Ghetto role playing & senior citizen harassment

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1 Management on Sat Oct 27, 2012 3:08 pm

The Management

====== Created Using Wizards of the Coast D&D Character Builder ======
Management, level 20
Shardmind, Artificer|Warlord, Spell Commander
Hybrid Artificer: Hybrid Artificer Will
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Crossbow)
Shardmind: Perception Bonus
Background: Geography - Forest (+2 to Perception)

Str 9, Con 19, Dex 11, Int 25, Wis 14, Cha 11.

Str 8, Con 14, Dex 10, Int 18, Wis 11, Cha 10.

AC: 35 Fort: 31 Reflex: 34 Will: 32
HP: 136 Surges: 10 Surge Value: 34

Endurance +21, Perception +23, Thievery +17, Arcana +26

Acrobatics +10, Bluff +10, Diplomacy +10, Dungeoneering +12, Heal +12, History +17, Insight +13, Intimidate +10, Nature +12, Religion +17, Stealth +10, Streetwise +10, Athletics +9

Learned Spellcaster: Ritual Caster
Level 1: Toughness
Level 2: Alertness
Level 4: Learned Spellcaster
Level 6: Improved Initiative
Level 8: Potent Restorables (retrained to Fight On at Level 12)
Level 10: Psychic Focus
Level 11: Combat Commander
Level 12: Enhanced Resistive Formula
Level 14: Paragon Defenses
Level 16: Shard Construct
Level 18: Psychic Lock
Level 20: Saving Inspiration
Feat User Choice: Versatile Expertise

Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Magic Weapon
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Punishing Eye
Hybrid utility 2: Swift Mender
Hybrid encounter 3: Shocking Feedback
Hybrid daily 5: Scent of Victory (retrained to Caustic Rampart at Level 9)
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Debilitating Intercession
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rousing Words
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: War Master's Assault (replaces Caustic Rampart)
Hybrid utility 16: Slick Concoction
Hybrid encounter 17: Blade Burst Trap (replaces Debilitating Intercession)
Hybrid daily 19: Exhorted Counterattack (replaces Warlord's Recovery)

Adventurer's Kit, Magic Anathema Armor +5, Cloak of Distortion +4, Golden Crown of Battle Command (paragon tier), General's Belt (paragon tier), Boots of Eagerness (heroic tier), Gloves of the Healer (paragon tier), Stone of Wind (paragon tier), Potion of Vitality (paragon tier) (5), Lamp of Discerning (heroic tier), Woundstitch Powder (heroic tier), Mindiron Hand Crossbow +4, Orb of Nimble Thoughts +1, Bracers of Archery (heroic tier), Folding Astral Skiff (paragon tier)

Plane Shift, Sending, Enchant Magic Item, Knock, Arcane Lock

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Astral Skiff Stats

Astral Skiff
Gargantuan vehicle
HP 250 Space 2 squares by 4 squares Cost 13,000 gp
AC 4; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15

The pilot must stand at a control wheel, typically at the rear of the astral skiff.

In addition to the pilot, an astral skiff requires a crew of three, all of whom use a standard action each round to control the skiff. Reduce the skiff ’s fly speed by 4 squares for each missing crew member. At fly speed 0, the astral skiff sails out of control.

Ten Medium creatures; one ton of cargo.

Out of Control
An out-of-control astral skiff moves forward at half speed (not including any modifiers for its astral sails).

Astral Attunement
The astral skiff functions only in the Astral Sea.

Fragile Propulsion
For every 25 damage the astral skiff takes, its speed is reduced by 2 squares. At fly speed 0, the ship comes to a stop.

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2 Re: Management on Sat Oct 27, 2012 3:24 pm


The Management comes from another planet, Rassilon, which existed thousands of lightyears and thousands of actual years. When the gods and the primordials engaged in their struggle for territory, Rassilon was destroyed. As a last resort, the remaining Rassilonians went through a dangerous experiment - turning their mortal bodies into forms of crystal and pure thought, so that they could venture out into the darkness of the Astral Sea and find other planets.

One by one, they died, lost in the neverending battle between the gods and the primordials - and later on, the forces of Chaos - until The Management was the last. Alone now, he sails through the black of the Astral Sea, searching for the next planet, the next world, hoping that he would arrive in time to save them from destruction.

He hasn't always been successful, but he's still alive. Which is hopeful and good and better than the alternative.


The Management has been alive way too long and has been alone for most of that time. As a result, he's mildly insane. He was a scientist before he was a refugee and is eminently curious - every new world fills him with excitement, every new horizon is the promise of new information. He is also non-violent, choosing to take the peaceful option in times of conflict. He has seen too much war and death to willingly contribute to the body count. The vengeful, furious part of him is locked away, behind a maze of rules and regulations, and a demeanor of child-like curiosity.

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