The Soulless Earth

North King

blech
Joined
Jan 2, 2004
Messages
18,165
In the spirit of flyingchicken's short-lived game, I'm DMing a campaign of DnD over IRC. This will serve as an ongoing log and discussion thread. If you're not in the game, well, watch as the adventure of these intrepid young men (and maybe women) unfolds, and if you want you can try to sub for missing players if ever. You can catch us chatting about in http://nes-chat.tk.

Players can feel free to post character sheets or backstories here. Some detail about the world as it gets revealed will also be posted here.
 
Unknown
Human Male Lawful Good Shaman Level 3
6'3, 18 years old, dark skin, neck length dreadlocks, great build, usually has white paint on face in shape of skull, deep blue eyes

Hit Points 38
Healing Surges 10

AC 14
Initiative 0
Fortitude 16
Will 17
Reflex 13


STR: 10 (+0)
CON: 16 (+3)
DEX: 9 (-1)
INT: 13 (+1)
WIS: 19 (+4)
CHA: 13 (+1)


Trained Skills: Nature (+10), Arcana (+7), Insight (+10), Perception (+10), Heal (+12)

Powers:

Call Spirit Companion
Your soul reaches out to your spirit friend, which faithfully
appears at your side.
At-Will ✦ Conjuration, Primal
Minor Action Close burst 20
Effect: You conjure your spirit companion in an unoccupied
square in the burst. The spirit lasts until you fall
unconscious or until you dismiss it as a minor action. The
spirit occupies 1 square. Enemies cannot move through
its space, but allies can. When you take a move action,
you can also move the spirit a number of squares equal
to your speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged
attack deals damage to the spirit equal to 10 + one-half
your level or higher, the spirit disappears, and you take
damage equal to 5 + one-half your level. Otherwise, the
spirit is unaffected by the attack.


Spirit Shield
Your spirit companion bats at a foe that drops its guard, and a
nearby ally draws healing energy from the spirit.
At-Will ✦ Healing, Implement, Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit
companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion
regains hit points equal to your Wisdom modifier.

Defending Strike
Your spirit companion strikes a foe, drawing energy from the
enemy and turning that energy into a protective shield.
At-Will ✦ Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. Until the end of your
next turn, you and your allies gain a +1 power bonus to
AC while adjacent to your spirit companion.

Protecting Strike
Roaring echoes from ancient caves and hollows accompany
your spirit companion’s attack, infusing your allies with vitality.
At-Will ✦ Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent
to your spirit companion gains temporary hit points
equal to your Constitution modifier.

Thunder Bear's Warding
An ancient bear spirit roars with thunder and channels its
strength through your spirit companion to bolster your allies.
Encounter ✦ Implement, Primal, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier thunder damage. Until the
end of your next turn, you and your allies gain resistance
to all damage equal to your Constitution modifier while
adjacent to your spirit companion.
Protector Spirit: You or an ally within 5 squares of you
gains temporary hit points equal to your Constitution
modifier.

Call to the Savage Elder
Your spirit companion lashes out in a savage attack, filling your
allies with ferocity.
Encounter ✦ Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. Until the end of
your next turn, any ally adjacent to your spirit companion
gains a power bonus to the damage rolls of melee attacks
equal to your Wisdom modifier.

Speak With Spirits
You commune with the spirits, letting them guide your words
and actions.
Encounter ✦ Primal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill
check equal to your Wisdom modifier.


Healing Spirit
You call to the spirits on behalf of a wounded ally, closing
wounds and filling your ally with vigor.
Encounter (Special) ✦ Healing, Primal
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge. If the target
does so, one ally adjacent to your spirit companion, other
than the target, regains 1d6 hit points.

Bonds of the Clan
You take on a portion of your ally’s injury.
Encounter ✦ Primal
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you takes damage
Target: The triggering ally
Effect: You and the target each take half of the damage.

Spirit of the Healing Flood
The spirit of the great flood appears, a being of storm-tossed
water. Its essence sustains your allies and drowns your foes.
Daily ✦ Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in
the burst gain regeneration 2 while bloodied. As a minor
action, a character can end this effect on himself or
herself to regain 10 hit points.


Class Features:

Protector Spirit
You draw on the strength of the bear or a similar protective
spirit to defend and bolster your allies.

Spirit Boon: Any ally adjacent to your spirit
companion regains additional hit points equal to
your Constitution modifier when he or she uses
second wind or when you use a healing power on
him or her.

Feats

Shared Healing Spirit
Prerequisite: Shaman, healing spirit power
Benefit: When you use healing spirit, you can
choose one ally within 2 squares of the target to
regain the additional hit points, instead of an ally
adjacent to your spirit companion.

Combat Medic
Prerequisite: Trained in Heal
Benefit: You administer first aid to stabilize the
dying as a minor action, instead of a standard action.
You also gain a +2 feat bonus to Heal checks.

Protector Spirit Adept
Prerequisite: Shaman, Protector Spirit
Benefit: Your allies gain a +1 bonus to Fortitude,
Reflex, and Will while adjacent to your spirit
companion.

Equipment: Leather Armor, +1 Quarterstaff, Dagger

Mount: Booga - Golden Steppe Horse


Spoiler Background :
It is a common misconception among outsides that the shamanic tribes are savages. Spirits control the very essence that surrounds us all but only the truly devoted can speak and guide these spirits. Some are born into the tribes that practice this balancing act with the spirits and some fewer still are born with special abilities and powers. The Panther tribe, warriors to the core, are warriors that hunt ruthlessly their enemies with the aid of spirit companions in the forms of carnivorous beasts. The great chief had many children to his name, but only one son to succeed him. The greatest warrior became the chief and his children usually had powers beyond the measure of the average shaman. Six daughters that showed fierce fighting abilities and awesome control of their spirit companions. Right up there with the men in the tribe when it came down to combat and thrill of the hunt. However the son was the last of the chief's children to reach the age of ascension. At eighteen years of age the spirit world sends out a companion animal to live side by side and aid it's master. He had trained his entire childhood for this day, learning the skills of the spear and hand to hand combat, training his body and mind for the moment he would be come a man. With the entire tribe cheering him on and his father standing by his side he meditated atop the ascension mound, in full ceremonial paint, for hours upon hours. Finally a great light erupted from his body unleashing onto the world his spirit companion. What came forth was not what was expected, it was not a panther, lion or other beast of war, it was but an Otter, a river rat. His father stood in shame while his panther spirit growled at the Otter spirit. The panther was fifteen times larger than the otter but he stood there in defiance, protecting his master, spirits show no fear. The chief commanded the panther to strike and the Otter vanished in a swirl of energy as the claws of the beast sent him back to the spirit realm causing harm to his son at the same time. Now backing away from his father he had no where to go as the chief grabbed a spear and brought it down into his chest causing him to fall into unconsciousness. His sisters took his body and dropped it into the river near the village leaving him for the many alligators and other beasts that swam those waters. In a state of near death he washed up on a fallen tree where he briefly regained himself and called to his companion. Warmth surged through his body as he passed out again only to wake up farther up the bank with his companion watching over him with an unblinking gaze. The otter's ear perked and he switched his eyes towards the river but it was too late. In his weakened state unknown men with nets and chains had grabbed him...was this truly his destiny?
 
Thryar Uttarsson, Level 3 Unaligned Human Male Fighter
17 years old, 6'5", 190, follower of Kord, ?
50 Hit Point, 13 Healing Surge
Initiative 2, 1 Action Point
AC 20, Fortitude 18, Reflex 15, Will 12
Speed 5, Insight 11, Perception 11

STR 16 (+3)
CON 18 (+4)
DEX 13 (+1)
INT 9 (-1)
WIS 11 (+0)
CHA 11 (+0)

Trained Skills: Athletics (+7), Endurance (+8), Heal (+6), Intimidate (+6)
Untrained Skills: Default – Ability Modifier

Exploits
Cleave
Fighter Attack 1
At Will - Martial, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: Hit: 1[W] + Strength modifier damage, and an enemy adjacent
to you takes damage equal to your Strength modifier

Sure Strike
Fighter Attack 1
At Will - Martial, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: Hit: 1[W] damage. Strength +2 vs. AC for attack roll

Tide of Iron
Fighter Attack 1
At Will - Martial, Weapon
Standard Action - Melee Weapon
Requirement: You must be wearing a shield
Target: One Creature
Effect: 1[W] + Strength modifier damage, and you push the
target 1 square if it is your size, smaller than you, or one
size category larger. You can shift into the space that the
target occupied.


Passing Attack
Fighter Attack 1
Encounter - Martial, Weapon
Standard Action - Melee Weapon
Target: One Creature
Effect: 1[W] + Strength modifier damage, and you can shift
1 square. Make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Strength + 2 vs. AC

Comeback Strike
Paladin Attack 1
Daily - Healing, Martial, Reliable, Weapon
Standard Action - Melee Weapon
Target: One Creature
Hit: Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge.

Boundless Endurance
Fighter Utility 2
Daily - Healing, Martial, Stance
Minor Action - Personal
Effect: You gain regeneration 2 + your Constitution modifier
when you are bloodied.

Class Features:
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, ; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Implements:
Bonus to Defense:+2 Fortitude
Class Features: Combat Challenge, Combat Superiority,
Fighter Weapon Talent[/I]
Race Features:
Vision Normal
Languages Known: Common, Dwarven
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses
Feats:
Weapon Focus Axe: +1 damage
Toughness Gain 5 HP's per tier

Equipment: Scale Male, Battleaxe, 2 Handaxes, a Heavy Shield. 112 gp, 50 sp, and 70 cp.

Description and Background:
Description: An absolutely massive man, with blue eyes, long blonde hair, and a long blonde beard. His body is covered in scars. He has a broad chest, and big arms. He is covered with scale mail crafted from iron smelted in his homeland. Slung over his back is his traveler's pack, which he never goes anywhere without, and strapped to it is his trusted battleaxe, which he named Halmyr - which means Shademaker. Alongside his Axe is his large shield, which is crafted of wood and rawhide, and painted in a pattern of green and red - the colors of his house. Around his waist he has a simple leather belt, and attached to it are two battleaxes.

Personality
Because of his past, Thryar doesn't trust anyone he meets initially. He has problems with trust, and so regards everyone he meets at first site as a potential double crosser. Earning his trust is a difficult feat, which few people have the distinction of having earned, fewer still call him friend. But to those friends he has, he is quite jovial towards. He is an avid drinker, a teller of great stories, and is reputed to have an excellent sense of humor, though few see it beneath his cold and serious exterior. When he enters battle he is a fiend. He rushes his opponent, a whirlwind of slashes and battle yells, though in truth he does this more to frighten the enemy, for in battle, Thryar is very shrewd.Thryar is not a very religious man. He, like his people, worship Kord. Kord is the god of war, lightening, and the sea. They don't believe him to be an intervening god, and believes that humans were created for the purpose of entertaining the gods, and as such, while turning to Kord for blessings, don't go much farther than that in regards to religion. Thryar is a practical man, believing in what he himself can do. As such, he doesn't hold magicians, sorcerers, and clerics in very high regards. Bards, on the other hand, he holds in the highest position aside from warriors.

Background:
Thryar was born in the lands of Darmond to the south, the son of a powerful warlord named Uttar. The first 16 years of his life were for the most part normal for a warrior's son. When the time came, on his 17th birthday, he sailed out with his father's fleet to raid the gentle lands across the sea. The first village they came to, they sacked with impunity. All the men were killed, and the women were raped. After this ordeal, the women and children were rounded up to be sold into slavery one week from then, along with whatever other women and children they rounded up from surrounding villages. Thryar looked over the faces of the slaves that day, and met eyes with a beautiful woman with raven black hair, slender frame, and beautiful brown eyes. Her name was Hanne and she was lovely. She was quiet, but her eyes looked deeply into Thryar's, and Thryar soon feel completely in love with her. Thryar spent the next few days with her, talking to her, getting to know her. She revealed that she was the daughter of the village's chieftain, who was killed in the fighting. She was 16 years old, and was just about to be married off to the son of the chieftain next door before the Darmond men arrived. Though she had been raped repeatedly, her dour complexion brightened during the next few days, and soon was cheerful, pleasant, and upbeat. One night, Thryar finally confessed his love for Hanne, and she responded that she felt the same. Thryar wished to marry her, but knew that his father would disapprove of such a union, therefore, Thryar asked for the aid of his closest and most trusted friend Ragnar to help him elope with her. The night before the vikings were to depart for home, Ragnar, who was in charge of guarding the prisoners, led the other guards away, and knocked them out. Meanwhile, Thryar went to the prisoner holds, and took Hanne, embraced her, and then the two set off. They were soon joined by Ragnar, who was as outcast as Thryar was for his treachery, and by the time the sun rose, they were far away from the camp, and so went to sleep, Thryar and Hanne dreaming of their happy future together. It wasn't meant to be, however. When Thryar awoke, he found himself bound. He looked up to see Ragnar standing before him. Ragnar explained that Hanne was far too beautiful to let go that easily, and that a big strong man such as Thryar would fetch a good price at the slave market.
 
Basalar, Dragonborn Paladin

Acid dragon breath (based on STR).

Height: 6'5"
Weight: 292lbs.
Age: 17
Scale Color: Yellow

Skill Rolls:

14, 14, 6, 11, 17, 11

STR: 16(14+2) CHA: 16(14+2) WIS: 11 CON: 17 INT: 6 DEX: 11

Trained Skills:

Religion +3, Endurance +8, Intimidate +9, History +5

AC = 10, HP = 32, Healing Surges = 13 per day

Feature: Channel Divinity: Divine Strength

Level 1:

At Will Prayers: Holy Strike, Valiant Strike

Encounter Prayers: Radiant Smite

Daily Prayer: Paladin's Judgment

INV: 1 Club (STR roll, +2 for prof)
 
NK was gone for a week so we haven't played since last week. Yes you can continue.
 
Is the game still going? I've been gone for a bit without the time to play but I should be good now. If it is still going, can I still play?

SHOW UP TOMORROW AT 10PM EST OR ELSE!!!!!

allcaps
 
Ku- Gnome Sorcerer

Height 3’ 4”
Age: 45


Constitution 7 (-2)
Dexterity 15 (+2)
Wisdom 11(+0)
Charism 18 (+4)
Strength 13 (+1)
Intelligence 13 (+1)

AC 13
Fort 11
Ref 12
Will 13

HP: 19 (19)
Healing Surges: 4 (1)


Skills:
Bluff (+9)
Diplomacy(+9)
Intimidate (+9)
Arcana (+6)

Powers

Chaos Bolt Sorcerer Attack 1
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
At-Will _ Arcane, Implement, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: 1d20+6 vs. Will
Hit: 1d10 + 6 modifier psychic damage.
Level 21: 2d10 + 6 modifier psychic damage.
Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: Charisma vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.



Storm Walk Sorcerer Attack 1
The thunder of your steps batters your foe.
At-Will _ Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Fortitude
Hit: 1d8 + 6 modifier thunder damage.
Level 21: 2d8 + Charisma modifier thunder damage.
Effect: Before or after the attack, you shift 1 square.


Bedeviling Burst Sorcerer Attack 1
An eruption of psychic energy assaults your enemies’ minds,
sending them staggering.
Encounter _ Arcane, Implement, Psychic
Standard Action Close Burst 3
Target: One or two creatures in burst
Attack: +4 vs. Will
Hit: 1d10 +6 modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier.
Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.



Dazzling Ray Sorcerer Attack 1
A brilliant beam lances out to strike your foe and befuddle it.
Daily _ Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 6d6 + 6 modifier radiant damage.
Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends).
Miss: Half damage.



Fade Away Gnome Racial Power
You turn invisible in response to harm.
Encounter _ Illusion
Immediate Reaction Personal
Trigger: You take damage
Effect: You are invisible until you attack or until the end of your next turn.


Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand
lifts the object into the air and moves it where you wish.
Encounter _ Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from
somewhere close by.
At Will _ Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.


Prestidigitation Wizard Cantrip
You perform an amusing magical trick, such as creating a dancing
wisp of light, freshening a wilting flower, making a coin invisible,
or warming a cold drink.
Encounter _ Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
_ Move up to 1 pound of material.
_ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
_ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
_ Instantly light (or snuff out) a candle, a torch, or a small campfire.
_ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
_ Make a small mark or symbol appear on a surface for up to 1 hour.
_ Produce out of nothingness a small item or image that exists until the end of your next turn.
_ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.

Special: You can have as many as three prestidigitation effects active at one time.



Racials

Reactive Stealth: If you have any cover or concealment
when you make an initiative check, you can
make a Stealth check.

Trickster’s Cunning: You have a +5 racial bonus to
saving throws against illusions.

Fade Away: You have the fade away power.


Feats:
Fey Trickster: Gain mage hand and Prestidigitation as encounter powers


Items:
120 GP 10 SP 30 CP
 
Good round, guys. To those who couldn't see through to the end, or didn't show up *ahem Bestshot*, our next meeting is going to be Tuesday, at 10 PM EST. Does that work for everyone?
 
http://www.myth-weavers.com/sheetview.php?sheetid=234531

Spoiler :
Level 3 Female Human Wizard
Name: Rivona Anasia
Paragon Path: N/A
Epic Destiny: N/A
Age: 18
Height: 5'3"
Weight: 110
Alignment: Good
Deity:

HP: 29
Healing Surges: 6
Initiative: 2
Fortitude: 12
Will: 18
Reflex: 16
AC: 15

STR: 10 (+1)
CON: 11 (+1)
DEX: 13 (+2)
INT: 18 (+5)
WIS: 15 (+3)
CHA: 14 (+3)

Trained Skills: Arcana (+10), Diplomacy (+8), Dungeoneering (+8), History (+10), Insight (+8)

+1 to Fortitude, Reflex, and Will saves

Cantrips:

Ghost Sound
At-Will ✦ Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light
At-Will ✦ Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand
At-Will ✦ Arcane,Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation
At-Will ✦ Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to
1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a
small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving ma-
terial for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for
up to 1 hour.
✦ Produce out of nothingness a small item or image
that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of
your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

At Will Powers:

Magic Missile Wizard Attack 1
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage. Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Ray of Frost Wizard Attack 1
At-Will ✦ 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.


Scorching Burst Wizard Attack 1
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.

Encounter Powers:

Burning Hands Wizard Attack 1
Encounter ✦ Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.

Fire Shroud Wizard Attack 3
Encounter ✦ Arcane,Fire,Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5
fire damage (save ends).

Jump Wizard Utility 2
You or another creature you choose can suddenly leap great distances.
Encounter ✦ Arcane
Move Action Ranged 10
Target: You or one creature
Effect: The target makes an Athletics check to jump with a +10 power bonus, and the target does not have to move to make a running jump.

Shield Wizard Utility 2
Encounter ✦ Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.


Daily Powers:

Acid Arrow Wizard Attack 1
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Freezing Cloud Wizard Attack 1
Daily ✦ Arcane,Cold,Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

Class Features:

Wand of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature. This form of mastery is good for war wizards because it helps increase their accuracy with damaging powers.

Rituals:
Comprehend Language
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.

Make Whole
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check)
A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

Silence
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting tolisten to something in the warded area from outside the area take a –10 penalty to their Perception checks.


Feats:

Action Surge [Human]
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.

Astral Fire
Prerequisites: Dex 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fire or radiant keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.

Expanded Spellbook [Wizard]
Prerequisites: Wis 13, wizard
Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two). This feat doesn’t change the number of daily attack spells you can prepare each day.

Ritual Caster
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.

Equipment: None

Description: A slight girl with eyes that you could entirely unpoetically describe as the color of mud. She's dressed rather simply with just a simple cloth robe. If her hood is down, you can see beautiful tresses of jet black hair flow down her back.

Background: It's not every day that you see a girl wandering around by herself, but then again, it's not every day that the girl is a wizard. It's customary for wizards to set out on their 18th birthday to wander the world for a time, to experience it before, as most do when they discover the wide things the world has to offer, quickly shutting themselves inside magical towers and only venturing out occasionally. She's a regular ingénue and it's pretty much a miracle that she hasn't gotten herself way head in over heels in some crazy situation, although if she happens to stumble upon a crazy, intrepid band of adventurers, who knows what might blossom out of this interaction?
 
Next meeting is Tuesday at 10 PM EST, 7 PM Pacific.

Be there. And I mean that, BE THERE.
 
Avalis – Level 4 Monk
Male Human – Chaotic Good
Age: 26 Height: 5’7 Weight: 115 lbs
Affiliation: Order of the Star Descendant (Proscribed)

16 dex (+3), 18 wis (+4), 14 str (+2), 13 con (+1), 10 int (+0), 9 cha (-1)

Mental Equilibrium: +1 bonus to Fort. +2 at Lv. 11, +3 at Lv. 21
Unarmored Defense: +2 to AC when cloth armor or no armor

HP: 40
Base Defense: 12
AC: 19 (factors in +2 for Unarmored Defense, +2 for Unarmored Agility)
Fort: 18 (12 + 3 (dex) + 1 (class bonus) + 1 (human bonus) + 1 (Mental Equilibrium))
Reflex: 17 (12 + 3 (dex) + 1 (class bonus) + 1 (human bonus))
Will: 18 (12 + 4 (wis) + 1 (class bonus) + 1 (human bonus))
8 healing surges per day
Speed: 6
Skills: Religion (+7), Stealth (+10), Acrobatics (+10), Athletics (+9), Insight (+11)

Feature:

Centered Flurry of Blows (At Will) [Your fists become a blur as you follow up your initial attack with another, shifting your foes positions to your advantage.]
Free Action
Trigger: You hit with an attack during your turn
Target: One creature (Lvl 11: one or two creatures, Lvl 21: each adjacent enemy)
Effect: The enemy takes Wis + 2 damage, and you slide it 1 square to a square adjacent to you or one square in any direction if the target wasn’t targeted by the triggering attack.
[Current Damage +6]

Attacks:

Falcon’s Wings (At Will) [You leap across the battlefield and kick your foe, sending it staggering backward.]
Standard Action – ATTACK
Target: One Creature [Dexterity vs. Fortitude]
Hit: 1d10 + Dexterity modifier damage, and the target is pushed one square.
Movement Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump is not limited by your speed.

Dragon’s Tail (At Will) [Your hand lashes out like a dragon’s tail, and with the lightest touch unleashes power that knocks your foe to the ground.]
Standard Action – ATTACK
Target: One Creature [Dexterity vs. Fortitude]
Hit: 1d6 + Dexterity modifier damage, and the target is knocked prone. (2d6 at Lv. 21)
Movement Effect: Swap places with the prone enemy or an ally.

Storm of the Ancients (At Will) [You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore.]
Standard Action – ATTACK
Target: Each enemy you can see in burst [Dexterity vs. Reflex]
Hit: 1d8 + Dexterity modifier damage (2d8 at Lv. 21)
Movement Effect: Shift two squares.

When making a standard attack, roll 1d20, then add modifier, usually +3 for Dex, and ½ level, so currently 1d20+4, plus additional bonuses.

Encounter Powers:

Open the Gate of Battle (Encounter) [Your sudden movement catches your foe unprepared, and you launch into attack.]
Standard Action – ATTACK
Target: One Creature [Dexterity vs. Reflex]
Hit: 2d10 + Dexterity modifier damage. The target takes 1d10 extra damage if it was at full HP when hit.
Movement Effect: You move speed + 2 squares, and don’t provoke attacks of opportunity from the first enemy you move away from.

Thunder of Heaven (Encounter) [You move in a blur and deliver a sweeping kick with such ferocity that thunderous energy blasts both your foe and its cohort.]
Standard Action – ATTACK
Target: One Creature [Dexterity vs. Fortitude]
Hit: 2d10 + Dexterity modifier thunder damage. A single enemy adjacent to the target takes 1d10 thunder damage. +1 feat damage.

Dailies:

Step of the Scorpion (Daily) [With swift steps and overwhelming leverage, you shove aside your foes and cripple them with vicious kicks.]
Standard Action – ATTACK
Effect: You shift your speed. If you enter a square adjacent to an enemy during this shift, you slide that enemy one square. You can slide each enemy only once during the shift. After the shift, make the following attack.
Target: One, Two, or Three Creatures [Dexterity vs. Fortitude]
Hit: 2d10 + Dexterity modifier damage, and the target is slowed, pending saving throw.
Miss: Half damage, and the target is slowed until the end of my next turn.

Utility:

Ascetic Discipline (Utility 1) [A specific sequencing of disciplined breathing enhances both your defense and your offense.]
Minor Action – PERSONAL [Daily]
Effect: You gain temporary hit points equal to your wisdom modifier. (Currently +4) When the temporary hit points are gone, you gain a bonus to your next melee attack equal to your wisdom modifier. (Currently +4)

Feats:

-Unarmored Agility: +2 AC when wearing cloth armor or no armor.
-Echoes of Thunder: +1 damage after you hit with thunder power.
-Rapid Assault: +2 damage on the first turn of an encounter with a melee attack. (+4 at Lv. 11, +6 at Lv. 21)
-Sigil of Heaven: +1 holy damage to all attacks when bloodied. [Manifests as glowing tracery on the skin.] (+2 at Lv. 11, +3 at Lv. 21)
 
A goliath drew it, not me! Don't blame me for the crappiness!
 

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