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krownhunter07
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Joined: 12 May 2008
Posts: 222
Location: Here and there and everywhere

PostPosted: Sat Jun 21, 2008 6:29 pm    Post subject: Other PC concepts and ideas here... Reply with quote

This thread is for people to post any character concepts they might think up and want to share...
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Kistra
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Joined: 04 Apr 2008
Posts: 73

PostPosted: Sun Jun 22, 2008 10:11 am    Post subject: My little band of rangers Reply with quote

Here are my rangers, one 'goes' with Alatea, the other is just a dragonborn ranger.

Seralenna

Female Eladrin Ranger Lvl 1
5' 7" tall, 140 lbs, 25 yrs old
pale golden hair, Misty purple eyes, creamy complexion
Alignment: Unaligned

Str 16 (+3)
Dex 15 ( +2)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 10 (+0)


HP: 31/31 Bloodied 15 Healing Surge 8 for 7HP
Fort 14 Ref 13 Will 13
AC 14 Init +4 Speed 6
Passive Insight 12 Passive Perception 17

Basic Attacks
+3 Longsword 1d8+3 (main hand)
+3 Longsword 1d8+3 (off-hand)

Languages: Common, Elven

Trained Skills (ranks+Ability-ACP)
+8 Athletics
+7 Heal
+7 Nature
+7 Perception
+7 Stealth

Powers
At Will
Hit and Run – Str vs. AC, 1d8+Str, move after attack, no AoO
Twin Strike - Str vs. AC, 1d8 each attack

Encounter
Dire Wolverine - Str vs. AC, burst 1, 1d8+Str each enemy
Fey Step –Move - Teleport up to 5 squares

Daily
Hunter's Bear Trap - Str vs AC, 2d8+3 slowed and ongoing 5 damage, Miss:1/2 damage and slowed till end of turn

Utility


Feats
Toughness - +5hp, Quick Draw - +2 Init and draw as part of attack

Eladrin Traits
4hr trance instead of sleep
+5 to saving throw against charms, +2 to Arcana and History
Low Light Vision
Long Sword Weapon Proficiency

Ranger Traits
Two Bladed Fighting Style - can use weapon in offhand no penalty, Toughness
Prime Shot – +1 to ranged attack if closest
Hunter's Quarry – designate a target (minor), do 1d6 extra damage

Possesions
Travelers outfit
adventurer's kit
Climber's kit
Tent, Lantern
2 Long Swords
Leather armor

//////////////////////////////////////////////////////////////////////////////////////

Kavara

Female Dragonborn Ranger Lvl 1
6' 4" tall, 240 lbs, 15 yrs old
Scarlet colored scales
Alignment: Unaligned

Str 17 (+3)
Dex 14 ( +2)
Con 14 (+2)
Int 12 (+1)
Wis 13 (+1)
Cha 10 (+0)


HP: 31/31 Bloodied 15 Healing Surge 8 for 9HP
Fort 14 Ref 13 Will 11
AC 15 Init +2 Speed 6
Passive Insight 11 Passive Perception 16

Basic Attacks
+2 Scimitar 1d8+3 (main hand)
+2 Scimitar 1d8+3 (off-hand)

Languages: Common, Draconic

Trained Skills (ranks+Ability-ACP)
+8 Athletics
+6 Heal
+6 Dungeonering
+6 Perception
+7 Endurance

Powers
At Will
Hit and Run – Str vs. AC, 1d8+Str, move after attack, no AoO
Twin Strike - Str vs. AC, 1d8 each attack

Encounter
Fox's Cunning - melee attacked, shift one square and make basic attack, attack+wis
Dragon Breath - Minor - Str vs Ref, burst 5, 1d6+con lightning damage,

Daily
Jaw's of Wolf - Str vs AC, 2d8+Str (2 attacks) miss = 1/2 damage each

Utility


Feats
Toughness - +5hp, Enlarged Dragon Breath - burst 5

Dragonborn Traits
+2 Str, +2 Cha, +2 History, +2 Intimidate
Dragonborn Fury - when bloodied, +1 to attack
Draconic Heritage - Healing surge = 1/4 hp+con
Dragon Breath as encounter power

Ranger Traits
Two Bladed Fighting Style - can use weapon in offhand no penalty, Toughness
Prime Shot – +1 to ranged attack if closest
Hunter's Quarry – designate a target (minor), do 1d6 extra damage

Possesions
Travelers outfit
adventurer's kit
Climber's kit
2 Scimitars
Hide Armor
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Bones



Joined: 05 Apr 2008
Posts: 117

PostPosted: Sun Jun 22, 2008 11:47 am    Post subject: Reply with quote

The Arcane Fighter
(Human unless you want higher levels for the feats)

HP=25 (12 bloodies) (6 surge x9 pd)
AC 10+2 dex+2 leather armor+1(lightshield)= 15
Fort 10+3+1+2= 16
Ref 10+1+2+2(heavy shield)=15
will 10+1+1= 12 (ouchy!)

Str 16
Con 10
Dex 14
Int 14
Wis 10
Cha 12

Feats
Arcane Initiate
Power Attack

With the staff implement
And Thunder wave and my 2nd encounter
1 handed style

At will powers
Tied Of Iron
Cleave

Encounter
Thunder wave
Steel Serpent Strike

Daily
Villain’s Menace

Skills
Athletics +8
Endurance +5
Streetwise + 6
Intimidate + 6
Arcana + 7

Leather Armor, light Shield, Long sword

Probably wont get cool untill he PP into Spiral Tower where he gains +1 Ac and then can take Strong Will or w/e to Raise his will defense. And he probably will want heavier armor, but i dont think +1 ac is worth all those negatives.
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Kistra
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Joined: 04 Apr 2008
Posts: 73

PostPosted: Sun Jun 22, 2008 11:58 am    Post subject: Re: My little band of rangers Reply with quote

Bollin B'all

Personality: Bollin has a bit of a paternalistic streak. He tends to view the folks he's adventuring with as kids that need guided and protected. In combat, he's everywhere they need him to be, shifting from one side of the field to the other, finishing off enemies before they can do lasting harm to his "kids."

Male Dwarf Ranger Lvl 1
4' 4" tall, 190 lbs, 50 yrs old
brown hair, brown eyes, ruddy complexion
Alignment: Good
Str 16 (+3)
Dex 13 ( +1)
Con 16 (+3)
Int 10 (+0)
Wis 16 (+3)
Cha 8 (-1)


HP: 33/33 Bloodied 16 Healing Surge 9 for 8 HP
Fort 14 Ref 12 Will 13
AC 17 Init +1 Speed 5
Passive Insight 13 Passive Perception 18

Basic Attacks
+5 Warhammer 1d10+3 (main hand)
+5 Warhammer 1d10+3 (off-hand)
+5 Longbow 1d10+1

Languages: Common, Dwarven

Trained Skills (ranks+Ability-ACP)
+7 Athletics
+8 Perception
+10 Dungeoneering
+9 Endurance
+5 Stealth

Powers
At Will
Hit and Run – +5 vs. AC, 1d10+3, move after attack, no AoO
Twin Strike - +5 vs. AC, 1d10+2 each attack

Encounter
Evasive Strike - Shift up to 4 squares, +5 vs AC 1d10+3

Daily
Hunter's Bear Trap - +5 vs AC, 2d10+3 slowed and ongoing 5 damage, Miss:1/2 damage and slowed till end of turn

Feats
Toughness - +5hp, Armor Proficiency (Chainmail)

Dwarf Traits
+5 to Fort Def vs Poison
Low Light Vision
Encumbered Speed
Stand Your Ground (-1 movement on slide or push)
Hammer Proficiency

Ranger Traits
Two Bladed Fighting Style - can use weapon in offhand no penalty, Toughness
Prime Shot – +1 to ranged attack if closest
Hunter's Quarry – designate a target (minor), do 1d6 extra damage

Possesions
Travelers outfit
adventurer's kit
Climber's kit
Tent, Lantern
2 Warhammers
Longbow (20 arrows)
Chainmail Armor

Advancement:
Lvl 2: Crucial Advice (*Sigh,* Kids...), Dwarven Weapons Training
Lvl 3: Cut and Run
Lvl 4: +1 to Str and Wis, Durable (+2 Surges)
Lvl 5: Two Wolf Pounce
Lvl 6: Weave Through The Fray (Follow the bouncing B'all), TWF
Lvl 7: Sweeping Whirlwind
Lvl 8: +1 to Str and Con, Two Weapon Defense
Lvl 9: Attack on the Run
Lvl 10: Expeditious Stride, Weapon Focus (Hammers)


Last edited by Kistra on Sun Jun 22, 2008 2:10 pm; edited 1 time in total
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Kistra
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Joined: 04 Apr 2008
Posts: 73

PostPosted: Sun Jun 22, 2008 2:07 pm    Post subject: Reply with quote

Vastus, War Wizard of Deepfell

Personality: Decidedly robust for a spellcaster, Vastus is more than willing to wade into melee should it suit him. He's not terribly outgoing, but he was trained to take charge in battle, so he's more than willing to step up and shout orders. Outside of combat, he keeps to himself unless he's got something important to say, or there are specific people that he wants to talk to. He tends to look down his nose at more traditional Wizards, using terms like "prissy" and "wimp" to describe them.

Male Dwarf Wizard Lvl 1
4' 6" tall, 170 lbs, 32 yrs old
brown hair, green eyes, tan complexion
Alignment: Good
Str 14 (+2)
Dex 10 ( +0)
Con 16 (+3)
Int 16 (+3)
Wis 15 (+2)
Cha 8 (-1)


HP: 26/26 Bloodied 13 Healing Surge 9 for 7 HP
Fort 13 Ref 13 Will 14
AC 16 Init +0 Speed 5
Passive Insight 17 Passive Perception 12

Basic Attacks
+2 Staff 1d8+2

Languages: Common, Dwarven

Trained Skills (ranks+Ability-ACP)
+8 Arcana
+8 History
+9 Dungeoneering
+7 Insight
+8 Religion

Powers

Cantrips
Ghost Sound
Light
Mage Hand
Prestidigitation

At Will
Thunderwave – +3 vs. Fort, Close Blast 3, 1d6+3, targets pushed 2 squares
Ray of Frost - +3 vs. Ref, 1d6+3, target slowed until end of next turn

Encounter
Force Orb - Range 20, +3 vs Reflex, 2d8+3 damage, Secondary attack (adjacent enemies); +3 vs Ref, 1d10+3

Staff of Defense - Reaction, +3 to any defense after attack and damage roll.

Daily (* = Prepared)
Acid Arrow* - Range 20, +3 vs Reflex, 2d8+3 and 5 ongoing acid damage, Secondary attack (adjacent enemies); +3 vs Ref, 1d8+3 and 5 ongoing acid damage. Half damage and 2 ongoing acid damage on miss.

Sleep - Area burst 2, +3 vs Will, target slowed, unconscious if failed saving throw

Feats
Armor Proficiency (Leather), Ritual Casting

Rituals

Dwarf Traits
+5 to Fort Def vs Poison
Low Light Vision
Encumbered Speed
Stand Your Ground (-1 movement on slide or push)
Hammer Proficiency

Wizard Traits
Staff of Defense
Spellbook - Choose one daily spell from amongst each of two options at each level.

Possesions
Travelers outfit
adventurer's kit
Spellbook
Quarterstaff
Leather Armor

Advancement:
Lvl 2: Shield, Student of Battle (Endurance)
Lvl 3: Fire Shroud
Lvl 4: +1 to Int and Wis, Expanded Spellbook
Lvl 5: Fireball*, Web, Bigby's Icy Grasp
Lvl 6: Dispel Magic, Armor Proficiency (Hide)
Lvl 7: Lightning Bolt
Lvl 8: +1 to Int and Str, Acolyte Power (Guide the Charge)
Lvl 9: Mordenkainen's Sword*, Wall of Fire, Ice Storm
Lvl 10: Arcane Gate, Durability
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Kistra
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Posts: 73

PostPosted: Sun Jun 22, 2008 3:28 pm    Post subject: Reply with quote

Elron Hu Bard, Servant of the Fardark

Personality: Elron is often silent, in fact eerily so. When he does chime in, it's generally with a cryptically worded piece of information that takes his companions several minutes to properly decipher. His face is rarely seen, as he wears a heavy robe constantly, with the hood obscuring his head and face. When it's visible, his face is pale and ill-kempt, with a scraggly beard and eyes that rarely focus on anything for more than a few seconds at a time. When left to his own devices, Elron will either sit and chant quietly to himself or pace nervously, as though awaiting something or someone's arrival.

Male Half-Elf Warlock Lvl 1
5' 9" tall, 170 lbs, 27 yrs old
Black (prematurely grey in places) hair, grey eyes, pale complexion
Alignment: Unaligned
Str 10 (+0)
Dex 10 ( +0)
Con 16 (+3)
Int 16 (+3)
Wis 11 (+0)
Cha 16 (+3)


HP: 28/28 Bloodied 14 Healing Surge 9 for 7 HP
Fort 13 Ref 14 Will 14
AC 15 Init +0 Speed 6
Passive Insight 15 Passive Perception 12

Basic Attacks
+3 Eldritch Blast 1d10+3
+3 Dagger 1d4

Languages: Common, Elven, Astral

Trained Skills (ranks+Ability-ACP)
+8 Arcana
+8 Religion
+7 Insight
+8 Bluff

Powers

At Will
Eldritch Blast – Range 10, +3 (Cha) vs. Ref, Range 10, 1d10+3
Dire Radiance - Range 10, +3 vs. Fort, 1d6+3, takes damage again if moves towards me.

Encounter
Dreadful Word - Range 10, +3 vs Will, 2d8+3, -4 to Will until end of next turn
Thunderwave - Close Blast 3, Int vs Fort, 1d6+3 and pushed back 3 squares.

Daily
Dread Star - Range 10, +3 vs Will, 3d6+4 and immobilized, -2 penalty to Will defense

Feats
Alertness

Dwarf Traits
Group Diplomacy - Grant party +1 to Diplomacy checks

Warlock Traits
Star Pact
Warlock Curse

Possesions
Travelers outfit
adventurer's kit
Leather Armor

Advancement:
Lvl 2: Ethereal Stride, Improved Fate of the Void
Lvl 3: Frigid Darkness
Lvl 4: +1 to Con and Cha, Action Surge
Lvl 5: Hunger of Hadar
Lvl 6: Dark One's Own Luck, Improved Initiative
Lvl 7: Sign of Ill Omen
Lvl 8: +1 to Con and Cha, Ritual Caster
Lvl 9: Thief of 5 Fates
Lvl 10: Shadow Form, Skill Focus (Insight)
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batshido
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Posts: 69

PostPosted: Sun Jun 22, 2008 4:58 pm    Post subject: Reply with quote

Female Catfolk Ranger Lvl 1
5' 4" tall, 95 lbs, 17 yrs old
tan fur, brown eyes
Alignment: Good
Str 15 (+2)
Dex 15 ( +2)
Con 14 (+2)
Int 10 (+0)
Wis 13 (+1)
Cha 14 (+2)


HP: 31/31 Bloodied 16 Healing Surge 8 for 7 HP
Fort 15 Ref 15 Will 12
AC 15 Init +2 Speed 5
Passive Insight 11 Passive Perception 16

Basic Attacks
+5 Claw 1d4+2 (main hand)
+5 Claw 1d4+2 (off-hand)
+5 Longbow 1d10+2

Languages: Common, Catfolk

Trained Skills (ranks+Ability-ACP)
+6 Nature
+8 Acrobatics
+6 Perception
+8 Stealth
+7 Athletics

Powers
At Will
Careful Attack – +7 vs. AC, 1d4 (melee) or 1d10 (ranged)
Twin Strike - +5 vs. AC, 1d4 (melee) or 1d10 (ranged) each attack

Encounter
Two Fanged Strike - 2 attacks; +5 vs AC, 1d4+2 (melee) or 1d10+2 (ranged) for each

Charging Pounce - Make a charge attack ending with one of your at-will powers, claws only

Daily
Hunter's Bear Trap - +5 vs AC, 2d4+2 (melee) or 2d10+2 (ranged) slowed and ongoing 5 damage, Miss:1/2 damage and slowed till end of turn

Feats
Toughness - +5hp, Sure Climber

Ranger Traits
Two Bladed Fighting Style - can use weapon in offhand no penalty, Toughness
Prime Shot – +1 to ranged attack if closest
Hunter's Quarry – designate a target (minor), do 1d6 extra damage

Possesions
Travelers outfit
adventurer's kit
Climber's kit
Tent, Lantern
Longbow (40 arrows)
Hide Armor
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krownhunter07
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Joined: 12 May 2008
Posts: 222
Location: Here and there and everywhere

PostPosted: Sun Jun 22, 2008 9:46 pm    Post subject: Reply with quote

Not 100% yet...

Severam (Silver eye's) Twilight, Eladrin (feyborn) Wizard (Elite controller), Wizard of the Spiral Tower
Init +8 HP /196 Bloodied 98 Healing Surge 51 ( used /17)
AC 33 Fort 20 Reflex 29 Will 28 Speed
Str 11 (+7) Con 11 (+7) Dex 13 (+Cool Int 24 (+14) Wis 16 (+10) Cha 14 (+9)
[OOC='The One Sword']The One Sword
Encounter ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2[W] + Intelligence modifier damage. Make a secondary
attack against the target.
Secondary Attack: Intelligence vs. Will
Hit: The target is dazed until the end of your next turn,
and this power is not expended.[/OOC], [OOC='Resistance']Resistance
Daily ✦ Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Against a particular damage type chosen by you, the
target gains resistance equal to your level + your Intelligence
modifier until the end of the encounter or for 5
minutes. Choose the damage type from the following list:
acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.[/OOC], [OOC='Burning Hands']Burning Hands
Encounter ✦ Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.[/OOC], [OOC='Prismatic Burst']Prismatic Burst
Encounter ✦ Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the
target is blinded until the end of your next turn.[/OOC], [OOC='Flaming Sphere']Flaming Sphere
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an
adjacent creature. Any creature that starts its turn next to
the flaming sphere takes 1d4 + Intelligence modifier fire
damage. As a move action, you can move the sphere up to
6 squares.
Sustain Minor: You can sustain this power until the end of
the encounter. As a standard action, you can make another
attack with the sphere.[/OOC], [OOC='Expeditious Retreat']Expeditious Retreat
Daily ✦ Arcane
Move Action Personal
Effect: Shift up to twice your speed[/OOC], [OOC='Mesmeric Hold']Mesmeric Hold
Encounter ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Targets: One, two, or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you
gain a +4 power bonus to the attack roll.
Hit: 2d6 + Intelligence modifier psychic damage, and the
target is immobilized until the end of your next turn.[/OOC], [OOC='Fire Shroud']Fire Shroud
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)[/OOC], [OOC='Stinking Cloud']Stinking Cloud
Daily ✦ Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone of poisonous vapor that
blocks line of sight until the end of your next turn. Creatures
that enter the zone or start their turns there take 1d10 +
Intelligence modifier poison damage. As a move action, you
can move the zone up to 6 squares.
Sustain Minor: The zone persists[/OOC], [OOC='Dimension Door']Dimension Door
Daily ✦ Arcane, Teleportation
Move Action Personal
Effect: Teleport 10 squares. You can’t take other creatures
with you.[/OOC], [OOC='Wall of Fog']Wall of Fog
Daily ✦ Arcane, Conjuration
Standard Action Area wall 8 within 10
Effect: You conjure a wall that consists of contiguous
squares filled with arcane fog. The wall lasts until the end
of your next turn. It can be up to 8 squares long and up to
4 squares high. The fog grants concealment to creatures in
its space and blocks line of sight.
Sustain Minor: The wall persists.[/OOC], [OOC='Spectral Ram']Spectral Ram
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage, and you
push the target 3 squares and it is knocked prone.[/OOC], [OOC='Mordenkainen’s Sword']Mordenkainen’s Sword
Daily ✦ Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure a sword of force in an unoccupied square
within range, and it attacks. As a move action, you can move
the sword to a new target within range. The sword lasts
until the end of your next turn.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.[/OOC], [OOC='Arcane Gate']Arcane Gate
Daily ✦ Arcane, Teleportation
Minor Action Ranged 20
Target: Two unoccupied squares
Effect: You create a dimensional rift between the two target
squares that lasts until the end of your next turn. Any creature
that enters one of the target squares can move to the
other target square as if it were adjacent to that square.
A creature cannot pass through the rift if either square is
occupied by another creature.
Sustain Minor: The rift persists[/OOC], [OOC='Shape the Dream']Shape the Dream
Daily ✦ Arcane, Implement
Immediate Interrupt Personal
Trigger: You are hit by an attack against your Will defense
Effect: The attack doesn’t occur, as if the creature that attacked
you chose to do nothing with its action.[/OOC], [OOC='Magic Missile']Magic Missile
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.[/OOC], [OOC='Force Orb']Force Orb
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a secondary
attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.[/OOC], [OOC='Acid Arrow']Acid Arrow
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.[/OOC], [OOC='Sleep']Sleep
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).[/OOC], [OOC='Feather Fall']Feather Fall
Daily ✦ Arcane
Free Action Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall,
regardless of its distance, and does not fall prone at the
end of the fall.[/OOC], [OOC='Color Spray']Color Spray
Encounter ✦ Arcane, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the
target is dazed until the end of your next turn.[/OOC], [OOC='Fireball']Fireball
Daily ✦ Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage[/OOC], [OOC='Web']Web
Daily ✦ Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area
until the end of the encounter or for 5 minutes. The zone is
considered difficult terrain. Any creature that ends its move
in the web is immobilized (save ends).[/OOC], [OOC='Dispel Magic']Dispel Magic
Daily ✦ Arcane
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the
conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects
end, including those that normally last until a target saves.[/OOC], [OOC='Fire Burst']Fire Burst
Encounter ✦ Arcane, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.[/OOC], [OOC='Lightning Serpent']Lightning Serpent
Daily ✦ Arcane, Implement, Lightning, Poison
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier lightning damage, and the
target takes ongoing 5 poison damage and is slowed (save
ends both).
Miss: Half damage, and the target is slowed (save ends).[/OOC], [OOC='Wall of Fire']Wall of Fire
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous
squares filled with arcane fire. It can be up to 8 squares
long and up to 4 squares high. The wall lasts until the end
of your next turn. Any creature that starts its turn adjacent
to the wall takes 1d6 + Intelligence modifier fire damage.
If a creature moves into the wall’s space or starts its turn
there, the creature takes 3d6 + Intelligence modifier fire
damage. Entering a square occupied by the wall costs 3
extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.[/OOC], [OOC='Mirror Image']Mirror Image
Daily ✦ Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your
space, and you gain a +6 power bonus to AC. Each time
an attack misses you, one of your duplicate images disappears
and the bonus granted by this power decreases by 2.
When the bonus reaches 0, all your images are gone and
the power ends. Otherwise, the effect lasts for 1 hour[/OOC]
Notes +7 vs charm effects, +2 all saves

+1 AC when Sword or staff is in hand.
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onethousand1000



Joined: 14 Jul 2011
Posts: 5

PostPosted: Sat Jul 16, 2011 9:52 am    Post subject: Reply with quote

Dungeons and Dragons has been around for nearly 30 years. Do you like it better as a board game or a console game? Considering it was one of the first role playing games to hit gaming consoles I believe it deserves a lot of respect. Games today still model themselves after DandD, few have succeeded while most fail and D&D remains on the top. Have you played D&D on a led tv?
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