Post by Rojito on Jun 11, 2011 17:23:02 GMT -5
Basics
Name: Romra Dleihs
Race: Longtooth Shifter
Class: Warden
Alignment: Neutral Good
Gender: Male
Height: 6'0
Weight: 180
Hair: Soft grey that fades into the shadows
Eyes: Gold wolfen eyes
Appearance
Ability Scores
STR: 18[+4] (16+2[racial])
CON: 11[+0] (11-0[racial])
DEX: 13[+1] (13+0[racial])
INT: 8[-1] ( 8+0[racial])
WIS: 18[+4](16+2[racial])
CHA: 10[+0](10+0[racial])
Vitality and Saves
Hit Points: 42
Bloodied: 21
Surge Value: 10
Surges/day: 9
AC: 20(10+1[1/2 leve]+4[wis]+3[armor]+0[enh]+2[shield])
Fort: 17(10+1[1/2 level]+4[str]+1[class]+1[neck])
Ref: 17(10+1[1/2 level]+1[dex]+2[feat]+2[shield]+1[neck])
Will: 19(10+1[1/2 level]+4[wis]+1[class]+2[feat]+1[neck])
BAB: 5
- Melee: 9(1[1/2 level]+4[str]+3[weapon]+1[enh])
- Ranged: 2(1[1/2 level]+1[dex])
Skills 6
Feats
Superior Will: +2 will, +3 at 11th, +4 at 21st, In addition if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save.
Lightning Reflexes: +2 ref, +3 at 11th, +4 at 21st
Racial Traits
Longtooth Shifter
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Low-light
languages: Common, Primordial
Skill Bonus: +2 Athletics, +2 Endurance
Longtooth Shifting: Power
Class Abilities
Warden
Role: Defender
Power Source: Primal
Key Abilities: Strength, Constitution, Wisdom
Armor Proficiencies: Cloth, Leather, Hide, Heavy Shields, Light shields
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Bonus to Defence: +1 Fort, +1 Will
Hp @ 1st: 17+con
Hp/level: 7
Healing Surges/day: 9+con mod
Trained Skills: Athletics, Dungeoneering, Endurance, Heal, Intimidate, Nature, and Perception
Class Feature: Font of Life, Life Spirit, natures wrath.
Font of Life; At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. if you save against ongoing damage, you avoid taking the damage. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
Life Spirit; While you are not wearing heavy armor, you can use your wisdom modifier in place of your dexterity or intelligence modifier to determine AC.
In addition, when you use your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw.
Natures Wrath: On your turn you can mark each adjacent enemy as a free action untill the end of your next turn.
Equipment
Main Hand: Guardian's Call Rapier +3 1d8 Light Blade
Lvl 2: Start
Weapon: Melee
Critical: 1d6/+ or 1d10/+ when in guardian
Enhancement: +1 Attack rolls and Damage rolls
Property: When you assume guardian form, pick one defense other than AC. Yu gain a +2 bonus to that defense while you're in that form.
Off Hand: Heavy Shield, +2 ac/reflex -2 armor penalty check
Body: Hide Armor, +3 ac, -1 armor penalty check
Head:
Neck: Cloak of Distortion +1
Lvl 4: 840 gp
Enhancement: +1 Fortitude, Reflex, and Will
Property: You gain an item bonus to all defenses against ranged attacks frm more than 5 squares away equal to this items enhancement bonus.
Gear:
Adventurer's Kit
Everburning Torch
Grappling Hook
Silk Rope
Hunters Kit
Money: 160 gp
Background
Mother dead in child birth, father no where to be found, Romra grew up a whelp on the streets fighting to survive. His big break that gave him a chance in life was when he was stolen from the streets and sold into slavery. Shifters had always made interesting gladiators, so they tried to mold him into the best at the youngest of ages. Romra learned to fight, but always held back. He didn't like to kill things, but he liked to compete. He couldn't adapt to the way the general gladiator faught so he developed his own way, instead of trying desperately to kill his opponet, he simply made it impossible for them to hurt him. He wore them out and ridiculed them for being unable to hurt him. This won him alot of fame in the ring, and hate as well. It was in the arena that he met the first and only person he would ever call master, a Wilden. This man taught Romra the was of the elements, and how to harness them to better himself. How to work in conjuction and borrow their power. Romra's masters end was brought about at the same time his freedom was. En route to a main gladitorial event in one of the biggest cities, a competeing gladiator school sank the ship out from under Romra and all his teamates. Injured and lost at sea for days Romra finally washed ashore with nothing but his blade and a cloak his master had given him in the arena. He now wanders from place to place trying to get a better feel for the elements and find a deeper connection.
Background: Former Gladiator
It takes four failed death saves to kill you
Advancement
Level: 3
XP: 0
To next level:
Plans for advancement:
Going to splash a couple of feats into fighter to get some very important feats once i can multiclass
POWERS!
[glow=green,2,300]At Will Powers[/glow]
Earth Shield Strike
At Will * Primal, Weapon
Standard Action Melee Weapon
Target:[/b] One Creature
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage, and you gain a +1 power bonus to AC until the end of your next turn.
Level 21: 2[w]+Strength modifier damage
Wardens Lunge
At Will * Primal, Weapon
Standard Action Melee Weapon
Target:[/b] One Creature
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage
Level 21: 2[w]+Strength modifier damage
Effect: You mark the target until the end of your next turn.
Special: When you charge, you can use this power in place of a melee basic attack.
Warden’s Fury Warden Feature
At-Will ✦ Primal, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + strength modifier (4), and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden’s Grasp Warden Feature
At-Will ✦ Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
[glow=red,2,300]Encounter Powers[/glow]
Grasping Winds
Encounter * Primal, Weapon
Standard Action Melee Weapon
Target:[/b] One Creature
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage, and you pull each enemy within 3 squares of you 2 squares.
Strongskin Clash
Encounter * Primal, Weapon
Standard Action Close Burst 1
Target:[/b] Each enemy you can see in burst
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage, and each ally in the burst gainst resist 3 to all damage untill the end of your next turn.
Lifespirit: The resistance equals 2+wisdom Modifier (4)
[glow=blue,2,300]Daily Powers[/glow]
Form of Mountain's Thunder
Daily * Lightning, Polymorph, Primal, Thunder
Minor Action Personal
Effect: You assume the guardian form of the mountains thunder until the end of the encounter. While you are in ths form, you gain resist 3 to all damage and +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes thunder damage equal to your strength modifier (4).
Once During this encounter, you can use the From of Mountains Thunder Attack Power while you are in this form.
Form of Mountain's Thunder Attack
Encounter * Lightning, Polumorph, Primal, Thunder, Weapon
Standard Action Close Burst 1
Target: Each enemy you can see in burst
Attack: Strength vs. Reflex
Hit: 1[w] + Strength Modifier (4) damage Thunder damage, and you knock the target prone.
Miss: Half Damage.
Effect: Each enemy marked by you takes lightning damage equal to your Strength Modifier (4).
Requirement: The From of Mountain's Thunder power must be active in order to use this power.[/i]
Nature's Abundance
Daily * Primal, Zone
Standard Action Close Burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
[/spoiler]
Name: Romra Dleihs
Race: Longtooth Shifter
Class: Warden
Alignment: Neutral Good
Gender: Male
Height: 6'0
Weight: 180
Hair: Soft grey that fades into the shadows
Eyes: Gold wolfen eyes
Appearance
Ability Scores
STR: 18[+4] (16+2[racial])
CON: 11[+0] (11-0[racial])
DEX: 13[+1] (13+0[racial])
INT: 8[-1] ( 8+0[racial])
WIS: 18[+4](16+2[racial])
CHA: 10[+0](10+0[racial])
Vitality and Saves
Hit Points: 42
Bloodied: 21
Surge Value: 10
Surges/day: 9
AC: 20(10+1[1/2 leve]+4[wis]+3[armor]+0[enh]+2[shield])
Fort: 17(10+1[1/2 level]+4[str]+1[class]+1[neck])
Ref: 17(10+1[1/2 level]+1[dex]+2[feat]+2[shield]+1[neck])
Will: 19(10+1[1/2 level]+4[wis]+1[class]+2[feat]+1[neck])
BAB: 5
- Melee: 9(1[1/2 level]+4[str]+3[weapon]+1[enh])
- Ranged: 2(1[1/2 level]+1[dex])
Skills 6
Skill | Total | Attribute+1/2 level | Trained | Feat | Armor Penalty | Misc |
Atheltics | 9 | 5 | 5 | 0 | -3 | +2 |
Endurance | 5 | 1 | 5 | 0 | -3 | +2 |
Nature | 10 | 5 | 5 | 0 | 0 | 0 |
Perception | 10 | 5 | 5 | 0 | 0 | 0 |
Feats
Superior Will: +2 will, +3 at 11th, +4 at 21st, In addition if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save.
Lightning Reflexes: +2 ref, +3 at 11th, +4 at 21st
Racial Traits
Longtooth Shifter
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Low-light
languages: Common, Primordial
Skill Bonus: +2 Athletics, +2 Endurance
Longtooth Shifting: Power
Class Abilities
Warden
Role: Defender
Power Source: Primal
Key Abilities: Strength, Constitution, Wisdom
Armor Proficiencies: Cloth, Leather, Hide, Heavy Shields, Light shields
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Bonus to Defence: +1 Fort, +1 Will
Hp @ 1st: 17+con
Hp/level: 7
Healing Surges/day: 9+con mod
Trained Skills: Athletics, Dungeoneering, Endurance, Heal, Intimidate, Nature, and Perception
Class Feature: Font of Life, Life Spirit, natures wrath.
Font of Life; At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. if you save against ongoing damage, you avoid taking the damage. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
Life Spirit; While you are not wearing heavy armor, you can use your wisdom modifier in place of your dexterity or intelligence modifier to determine AC.
In addition, when you use your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw.
Natures Wrath: On your turn you can mark each adjacent enemy as a free action untill the end of your next turn.
Equipment
Main Hand: Guardian's Call Rapier +3 1d8 Light Blade
Lvl 2: Start
Weapon: Melee
Critical: 1d6/+ or 1d10/+ when in guardian
Enhancement: +1 Attack rolls and Damage rolls
Property: When you assume guardian form, pick one defense other than AC. Yu gain a +2 bonus to that defense while you're in that form.
Off Hand: Heavy Shield, +2 ac/reflex -2 armor penalty check
Body: Hide Armor, +3 ac, -1 armor penalty check
Head:
Neck: Cloak of Distortion +1
Lvl 4: 840 gp
Enhancement: +1 Fortitude, Reflex, and Will
Property: You gain an item bonus to all defenses against ranged attacks frm more than 5 squares away equal to this items enhancement bonus.
Gear:
Adventurer's Kit
Everburning Torch
Grappling Hook
Silk Rope
Hunters Kit
Money: 160 gp
Background
Mother dead in child birth, father no where to be found, Romra grew up a whelp on the streets fighting to survive. His big break that gave him a chance in life was when he was stolen from the streets and sold into slavery. Shifters had always made interesting gladiators, so they tried to mold him into the best at the youngest of ages. Romra learned to fight, but always held back. He didn't like to kill things, but he liked to compete. He couldn't adapt to the way the general gladiator faught so he developed his own way, instead of trying desperately to kill his opponet, he simply made it impossible for them to hurt him. He wore them out and ridiculed them for being unable to hurt him. This won him alot of fame in the ring, and hate as well. It was in the arena that he met the first and only person he would ever call master, a Wilden. This man taught Romra the was of the elements, and how to harness them to better himself. How to work in conjuction and borrow their power. Romra's masters end was brought about at the same time his freedom was. En route to a main gladitorial event in one of the biggest cities, a competeing gladiator school sank the ship out from under Romra and all his teamates. Injured and lost at sea for days Romra finally washed ashore with nothing but his blade and a cloak his master had given him in the arena. He now wanders from place to place trying to get a better feel for the elements and find a deeper connection.
Background: Former Gladiator
It takes four failed death saves to kill you
Advancement
Level: 3
XP: 0
To next level:
Plans for advancement:
Going to splash a couple of feats into fighter to get some very important feats once i can multiclass
POWERS!
[glow=green,2,300]At Will Powers[/glow]
Earth Shield Strike
At Will * Primal, Weapon
Standard Action Melee Weapon
Target:
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage, and you gain a +1 power bonus to AC until the end of your next turn.
Level 21: 2[w]+Strength modifier damage
Wardens Lunge
At Will * Primal, Weapon
Standard Action Melee Weapon
Target:[/b] One Creature
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage
Level 21: 2[w]+Strength modifier damage
Effect: You mark the target until the end of your next turn.
Special: When you charge, you can use this power in place of a melee basic attack.
Warden’s Fury Warden Feature
At-Will ✦ Primal, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + strength modifier (4), and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden’s Grasp Warden Feature
At-Will ✦ Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
[glow=red,2,300]Encounter Powers[/glow]
Grasping Winds
Encounter * Primal, Weapon
Standard Action Melee Weapon
Target:[/b] One Creature
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage, and you pull each enemy within 3 squares of you 2 squares.
Strongskin Clash
Encounter * Primal, Weapon
Standard Action Close Burst 1
Target:[/b] Each enemy you can see in burst
Attack: Strength vs. AC
Hit: 1[w] + Strength Modifier (4) damage, and each ally in the burst gainst resist 3 to all damage untill the end of your next turn.
Lifespirit: The resistance equals 2+wisdom Modifier (4)
[glow=blue,2,300]Daily Powers[/glow]
Form of Mountain's Thunder
Daily * Lightning, Polymorph, Primal, Thunder
Minor Action Personal
Effect: You assume the guardian form of the mountains thunder until the end of the encounter. While you are in ths form, you gain resist 3 to all damage and +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes thunder damage equal to your strength modifier (4).
Once During this encounter, you can use the From of Mountains Thunder Attack Power while you are in this form.
Form of Mountain's Thunder Attack
Encounter * Lightning, Polumorph, Primal, Thunder, Weapon
Standard Action Close Burst 1
Target: Each enemy you can see in burst
Attack: Strength vs. Reflex
Hit: 1[w] + Strength Modifier (4) damage Thunder damage, and you knock the target prone.
Miss: Half Damage.
Effect: Each enemy marked by you takes lightning damage equal to your Strength Modifier (4).
Requirement: The From of Mountain's Thunder power must be active in order to use this power.[/i]
Nature's Abundance
Daily * Primal, Zone
Standard Action Close Burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
[/spoiler]