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1 Character Builds on Sun Sep 23, 2012 10:35 pm

Nautilus "Titan of the Depths"



Character Sheet
Spoiler:
Nautilus, level 11
Dwarf Earthstrength Warden, Icewrought Sentinel
Weapon Expertise: Anchors (Hammers)
Background: Touched by Sirens (Moonshae Isles Regional FR Benefit)

FINAL ABILITY SCORES
Str 21, Con 21, Dex 12, Int 11, Wis 14, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 11, Int 10, Wis 13, Cha 8.

AC: 27 (28 shifting) Fort: 25 Reflex: 22 (23 shifting) Will: 22
HP: 107 Surges: 14 Surge Value: 26 (31 bloodied)

TRAINED SKILLS
Athletics +15 Endurance +17 Nature +12 Perception + 12

UNTRAINED SKILLS
Acrobatics + 6 Arcana +5 Bluff +4 Diplomacy +4 Dungeoneering +9 Heal +7 History +5 Insight +7 Intimidate+ 4 Religion +5 Stealth +6 Streetwise +4 Thievery +6

FEATS
Level 1: Dwarven Weapon Training
Level 2: Crippling Crush
Level 4: Sudden Roots
Level 6: Mark of Warding
Level 8: Improved Defenses
Level 10: Wintertouched
Level 11: Lasting Frost
Feat User Choice: Expertise

Features
Vision: Low-light Languages: Common, Dwarven, Elven
Cast-Iron Stomach +5 savings throws vs poison
Dwarven Resilience: Second wind asa minor action
Stand Your Ground: Reduced forced movement by one and savings throw to resist prone
Moonshae Isles benefit: Elven as an additional language and +2 bonus to saving throws against charm and fear effects.
Earthstrength: Use your Constitution modifier to determine your AC. When you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.
Cold Snap Action (11th level): When you spend an action point to make an attack, each enemy that is adjacent to you or marked by you takes cold damage equal to one-half your level. In addition, you gain a +1 bonus to attack rolls with cold powers until the end of your next turn.
Frigid Embrace (11th level): You gain cold resistance equal to 5 + one-half your level.


POWERS
Wardens Fury
Wardens Grasp
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of the Earth
Warden encounter 1: Grasping Winds
Warden daily 1: Form of the Winter's Herald
Warden utility 2: Endure Pain
Warden encounter 3: Rough Strike
Warden daily 5: Form of Mountain's Thunder
Warden utility 6: Treacherous Ice
Warden encounter 7: Mountain Hammer
Warden daily 9: Form of the Oak Sentinel
Warden Utility 10:Spiritual Rejuvenation

ITEMS
Level 11: Gloves of Ice
Level 10: Belt of Blood
Level 9: Life Font Hide Armor +2
Level 9: Cloak of Walking Wounded +2
Level 8: Frost Craghammer+2 (3.4)
Level 7: Boots of the Fencing Master
Level 6: Iron Armbands (1.Cool
Level 3: Circlet of Second Chances
Level 2: Shard of Merciless Cold
Consumables : Potion of Healing x4
1075 gold

Wish List
Bold indicates preferred drop for current level (11).

Spoiler:

Level 12 Sibery Shard of Merciless Cold
Level 13 Frost Craghammer +3
Level 14 Life Font Armor +3
Level 14 Cloak of the Walking Wounded +3

To Buy
Level 10 Salve of Power
Level 9: Boots of Eagerness
Level 8 : Coif of Mindiron

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2 Re: Character Builds on Tue Oct 02, 2012 4:11 pm

Duncan 'Duke' Falco



'I am not a warrior, but then who is? I never learned to fight for my freedom; in truth, I was only good at enjoying it.'

Character Sheet
Spoiler:
Level 11 Human Sorcerer|Warlord / Celestial Scholar
Alignment: Good
Hybrid Talent: Soul of the Sorcerer (Cosmic Magic)
Background: Local Hero (+2 Diplomacy), Mariner (+2 Perception), Scion of a Legend (+2 Bluff)
Languages: Common

FINAL ABILITY SCORES
STR 21, CON 12, DEX 14, INT 9, WIS 11, CHA 19

STARTING ABILITY SCORES
STR 16, CON 11, DEX 13, INT 8, WIS 10, CHA 16

AC: 25 Fort: 26 Ref: 22 Will: 26
Speed: 6 Initiative: +8
HP: 74 Bloodied: 37 Surges: 7 Surge Value: 18

Melee Basic Attack: +17 vs AC, 1d8+11 physical damage
Ranged Basic Attack: +15 vs Reflex, 1d10+20 acid damage
Inspiring Word: Spend a healing surge, make a saving throw, regain additional 3d6 hp

TRAINED SKILLS
Athletics +15, Bluff +16, Diplomacy +16, Perception +15

FEATS
Bonus 1: Versatile Expertise (Staffs, Staffs)
Human 1: Unarmored Agility
Level 1: Hybrid Talent
Level 2: Implement Focus (Staffs)
Level 4: Improved Defenses
Level 6: Mark of Healing
Level 8: Superior Implement Training (Accurate Staff)
Level 10: Skill Power
Level 11: Fight On

POWERS
At-Will: Acid Orb, Blazing Starfall, Intuitive Strike
Encounter: Vengeance is Mine, Swirling Stars, Spark Form, Celestial Sigil
Daily: Ice Javelins, Stand the Fallen, Season's Malaise
Utility: Dragonflame Mantle, Rousing Words, Instant Planning, Stall Tactics

ITEMS
Accurate Staff of Ruin +3
Robe of Eyes Githweave Cloth Armor +3
Steadfast Amulet +2*
Casque of Tactics* (heroic)
Eberron Shard of the Mage (heroic)
Potion of Healing
Gravespawn Potion
Potion of Regeneration x 3
Adventurer's Kit



Last edited by shao on Wed Oct 17, 2012 3:11 am; edited 31 times in total

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3 Master Leemo, halfling monk on Fri Oct 05, 2012 3:22 pm

Character story for approval

Spoiler:


Young Leemo was an orphan in a remote village at the edge of Ludraga. It was the usual carefree lifestyle that came with small rural livelihood, a life of friendly neighbours, warm greetings and unending mountaneous forest that keeps the ever-active halfling from getting bored.

On one such journey, everything changed. Seeing from a distance uphigh, a huge plume of smoke coming from the village, Leemo immediately rushed home, wondering what could have happened. On arriving, he saw a horror, the first and most violent his young innocent soul has ever witnessed. The village was burnt but even that does not hide the charred bodies, many with mouth opened in screams. They are signs of struggles everywhere for the men and women of this village are hardy from living so close to the wilds. Finding many of his foster fathers impaled and several of his mothers seemingly violated, his soul burns for the revenge. A taste of pain yet strength which he never experienced previously.

Though not versed in the skills of tracking, there were never an issue. Huge tracks lead the young Leemo to his quarries, a large gang of bandits known to that region. Knowing he can never fight them openly, Leemo proceed to harvest mushrooms and other plants known for their 'strange' side-effects. That very night, when they stopped to rest, he fell upon them one after another with quick stabs that mute their tongues while they twist with pain and agony. There is a complication, the leader of the band was conversing with some Ludraga men. Leemo has to burn the tent and smother the men with fumes mixed with stuff he carried. In the end, he managed to slay them all, taking only a huge slash across his own chest.

Barely fighting the fever that came with the wounds, Leemo picked himself up and began to plan how to wreck vengeance on the bandit's stronghold. News came to him that the stronghold was levelled by the Ludraga Army, as the bandits were blamed for murdering a duke's precious son. A lie, for
Leemo overheard their conversation and knew they were in cahoots.

Still, without a clear enemy, Leemo began to roam aimlessly, seeking a new home, eventually found a place to rest in the Heaven's Sands Monastery.

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