = 0 [dexterity] -2 [armor] -2 [shield]
    Arcana: +0 = 0 [intelligence]
    Athletics: -3 = 1 [strength] -2 [armor] -2 [shield]
    Bluff: +2 = 2 [charisma]
    Diplomacy: +7 = 2 [charisma] + 5 [class training]
    Dungeoneering: +4 = 4 [wisdom]
    Endurance: -3 = 1 [constitution] -2 [armor] -2 [shield]
    Heal: +9 = 4 [wisdom] + 5 [class training]
    History: +5 = 0 [intelligence] + 5 [class training]
    Insight: +9 = 4 [wisdom] + 5[class training]
    Intimidate: +2 = 2 [charisma]
    Nature: +4 = 4 [wisdom]
    Perception: +4 = 4 [wisdom]
    Religion: +5 = 0 [intelligence] + 5 [class training]
    Stealth: -4 = 0 [dexterity] -2 [armor]-2 [shield]
    Streetwise: +2 = 2 [charisma]
    Thievery: -4 = 0 [dexterity] -2 [armor]-2 [shield]

    Feats:

    Healing Hands
    Raven Queen's Blessing

    At-Will Powers:

    Divine Challenge [Paladin][minor action]
    Lay On Hands [Paladin][minor action][4/day]
    Bolstering Strike [Level 1]
    Holy Strike [Level 1]
    Valiant Strike [Level 1]

    Encounter Powers:

    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Channel Divinity
    Divine Mettle [minor action]
    Divine Strength [minor action]
    Raven Queen's Blessing
    Fearsome Smite [Level 1]

    Daily Powers:

    Paladin's Judgment [Level 1]


    Background:


    Markas was born in the town Fallcrest, the son of refugees from a remote village over-run by goblin raiders.His mother died while giving birth to him and his father was killed soon after in a bar fight. Orphaned, he was taken in by a kindly old couple who lived humbly in the outskirts of Low Town. Secretly, the couple were followers of the Raven Queen and raised the boy to serve as a Paladin in the SACRED Order of the Knightbirds, like his adopted father. There are but a hand full of the Raven Queen's followers within Fallcrest and they guard their identities carefully, knowing that if they were discovered, they would be treated as an evil cult by the ignorant towsfolk, as if they were no different than cultists of Orcus when in fact the opposite was true..

    When the Order became aware of a sect of Cultists of Orcus in the area, Markas was sure he would be allowed to go fight them, but instead the information was secretly given to the High Priestess at the Church of Pelor and Markas was forced to watch as Lord Marklehay sent a group of his esteemed Light Crusaders to win the glory. Markas continues to work at his job on the docks, spending his evenings in Low Town's seedier taverns, listening and watching, gathering information. Occasionally, he is sent on night missions into the town's cemetaries and graveyards, patrolling and guarding against those who would defile the dead. He has tired of hiding who he really is and longs for the day when he an step out of the shadows and use his lifetime of training to win glory for his true liege,the Raven Queen.
    Last edited by Doug James; 02-01-2009 at 01:16 AM.

  3. #3

    Default Kiran Grimson

    Kiran Grimson
    (pronounced KAI (rhymes with "guy")-run GRIM-sun)

    Male Halfling Rogue
    Level 5
    XP:6036 Needed for 6th Level: 7500
    Good

    Strength 12 (+1)
    Constitution 13 (+1)
    Dexterity 18 (+4)
    Intelligence 10 (+0)
    Wisdom 11 (+0)
    Charisma 16 (+3)

    Combat Equipment:

    Short Sword
    Sylvan Leather Armor +1
    This brown and gray armor is favored by those who want to move
    like a leaf carried along on a forest breeze.

    Enhancement: AC
    Property: Gain a +1 item bonus to Athletics checks and Stealth
    checks equal to the armor’s enhancement bonus
    .

    20 Shurikens

    Acrobat Boots Level 2
    These enchanted boots enhance your acrobatic skills.
    Item Slot: Feet 520 gp
    Property: Gain a +1 item bonus to Acrobatics checks.
    Power (At-Will): Minor Action. Stand up from prone.

    Lifedrinker Short Sword Level 5+
    This weapon transfers an enemy’s vitality to you.
    Lvl 5 +1 1,000 gp
    Weapon: Short Sword
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 necrotic damage per plus
    Property: When you drop an enemy to 0 hit points or
    fewer with a melee attack made with this weapon, gain 5
    temporary hit points.

    Skills:
    Acrobatics: +11 = 4 [dexterity] + 2 [Halfling] + 5 [class training]
    Arcana: +0 = 0 [intelligence]
    Athletics: +6 = 1 [strength] + 5 [class training]
    Bluff: +3 = 8[charisma] + 5 [class training]
    Diplomacy: +3 = 3 [charisma]
    Dungeoneering: +0 = 0 [wisdom]
    Endurance: +1 = 1 [constitution]
    Heal: +0 = 0 [wisdom]
    History: +0 = 0 [intelligence]
    Insight: +0 = 0 [wisdom]
    Intimidate: +3 = 3 [charisma]
    Nature: +0 = 0 [wisdom]
    Perception: +5 = 0 [wisdom] + 5 [class training]
    Religion: +0 = 0 [intelligence]
    Stealth: +9 = 4 [dexterity] + 5 [class training]
    Streetwise: +3 = 3 [charisma]
    Thievery: +11 = 4 [dexterity] + 2 [Halfling] + 5 [class training]

    Feats:

    Halfling Agility

    At-Will Powers:

    Deft Strike [Level 1]
    Sly Flourish [Level 1]

    Encounter Powers:

    Second Chance [Halfling][immediate interrupt]
    Positioning Strike [Level 1]

    Daily Powers:

    Blinding Barrage [Level 1]


    Background:

    Kiran Grimson was born the only son of Emily Grimson, a kind, doting mother, and Kade Grimson, an emotionally distant, miserly father. His father spent little time caring for his son and most of his time adventuring as a rogue in a band of tough, cutthroat bandits. Thanks to his legendary greed, he was able to provide a good life for his family. In the dark, chaotic times in which they lived, Kade saw thievery and deception as necessary evils to survive and protect his family. When Kiran became of age, Kade insisted that he begin training as a rogue, against Emily's wishes, so that Kiran could one day follow in his father's footsteps and become a master thief.

    However, Kade's greed would prove to be his undoing; on a particularly perilous quest to pilfer the hoard of a dragon, he was mortally wounded. He was brought back to Kiran's village by his compatriots in critical condition, but sadly, the dragon's venomous breath inflicted a wound that not even the village's best clerics could heal. On his deathbed, Kade opened up to his son for the first time, showing emotion and love that had been absent during the 19 years of the boy's life. Kade gave Kiran the only treasure he was able to pilfer before the dragon attacked - a large platinum piece bearing a beautifully detailed engraving of Bahamut. Kiran always wears the coin on a chain around his neck, as a good luck charm and keepsake of his father.

    After Kade's death, Kiran decided it was time to strike out on his own. His mother warned him against the diabolical greed which consumed his father and hardened his heart. Kiran decided on that day to eschew any desire for wealth and material possession, and to use his thieving skills only for the benefit of the good. He left his father's small fortune to his mother, to ensure she would be able to live comfortably to the end of her days, and set out with nothing but the clothes on his back and a small backpack filled with supplies... and his father's coin.

    Kiran favors the deities Avondra and Sehanine. Since leaving his home village in the north of the Vale, he's traveled south, eventually arriving in Fallcrest. Though an avowed wanderer, never desiring to settle down with a permanent home, and unconcerned with being tethered by other material possessions, he never-the-less became enamored by his first taste of the "big city".

    He's very kind and generous, striving never to be the cold, miserly man his father was. He's trustworthy to a fault, and always knows he can rely on the kindness of strangers when the chips are down. He's good to his friends, and will do anything or sacrifice anything for them, although his sense of humor is somewhat warped, and he delights in playing harmless practical jokes on his friends.

    Around those he perceives as evil, he's more cautious, and enters more of a moral gray area. He won't hesitate to fight to save himself or his friends, and pilfers from bandits, monsters and other evil entities, not to amass wealth, but merely to provide for himself and his companions.

    Kiran is very bold, sometimes irrationally so, and doesn't waste time fretting over complicated decisions. If faced with a difficult choice, he'll often remove the coin from the chain around his neck and flip it, believing that luck favors the bold. He usually only does this when the outcome of the coin flip would only affect himself; he's more cautious when the decision would involve his friends.

    He's a notorious gambler, and notoriously bad at it; he doesn't gamble to amass wealth, but simply because he enjoys it, and doesn't know what else to do with any wealth he DOES obtain. He's lost notable sums of money in the blink of an eye, only to shrug it off. He always makes sure not to gamble away what he needs to survive.

    Kiran's goals in life are to bring some good into the world and restore the honor to the Grimson family name, which his father has bismirched. Although he would never soberly admit it, he also eventually wants to seek revenge on the dragon that killed his father, whose name he has learned to be Briarfang the Green, a particularly crafty young dragon who is said to have a lair in the eastern Winterbole Forest.

    Currently, Kiran bounces from inn to inn within Fallcrest, meeting new people and learning all he can about the town. Since the majority of the rogues within the town belong to the Nightwatch, he finds himself viewed with suspicion as a nonmember. He's returned to his room more than once to find that his belongings have been rifled through. He's been followed on occasion and seems to have drawn the interest of a Guardsman named Drake who pops up repeatedly in whatever tavern Kiran happens to gambling the night away.
    Last edited by Doug James; 02-01-2009 at 01:17 AM.

  4. #4

    Default Nadarr Nightscale

    Male Dragonborn Fighter
    Level 5
    XP:6036 Needed for 6th Level: 7500
    Good
    Representing Roy


    Strength 16 (+3)
    Constitution 16 (+3)
    Dexterity 13 (+1)
    Intelligence 11 (+0)
    Wisdom 12 (+1)
    Charisma 12 (+1)
    Height: 6' 7"
    Weight: 280 lb
    Scales: Black
    Eyes: Silver
    Hair: None

    Speed: 5


    Maximum Hit Points: 37


    Bloodied: 18
    Surge Value: 12 [includes draconic heritage]
    Surges / Day: 12 [includes constitution modifier

    Combat Equipment
    Fortification Plate Level 4+
    Dragonborn are no strangers to battle, and they developed this
    armor to deflect the deadliest enemy attacks.

    Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
    Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
    Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
    Armor: Scale, Plate
    Enhancement: AC
    Property: Whenever a critical hit is scored against you, roll
    1d20. On a result of 16–20, the critical hit becomes a
    normal hit.

    Vanguard Halberd Level 3+
    Favored by soldiers of the frontline, this weapon makes any
    charge formidable.

    Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
    Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
    Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
    Weapon: Any melee
    Enhancement: Attack rolls and damage rolls
    Critical: +1d8 damage per plus
    Property: Deal +1d8 damage on any successful charge.
    Power (Daily): Minor Action. Use this power when you
    make a charge attack. If you hit with your charge attack,
    all allies within 10 squares of you gain a +1 bonus to
    attack rolls and gain your Charisma bonus as a bonus to
    damage rolls until the start of your next turn.


    Armor Class: 17 = 10 + 7 [scale]
    Fortitude Defense: 15 = 10 + 2 [fighter] + 3 [constitution]
    Reflex Defense: 11 = 10 + 1 [dexterity]
    Will Defense: 11 = 10 + 1 [wisdom]


    Skills
    Acrobatics: +1 = 1 [dexterity]
    Arcana: +0 = 0 [intelligence]
    Athletics: +8 = 3 [strength] + 5 [class training]
    Bluff: +1 = 1 [charisma]
    Diplomacy: +1 = 1 [charisma]
    Dungeoneering: +1 = 1 [wisdom]
    Endurance: +3 = 3 [constitution]
    Heal: +6 = 1 [wisdom] + 5 [class training]
    History: +2 = 0 [intelligence] + 2 [Dragonborn]
    Insight: +1 = 1 [wisdom]
    Intimidate: +8 = 1 [charisma] + 2 [Dragonborn] + 5 [class training]
    Nature: +1 = 1 [wisdom]
    Perception: +1 = 1 [wisdom]
    Religion: +0 = 0 [intelligence]
    Stealth: +1 = 1 [dexterity]
    Streetwise: +1 = 1 [charisma]
    Thievery: +1 = 1 [dexterity]

    Feats:

    Enlarged Dragonbreath

    At-Will Powers:

    Cleave [Fighter] [Level 1]
    Reaping Strike [Fighter] [Level 1]

    Encounter Powers:

    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Dragon Breath [Dragonborn Racial Ability]
    Covering Attack [Fighter] [Level 1]

    Daily Powers:
    Comeback Strike [Fighter] [Level 1]

    History
    Nadarr was hatched in the south, growing up in a small village amid the ruins of a larger city. His earliest memories are of exploring those ruins with his clutchmates. While many of his clutchmates went on to become devoted clerics and paladins of bahumet, Nadarr found himself unable to focus on his studies. Instead he wanted to fight. So he became a fighter.

    Once grown, he left home to become a mercenary and caravan guard. His travels took him further north until he found himself in the town of Fallcrest. After a disagreement with the caravan master that had brought him here, he was unemployed. Intrigued by the Light Crusaders organization, he sought to join the Order of the Pike. Unfortunately, for reasons he was never given, he was rejected.

    He now spends his ever dwindling supply of coin languishing in taverns, awaiting word of a job,
    Last edited by Doug James; 02-01-2009 at 01:18 AM.

  5. #5

    Default Smylar Everlong

    Male Half-Elf Cleric
    Level 5
    XP:6036 Needed for 6th Level: 7500
    Good
    Representing Alex


    Strength 13 (+1)
    Constitution 14 (+2)
    Dexterity 11 (+0)
    Intelligence 10 (+0)
    Wisdom 16 (+3)
    Charisma 16 (+3)
    Height: 6' 0"
    Weight: 180 lb
    Skin: Brown
    Eyes: Light Brown
    Hair: Black; Straight; Average Beard

    Maximum Hit Points: 32

    Bloodied: 16
    Surge Value: 8
    Surges / Day: 9 [includes constitution modifier]

    Size: Medium
    Speed: 5 squares [includes armor penalty]
    Vision: Low-light


    Initiative: 1d20 +0 = + 0 [dexterity]
    Base Strength Attack: 1d20 +1 = + 1 [strength]
    Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
    Base Constitution Attack: 1d20 +2 = + 2 [constitution]
    Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
    Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
    Base Charisma Attack: 1d20 +3 = + 3 [charisma]


    Armor Class: 16 = 10 + 6 [chainmail]
    Fortitude Defense: 12 = 10 + 2 [constitution]
    Reflex Defense: 10 = 10
    Will Defense: 15 = 10 + 2 [cleric] + 3 [wisdom]


    Belt of Sacrifice Level 7
    This belt of leather allows you to help others heal.
    Lvl 7 2,600 gp
    Item Slot: Waist
    Property: Each ally within 5 squares of you gains a +1 item
    bonus to his or her healing surge value.
    Power (Daily ✦ Healing): Minor Action. Lose two healing
    surges. An ally within 5 squares of you regains one healing
    surge.

    Armor: Chainmail (40 lb)

    Shield: None


    Attacks:


    Unarmed Melee: +1 vs AC [+1 strength]; damage 1[W]=1d4+1 [strength]
    Macev: +3 vs AC [+1 strength] [+2 proficiency]; damage 1[W]=1d8+1 [strength] 6 lb (Mace) versatile
    Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
    Turn Undead +3i [wisdom] vs will
    Lance of Faith +3i [wisdom] vs reflex
    Sacred Flame +3i [wisdom] vs reflex
    Eyebite +3i [charisma] vs will
    Divine Glow +3i [wisdom] vs reflex
    Beacon of Hope +3i [wisdom] vs will
    v Versatile weapon. Add +1 to-hit if using two-handed.
    i Implement-usable power. Apply a bonus as appropriate.


    Base Saving Throw: d20 vs 10

    Encumberance 4e
    Normal Load:
    Heavy Load:
    Maximum Drag Load
    130 lb.
    260 lb.
    650 lb.


    Encumberance 3.5
    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
    50 lb. or less
    51-100 lb.
    101-150 lb.
    150 lb.
    300 lb.
    750 lb.

    Languages: Common; Draconic; Elven;

    Rituals Known:
    Banish Vermin [Dragon 366] [Level 1]
    Gentle Repose [Level 1]

    Skills:

    Acrobatics: -1 = 0 [dexterity] -1 [armor]
    Arcana: +5 = 0 [intelligence] + 5 [class training]
    Athletics: +0 = 1 [strength] -1 [armor]
    Bluff: +3 = 3 [charisma]
    Diplomacy: +5 = 3 [charisma] + 2 [half-elf]
    Dungeoneering: +3 = 3 [wisdom]
    Endurance: +1 = 2 [constitution] -1 [armor]
    Heal: +8 = 3 [wisdom] + 5 [class training]
    History: +5 = 0 [intelligence] + 5 [class training]
    Insight: +5 = 3 [wisdom] + 2 [half-elf]
    Intimidate: +3 = 3 [charisma]
    Nature: +3 = 3 [wisdom]
    Perception: +3 = 3 [wisdom]
    Religion: +5 = 0 [intelligence] + 5 [class training]
    Stealth: -1 = 0 [dexterity] -1 [armor]
    Streetwise: +3 = 3 [charisma]
    Thievery: -1 = 0 [dexterity] -1 [armor]

    Feats:
    Harmony of Erathis


    At-Will:
    Basic Melee Attack: By weapon, damage 1[W]+1 [strength]
    Basic Ranged Attack: By weapon, damage 1[W]
    Bull Rush: +1 [strength] vs fortitude
    Grab: +1 [strength] vs reflex
    Move grabbed target: +1 [strength] vs fortitude
    Escape: -1 [acrobatics] vs reflex / +0 [athletics] vs fortitude
    Lance of Faith [Level 1]
    Sacred Flame [Level 1]

    Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)

    Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

    Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)

    Other Immediate Action: Readied action

    Other Opportunity Action: Opportunity attack

    Other Free Actions: Drop held items; End a grab; Talk

    Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

    Short rest: Healing surges as available

    Five minutes: Normal escape from restraints (Acrobatics)

    One hour: Forage; Streetwise check



    Encounter Powers:
    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Eyebite [Half-Elf]
    Channel Divinity
    Divine Fortune [free action]
    Turn Undead
    Harmony of Erathis
    Healing Word [minor action, 2x/encounter, maximum 1x/round]
    Divine Glow [Level 1]

    Daily Powers:
    Beacon of Hope [Level 1]

    Half-Elf
    +2 Constitution, +2 Charisma (already included)
    +2 Diplomacy, +2 Insight
    Dilettante -- at-will power from another class as encounter power
    Dual Heritage (may use feats etc. for humans or elves)
    Group Diplomacy (allies within 5 squares get +1 on diplomacy)

    Cleric
    Channel Divinity -- Divine Fortune
    Channel Divinity -- Turn Undead
    Healer's Lore (add your wisdom bonus to healing granted by a power)
    Healing Word
    Ritual Casting [bonus feat, not listed above]



    Smylar Everlong's Equipment:
    Crossbow bolts (quiver of 20) x2
    Backpack
    Bedroll
    Flint and steel
    Pouch (belt) x1
    Rations (1 day) x10
    Rope (50', hempen) x1
    Sunrods x2
    Waterskins x1
    Ritual book x1
    Ritual components

    Quote: "Erathis wills it."

    History: Smylar is a member of two longstanding Fallcrest families, the Human Gabriella family and the Elvish Everlongs. His parents marriage united the two families and was much celebrated. He and his siblings have shown great promise and all are budding Light Crusaders.

    Smylar spent his youth dedicated to his studies at the Temple of Erathis, expected to go far by all his mentors.

    Secretly, Smylar belongs to The Sacred Shadow, an order of allies of the Cult of the Raven Queen. Though not actual members, they are aware of the cult's existence in fallcrest and are sympathetic towards thier cause.
    Last edited by Doug James; 02-01-2009 at 01:21 AM.

  6. #6

    Default

    Checkmate

    Male Tiefling Warlord
    Level 5
    XP:6036 Needed for 6th Level: 7500
    Unaligned
    Representing Thomas

    Strength 16 (+3)
    Constitution 12 (+1)
    Dexterity 10 (+0)
    Intelligence 16 (+3)
    Wisdom 11 (+0)
    Charisma 15 (+2)

    Height: 6' 2"
    Weight: 220 lb
    Skin: Rust
    Eyes: Green
    Hair: White; Straight; Average Beard

    Delver’s Chainmail Level 8
    A popular armor among adventurers, it is relatively easy to
    make.
    Lvl 8 +2 3,400 gp
    Armor: Chain
    Enhancement: AC
    Power (Daily): Free Action. Gain a +2 power bonus to a saving
    throw you just rolled; use the new result.

    Wildrunners Level 4
    Crafted from the skins of wild plains animals, these boots lend
    you extraordinary speed.
    Item Slot: Feet 840 gp
    Property: When you run, move your speed + 4 instead of
    speed + 2.
    Power (Daily): Free Action. Use this power when you run.
    Enemies do not gain combat advantage against you.


    Maximum Hit Points: 29

    Bloodied: 14
    Surge Value: 7
    Surges / Day: 8 [includes constitution modifier]

    Size: Medium
    Speed: 5 squares [includes armor penalty]
    Vision: Low-light

    Initiative: 1d20 +2 = + 0 [dexterity] + 2 [combat leader]
    Base Strength Attack: 1d20 +3 = + 3 [strength]
    Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
    Base Constitution Attack: 1d20 +1 = + 1 [constitution]
    Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
    Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
    Base Charisma Attack: 1d20 +2 = + 2 [charisma]

    Armor Class: 16 = 10 + 6 [chainmail]
    Fortitude Defense: 14 = 10 + 1 [warlord] + 3 [strength]
    Reflex Defense: 13 = 10 + 3 [intelligence]
    Will Defense: 13 = 10 + 1 [warlord] + 2 [charisma]

    Armor: Chainmail (40 lb)

    Shield: None

    Attacks:
    Unarmed Melee: +3 vs AC [+3 strength]; damage 1[W]=1d4+3 [strength]
    Greatsword: +6 vs AC [+3 strength] [+3 proficiency]; damage 1[W]=1d10+3 [strength] 8 lb (Heavy blade)
    Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
    Commander's Strike (ally adds your intelligence bonus to damage)
    Wolfpack Tactics +3w [strength] vs AC
    Warlord's Favor +3w [strength] vs AC
    Lead the Attack +3w [strength] vs AC
    w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

    Base Saving Throw: d20 vs 10

    Languages: Common; Goblin

    Skills:
    Acrobatics: -1 = 0 [dexterity] -1 [armor]
    Arcana: +3 = 3 [intelligence]
    Athletics: +7 = 3 [strength] + 5 [class training]-1 [armor]
    Bluff: +4 = 2 [charisma] + 2 [Tiefling]
    Diplomacy: +7 = 2 [charisma] + 5 [class training]
    Dungeoneering: +0 = 0 [wisdom]
    Endurance: +0 = 1 [constitution] -1 [armor]
    Heal: +5 = 0 [wisdom] + 5 [class training]
    History: +3 = 3 [intelligence]
    Insight: +0 = 0 [wisdom]
    Intimidate: +7 = 2 [charisma] + 5 [class training]
    Nature: +0 = 0 [wisdom]
    Perception: +0 = 0 [wisdom]
    Religion: +3 = 3 [intelligence]
    Stealth: +1 = 0 [dexterity] + 2 [Tiefling] -1 [armor]
    Streetwise: +2 = 2 [charisma]
    Thievery: -1 = 0 [dexterity] -1 [armor]

    Feats:
    Ferocious Rebuke

    At-Will:

    Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
    Basic Ranged Attack: By weapon, damage 1[W]
    Bull Rush: +3 [strength] vs fortitude
    Grab: +3 [strength] vs reflex
    Move grabbed target: +3 [strength] vs fortitude
    Escape: -1 [acrobatics] vs reflex / +7 [athletics] vs fortitude
    Commander's Strike [Level 1]
    Wolf Pack Tactics [Level 1]

    Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)

    Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

    Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)

    Other Immediate Action: Readied action

    Other Opportunity Action: Opportunity attack

    Other Free Actions: Drop held items; End a grab; Talk

    Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

    Short rest: Healing surges as available

    Five minutes: Normal escape from restraints (Acrobatics)

    One hour: Forage; Streetwise check

    Encounter Powers:

    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Infernal Wrath [Tiefling][minor action]
    Inspiring Word [minor action][2x/encounter]
    Warlord's Favor [Level 1]

    Daily Powers:

    Lead the Attack [Level 1]

    Tiefling
    +2 Intelligence, +2 Charisma (already included)
    +2 Bluff, +2 Stealth
    Bloodhunt (+1 on attack rolls vs. bloodied foes)
    Fire Resistance (resist fire 5 + half your level)
    Infernal Wrath

    Warlord
    Combat Leader (+2 initiative for self and all allies within ten squares)
    This warlord chose the inspiring presence.
    Inspiring Word

    Checkmate's Equipment:
    Crossbow bolts (quiver of 20) x2
    Backpack
    Bedroll
    Flint and steel
    Grappling hook
    Hammer
    Pitons x10
    Pouch (belt) x1
    Rations (1 day) x10
    Rope (50', hempen) x1
    Sunrods x2
    Waterskins x2

    More about Checkmate:
    Checkmate arrived in Fallcrest as a child, part of a group of refugees from a village over-run by gnolls. He was adopted by one of Fallcrest's Guardsmen and his wife. Once tested, his adopted parents were quite proud when he was accepted into the Order of the Helm.

    unfortunately, his academis career within the Order has been bumpy. While excels at his studies and has progressed into a very capable young Warlord, his instructors fault him for his "attitude" and his inability to simply accept things as they are.

    Because of this he was given the less appealing guard duties, usually around the quiet areas of town, such as the Tombwood. Converesly, he was recruited secretly into the Sacred Shadow where he works closely with the followers of the Raven Queen to guard the towns cemetaries and graveyards.


    Quote: "Check and mate."
    Last edited by Doug James; 02-01-2009 at 01:23 AM.

  7. #7

    Default Aenthetia Eveht

    Aenthetia Eveht

    Female Eladrin Wizard
    Level 5
    XP:6036 Needed for 6th Level: 7500
    Good (Chaotic)
    Representing Sean

    Strength 10 (+0)
    Constitution 14 (+2)
    Dexterity 14 (+2)
    Intelligence 19 (+4)
    Wisdom 12 (+1)
    Charisma 13 (+1)

    Height: 5' 10"
    Weight: 165 lb
    Skin: Tan
    Eyes: Green
    Hair: Light Brown; Straight

    Maximum Hit Points: 36

    Bloodied: 18
    Surge Value: 9
    Surges / Day: 8 [includes constitution modifier]


    Size: Medium
    Speed: 6 squares
    Vision: Low-light

    Initiative: 1d20+8 =+2 [dexterity] + [Improved Initiative]
    Base Strength Attack: 1d20+0 =+0 [strength]
    Base Dexterity Attack: 1d20+2 =+2 [dexterity]
    Base Constitution Attack: 1d20+2 =+2 [constitution]
    Base Intelligence Attack: 1d20+4 =+4 [intelligence]
    Base Wisdom Attack: 1d20+1 =+1 [wisdom]
    Base Charisma Attack: 1d20+1 =+1 [charisma]

    Armor Class: 16 = 10+4 [intelligence] + 2 [1/2lvl]
    Fortitude Defense: 14 = 10+2 [constitution] + 2 [1/2lvl]
    Reflex Defense: 16 = 10+4 [intelligence] + 2 [1/2lvl]
    Will Defense: 16 = 10+1 [Eladrin] +2 [wizard] +1 [charisma] + 2 [1/2lvl]

    Armor: None (Initiate's Robes)

    Shield: None

    Attacks:
    Unarmed Melee: +2 vs AC [0 strength]; damage 1[W]=1d4
    Daggers (x10): +6 vs AC [0 strength] [+3 proficiency]; damage 1[W]=1d4 range 5/10 1 lb (Light blade); usable off-hand; light throwable
    Thrown: +8 vs AC [+2 dexterity] [+3 proficient, damage 1d4+2 [dexterity]
    Longswordv: +6 vs AC [0 strength] [+3 proficiency]; damage 1[W]=1d8 4 lb (Heavy blade) versatile
    Magic Missile +6i [intelligence] vs reflex
    Scorching Burst +6i [intelligence] vs reflex
    Chill Strike +6i [intelligence] vs Fort
    Flaming Sphere +6i [intelligence] vs reflex
    Sleep +5i [intelligence] vs will
    v Versatile weapon. Add +1 to-hit if using two-handed.
    i Implement-usable power. Apply a bonus as appropriate.
    Base Saving Throw: d20 vs 10

    Encumberance 4e

    Normal Load: 100 lb.
    Heavy Load: 200 lb.
    Maximum Drag Load: 500 lb.

    Languages: Common; Elven;

    Rituals Known:
    Comprehend Language [Level 1]
    Explorer's Fire [Dragon 366] [Level 1]
    Silence [Level 1]
    Enchant [Level 4]
    Brew Potion [Level 1]
    Eye of Alarm [Level 1]
    Tensor's Floating Disc [Level 1]
    Amanesis [Level 1]
    In Spellbook
    Disenchant [Level 6]

    Skills: (+2 to untrained skill checks from Jack of All Trades Feat)
    Acrobatics: +6 = 2 [dexterity] + 2 [1/2lvl]
    Arcana: +13 = 4 [intelligence] +2 [Eladrin] +5 [class training] + 2 [1/2lvl]
    Athletics: +4 = 0 [strength] + 2 [1/2lvl]
    Bluff: +2 = 5 [charisma] + 2 [1/2lvl]
    Diplomacy: +5 = 1 [charisma] + 2 [1/2lvl]
    Dungeoneering: +8 = 1 [wisdom] + 5 [class training] + 2 [1/2lvl]
    Endurance: +6 = 2 [constitution] + 2 [1/2lvl]
    Heal: +1 = 5 [wisdom] + 2 [1/2lvl]
    History: +13 = 4 [intelligence] +2 [Eladrin] +5 [eladrin education] + 2 [1/2lvl]
    Insight: +5 = 0 [wisdom] + 2 [1/2lvl]
    Intimidate: +5 = 1 [charisma] + 2 [1/2lvl]
    Nature: +8 = 0 [wisdom] + 5 [class training] + 2 [1/2lvl]
    Perception: +5 = 0 [wisdom] + 2 [1/2lvl]
    Religion: +11 = 4 [intelligence] +5 [class training] + 2 [1/2lvl]
    Stealth: +6 = 2 [dexterity] + 2 [1/2lvl]
    Streetwise: +5 = 1 [charisma] + 2 [1/2lvl]
    Thievery: +6 = 2 [dexterity] + 2 [1/2lvl]

    Feats:
    Astral Fire
    Improved Initiative
    Jack of All Trades

    At-Will:
    Basic Melee Attack: By weapon, damage 1[W]
    Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity]
    Bull Rush: +0 [strength] vs fortitude
    Grab: +0 [strength] vs reflex
    Move grabbed target: +0 [strength] vs fortitude
    Escape: +2 [acrobatics] vs reflex / +0 [athletics] vs fortitude
    Ghost Sound [Wizard]
    Light [Wizard][minor action]
    Mage Hand [Wizard][minor action]
    Prestidigitation [Wizard]
    *Magic Missle [Level 1]
    *Scorching Burst [Level 1]

    Encounter Powers:
    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Fey Step [Eladrin][move action]
    Use Implement [free action]
    *Chill Strike [Level 1]
    *Shield [Level 2]
    Fire Shroud[Level 3]
    Color Spray [Level 3]

    Daily Powers:
    *Flaming Sphere [Level 1]
    Sleep [Level 1]
    Expeditious Retreat [Level 2]

    * Memorized Spells

    Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.

    Eladrin
    * +2 Dexterity, +2 Intelligence (already included)
    * +2 Arcana, +2 History
    * Eladrin Education (already included)
    * Eladrin Will (+1 on will defense, +5 vs charms)
    * Fey Origin
    * Trance
    * Fey Step

    Wizard
    * This wizard prefers using a wand.
    * Cantrips
    * Ritual Casting [bonus feat, not listed above]
    * Spellbook



    Aenthetia Eveht's Equipment:
    Flame Wand Level 3+
    Small flames become conflagrations when channeled through
    this wand.
    Lvl 3 +1 680 gp
    Implement (Wand)
    Enhancement: Attack rolls and damage rolls
    Critical: +1d8 fire damage per plus
    Property: Gain a +1 item bonus to damage rolls when you
    use this wand to attack with a power that has the fire and
    implement keywords.
    Power (Encounter ✦ Arcane, Fire, Implement): Standard
    Action. As the wizard’s scorching burst power (PH 159).


    51 lb Weapons / Armor / Shield (from above)
    Backpack
    Bedroll
    Flint and steel
    Pouch (belt) x1
    Rations (1 day) x10
    Rope (50', hempen) x1
    Sunrods x2
    Waterskins x1
    Spellbook x1
    Wand
    Staff
    Aenthetia is a long time student of the magical arts, but has grown bored of the tedium of study and wants dearly to practice her craft and explore ruins and learn more about the world first-hand. She is reckless compared to her kin, and has an impulsive streak unlike her brothers and sisters. Hopeful and optimistic, and ever inquisitive. She loves to flaunt her knowledge of nature, religion, and history. She takes her archeology very seriously, and constantly strives to include more in her thirst for knowledge.

    She also has a tendency toward power, she knows that her chosen path of fire is a powerful one, and can't wait to test it in battle. Her grandfather was an esteemed war wizard who died under orders and with honor defending Fallcrest during the Bloodspear Wars. She is well aware of the dangers, but is confident in her abilities.

    Her lust for knowledge and power causes her to skirt the rules in order to attain what she wants. Aenthetia has been threatened many times in the past with expulsion from the Arcane Academy for exploring areas of the archives off limits to a student of her station. Because of these limits imposed on her at the academy she decided to strike out on her own, and learn from the world first-hand.

    On the founding of the Academy, Aenthetia remembers an early mentor named Hasafir who shared her thirst for knowledge and love of archeology. Being her favorite teacher, Aenthesia was crushed when he suddenly vanished. None of her other teachers, nor Nimozaran the Headmaster would discuss it further, urging her to forget Hasafir.

    And forget him she did, until recently, while "slumming" in Low Town, she overheard a patron speak Hasafir's name. With a little gold and her feminine guiles, Aesthetia learned what she could from the old man. She learned that Hasafir was now a member of a mysterious organization known as The Mages of Saruun, a powerful order of Wizards that laired somewhere called The Seven Pillared Hall. Further research revealed that Saruun Keld was the name of the ancient minotaur city that once ruled over the Nentir Vale, though it's exact location has thus far escaped her. She secretly plans to seek it out, when given the chance, in the hopes of reuinting with her old friend and teacher.

    *EDIT: 10/17/08 - Mindlord - Updated sheet to reflect new spells and feats
    *EDIT: 12/26/08 - Mindlord - Updated sheet to reflect level up Jack of all trades feat swapped out Fire Shroud for Color Spray
    Last edited by Doug James; 02-01-2009 at 01:26 AM.

  8. #8

    Default Quick note about my character

    Hey,

    I checked back and it looks like armor that Kiran was using Sylvan leather armor after all, not hide. It's listed on the character sheet in this thread and mentioned in the campaign blog here.

    Which means that the way I was doing it before was right, Kiran's base armor class is now 18 rather than 19, and the penalties he was suffering don't apply.

  9. #9

    Default

    I've decided to reroll my Paladin.

    I've included a zip file with the D&D Character Builder file of the character but I'm also going to post him here.

    Pharin Odimar

    Male Human Paladin
    Level 4
    XP:
    Needed for 4th Level:
    Unaligned

    Strength 17 (+3)
    Constitution 14 (+2)
    Dexterity 10 (+0)
    Intelligence 11 (+0)
    Wisdom 16 (+3)
    Charisma 14 (+2)

    Combat Equipment:

    Fullblade
    Plate Mail


    Skills:

    Acrobatics: +0 = 0 [dexterity] + 2 [half level]-2 [armor]
    Arcana: +2 = 0 [intelligence] + 2 [half level]
    Athletics: +3 = 3 [strength] + 2 [half level]-2 [armor]
    Bluff: +3 = 1 [charisma] + 2 [half level]
    Diplomacy: +8 = 1 [charisma] + 2 [half level] + 5 [class training]
    Dungeoneering: +5 = 3 [wisdom] + 2 [half level]
    Endurance: +2 = 2 [constitution] + 2 [half level]-2 [armor]
    Heal: +10 = 3 [wisdom] + 2 [half level] + 5 [class training]
    History: +7 = 0 [intelligence] + 2 [half level] + 5 [class training]
    Insight: +10 = 3 [wisdom] + 2 [half level] + 5 [class training]
    Intimidate: +3 = 1 [charisma] + 2 [half level]
    Nature: +5 = 3 [wisdom] + 2 [half level]
    Perception: +5 = 3 [wisdom] + 2 [half level]
    Religion: +7 = 0 [intelligence] + 2 [half level] + 5 [class training]
    Stealth: +0 = 0 [dexterity] + 2 [half level]-2 [armor]
    Streetwise: +3 = 1 [charisma] + 2 [half level]
    Thievery: +0 = 0 [dexterity] + 2 [half level]-2 [armor]

    Feats:

    Improved Initiative
    Power Attack
    Toughness
    Weapon Proficiency -- Other Superior Melee Weapons (Fullblade Specifically)

    At-Will Powers:

    Divine Challenge [Paladin][minor action]
    Lay On Hands [Paladin][minor action][3/day]
    Enfeebling Strike [Level 1]
    Holy Strike [Level 1]
    Valiant Strike [Level 1]

    Encounter Powers:

    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Channel Divinity
    Divine Mettle [minor action]
    Divine Strength [minor action]
    Piercing Smite
    Arcing Smite

    Daily Powers:

    Paladin's Judgment [Level 1]
    Sacred Circle [Level 2 Utility]
    Attached Files Attached Files
    Last edited by MorsDraconis; 12-22-2008 at 01:58 PM.

  10. #10

    Default

    I can't access the zip file at the moment so tell me- what all did you change? Gods?
    I see you went for less healer and more tank.

    I have two options, I think.

    One, keep Markus until we finish the assault on the Horned Hold and switch them out when you return to the 7 Pillard hall.

    Two, put Markus' name on the new build. It may be rule-bending to an extent but from what I see so far, not that much. Switching gods might be a problem though.

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