Lethal Reword - End of the Fourth Wall

B

Boss Frost

Guest
Original poster
-Opening Cinema-
Another clash of blade against blade, the sizzle of magic open up as the camera shifts in on a scene of battle. Cold stone bricks surround the combatants as they fight heatedly to the death... a classic battle of adventurer against dungeon monster... though at the moment, it is only a single monster. A humanoid-shaped figure twitches his darkness-shrouded fingers, controlling the swords and various weaponry that assault the adventurers...

To be fair, the adventurers could not be considered to look 'heroic'. A vampiric-looking young in black leather decorated in skulls shoots fire from his hands at flying weaponry. Back-to-back with him stands an ice-garbed wizard, launching freezing winds to keep the flying weapons at bay. A man in armor calls thunder from his weapon, sundering what he can, a drow female jumps in and out of the shadows, catching weapons and placing them within a bag, and a group of hide-garbed warriors weilding a weapon in each hand rush towards the figure to no avail.

The figure laughs, proclaiming, "This has been fun, but I've had enough. I have a world to conquer... farewell, Reworders!" As the man waves his hand, each one of the adventurers becomes encased in stone... and is smashed by the flying weaponry...

You read this opening description, rolling it around in your mind. You know you could have come up with something better, but you shrug and decide to make a character for it anyway. Sounds like an interesting game... saving the world from the vague evil figure shroaded in shadow. Sure, it was a cliche, but it sounded like a fun cliche at the moment.

You make your character for the game... level 1, using 30 point buy (3.5 style), and 100 starting gold. Nice to be able to afford everything you need, you think to yourself. You post the character and wait for a reply... Finally, you see one. Entering the forum, you see that Professor Frost has posted only a single word: "ACCEPTED".

Three seconds after you read the word, a shadowy hand bursts from the computer screen and latches onto your face. The cold hand begins to tug... and though you struggle, the hand pulls you forcibly into the computer...

Specifically, in a field... surrounded by the others who had joined the 'game'. What you find in your pocket is a letter - one page written in ink... your character sheet. On the back are these words: "Welcome to the Lethal Reword".

-Rule-
If you're unfamiliar with 4th Edition, I'm more than happy to explain it... it's a bit less complex than earlier versions. if you wish, you can make a character using one of Iwaku's character sheet templates, and I can help you stat them up from there!

Happy Rewording. ^_~
 
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I'll be joining in, too.

Character Name: Roxelvi Pale
Race: Longtooth Shifter
Class: Fighter
Level: 6

Str: 16 | +3 (+6)
Con: 14 | +2 (+5)
Dex: 10 | +0 (+3)
Int: 10 | +0 (+3)
Wis: 19 | +4 (+7)
Cha: 13 | +1 (+4)

HP: 59 (Bloodied at 29, Surge heals 14, Surges per day: 14)
AC: 21 | 13 | 7 | 1
Fort: 17 | 13 | 2 | 2
Ref: 13 | 13 | 0 |
Will: 17 | 13 | 4 |

Race Features:
+2 Strength, +2 Wisdom
+2 Athletics, +2 Endurance
Longtooth Shifting/encounter

Feats:
-Weapon Expertise (Spear): +1 to hit with spear weapons.
-Soldier of the Faith: Gain Insight skill. Once per encounter, use Paladin's Challenge. You can use a holy symbol or a holy avenger as an implement.
-Skill Focus (Athletics): +3 bonus to Athletics checks.
-Novice Power (Paladin): You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.

Trained Skills:
Athletics: +16 | 6 | 5 / 2 + 3
Heal: +12 | 7 | 5
Endurance: +12 | 5 | 5 / 2
Insight: +12 | 7 | 5

Class Features:
Combat Challenge: In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or not, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that doesn't include you, you can make a melee basic attack against that enemy as an immeadiate interrupt.
Combat Superiority: You gain a bonus to oppurtunity attacks equal to your Wisdom modifier. An enemy struck by your oppurtunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to continue moving.
Fighter Weapon Talent (One-Handed): +1 to attack with weapons in one hand.

At-Will Powers:
Crushing Surge, Tide of Iron

Encounter Powers:
Covering Attack, Staggering Smite

Daily:
Comeback Strike, Rain of Steel

Utility:
Boundless Endurance, Strong Focus

Equipment:
Spear (+2 Prof, 1d8 dmg, 6lbs, Versatile, 5gp)
Light Shield (+1 Shield, 6lbs, 5gp)
Scale Armor (+7 AC, -1 Speed, 45lbs, 45gp)
Standard Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs, 15gp)

Appearance:
Nekometal-1-1.jpg

Roxelvi's player hasn't changed much in appearance. Shaggy silver hair let go wherever it pleases, equally-silver dyed goatee well-trimmed to give him a roguish look. Light muscle upon the male, a result of desert environment living and an workout routine. A book is tightly tied to the 6'3" male's belt, and he is dressed in casual, normal clothes. He doesn't really put out a real threatening aspect... in fact, he looks a bit nerdy, square glasses perched upon his face, pale skin exposed on the underside of his arms and upon his face.

Longtooth Shifting Features: His eyes become a faint yellow color, and his mouth sports upper and lower sharp, canine teeth. His fingernails grow into almond-shaped claws, and a feeling of primal cunning makes itself appearant in his body language.

Fun Facts:: "Roxelvi" is an anagram of the player's real name with an 'x' added, like the Nobodies of Kingdom Hearts. "Pale" (pronounced 'pah-lay') just sounded like a good last name, doubly so because he enjoys spellcasting characters. He goes by this name 'in-game', figuring he'd fit in a little better to the 'setting'. He seems rather unconcerned that he's been launched into a parrallel fantasy universe... almost like he's done this before...
 
((Note: Katrina's player is a G.I.R.L.-Guy In Real Life, and star pact is the one associated with grape-flavored entities.))

Katrina Carter (Real name: Incredibly long and epic.)
Unaligned;Ioun

HP=53 (bloodied at 26, I think)
Healing Surges=9 (heals 13 HP)
AC 10+3+1+1=15
Fort 10+3+1=14
Ref 10+1+1+1+1=14
Will 10+4+1+1=16

STR 8 (-1)
CON 16(+3)
DEX 8 (-1)
INT 13(+1)
WIS 10 (+0)
CHA 19 (+4)


Skills (all get a +5 bonus on top of stat bonus)
Arcana
Bluff
History
Streetwise
Religion

Feats
Implement Expertise (+1 to wand attacks)
Defensive Mobility (+2 to AC against opprotunity attacks)
Dooming Action (deal curse damage again with action point)
Empowering Shadows (+1 to damage when you have concealment)
Arcane Reserves (+2 to damage with at-will powers when encounter powers
are expended)

Equipment (100)
Wand (7)
Leather Armor (25)
Light Shield (5)
Standard Adventurer Kit (15)
Backpack
bedroll
Flint and Steel
Pouch, Belt
Trail rationsX10
Rope, hemp 50ft
sunrodx2
Waterskin
Tent (10)

38 GP kept in pouch
50 LB load out of 80;no penalty.

Languages: Common, Deep Speech
Special:
Fate of the Void:
When an enemy under your Warlock's Curse is
reduced to 0 hit points or fewer, you gain a +1 bonus
to any single d20 roll you make during your next turn
(attack roll, saving throw, skill check, or ability check). If
you don't use this bonus by the end of your turn, it is lost.
This bonus is cumulative; if three cursed enemies
drop to 0 hit points or fewer before your next turn, you
gain a +3 bonus to a d20 roll during your turn.

Prime Shot
If none of your allies are nearer to your target than
you are, you receive a +1 bonus to ranged attack rolls
against that target.

Shadow Walk
On your turn, if you move at least 3 squares away from
where you started your turn, you gain concealment
until the end of your next turn.
Warlock's Curse (+1d6 damage until level 11)
At-will powers

Dire Raidance
At-Will ✦ Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier radiant damage. If the target
moves nearer to you on its next turn, it takes an extra
1d6 + Constitution modifier damage.
Increase damage and extra damage to 2d6 + Constitution
modifier at 21st level.

Eldritch Blast
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma
or Constitution to attack with this power. Once you
make that choice, you can't change it later.
This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.

Eyes of the Vestige
At-Will. Arcane, Implement, Psychic; Varies
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d6 + Constitution modifier psychicdamage. Choose
the target or a creature,within 3 squares of the target
and within the target's line of sight. You place your Warlock's
Curse on that creature; if the creature is already
cursed by you,you can deal your Warlock's Curse extra
damage to that creature instead of to the target.
Level/21: 2d6 + Constitution modifier psychic damage.
Augment (King Elidyr):One ally who hits the target before
the end of your next turn can roll a saving throw.
Augment (Zutwa): You gain your Prime Shot bonus against
the target until the end of your next turn.
Augment (other vestige): See the "Eyes of the Vestige
Augment" entry for the daily power that grants access to
the vestige.

Encounter Powers
Arms of Hadar(Yay, tentacles!)
Encounter. Arcane, Implement
Standard Action Close burst 2
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier damage, and you push
the target 2 squares.
Star Pact: You push the target a number of squares equal
to 1 + your Intelligence modifier.

Delban's Deadly Attention Warlock Attack 3
Encounter. Arcane, Implement, Necrotic
Immediate Interrupt Close burst 4
Trigger: An enemy in burst hits you with a melee attack
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier necrotic damage. The target
chooses either to deal half damage to you with its melee
attack or to take 1d8 extra necrotic damage.
Star Pact: The attack deals 1d8 + your Intelligence
modifier extra necrotic damage.


Daily powers
Armor of Agathys
Daily ✦ Arcane, Cold
Standard Action Personal
Effect: You gain temporary hit points equal to 10 + your
Intelligence modifier. Until the end of the encounter, an
enemy that starts its turn adjacent to you takes 1d6 +
Constitution modifier cold damage.

Tyrannical Threat Warlock Attack 5
Daily. Arcane, Fear, Implement, Psychic
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Constitution vs. Will
Hit: 1dl0 + Constitution modifier psychic damage, and
you place your Warlock's Curse on the target.
Miss: Half damage.
Infernal Pact: You place your Warlock's Curse on the
target.
Effect: Until the end of the encounter, whenever a creature
cursed by you attacks you, it takes psychic damage equal
to your Intelligence modifier.

Utility Powers
Beguiling Tongue Warlock (Fey) Utility 2
Encounter ✦ Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy,
or Intimidate check during this encounter.

Dark One's Own Luck Warlock (Star) Utility 6
Daily ✦ Arcane
Free Action Personal
Trigger: You make a roll you dislike
Effect: Reroll the attack roll, skill check, ability check, or saving
throw, using the higher of the two results.​


..Also, Frost, you do know that you need the ritual casting feat to cast rituals, right?
 
Glad to have you, Kitti.Archy, your character looks fine... also, I am aware of that. Invokers get Ritual Caster as a class feature, like wizards and clerics. Page 101, PH II, top right of page.
 
Computer got a virus, so I've been using my cell phone to post and junk. However, it seems to fail at paragraphs, so bear with me, please. Kitti, any idea what you're gonna play? If you're wondering, drop me a PM and I can give you my character quiz. XP Also, it's come to my attention that bonuses to skills from feats do not stack. Page 192, under "How feats work". So if someone got Alertness (+2 Perception) and Skill Focus (+3 Perception), you'd get a feat bonus of +3 to Perception instead of +5. However... this DM's opinion is that this rule sucks. So, it may be the first of my home rules... stack skill bonuses to feats as much as you want. You're using multiple feats for it anyway, it's enough of a loss! Other rules still apply, of course... getting Skill Focus multiple times still applies to separate feats, etc.
 
Nerusai Ruska
Male Human Wizard
Level 1
Unaligned (Chaotic)
Strength 10 (+0)
Constitution 13 (+1)
Dexterity 10 (+0)
Intelligence 18 (+4)
Wisdom 14 (+2)
Charisma 13 (+1)

Maximum Hit Points: 23

Bloodied: 11
Surge Value: 5
Surges / Day: 7 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +4 = + 4 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 15 = 10 + 4 [intelligence] + 1 [wizard staff]
Fortitude Defense: 12 = 10 + 1 [Human] + 1 [constitution]
Reflex Defense: 15 = 10 + 1 [Human] + 4 [intelligence]
Will Defense: 15 = 10 + 1 [Human] + 2 [wizard] + 2 [wisdom]

Armor: None (street clothes)

Shield: None
Attacks:

Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Quarterstaff: +2 vs AC [0 strength attack] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff)
Cloud of Daggers +4i [base intelligence attack] vs reflex
Magic Missile +4i [base intelligence attack] vs reflex
Ray of Frost +4i [base intelligence attack] vs fortitude
Scorching Burst +4i [base intelligence attack] vs reflex
Phantom Bolt [AP] +4i [base intelligence attack] vs will
Burning Hands +4i [base intelligence attack] vs reflex
Acid Arrow +4i [base intelligence attack] vs reflex
Flaming Sphere +4i [base intelligence attack] vs reflex
Freezing Cloud +4i [base intelligence attack] vs fortitude
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e


Languages: Common; Elven; Abyssal; Celestial; Orc


Skills:

Acrobatics: +0 = 0 [dexterity]
Arcana: +9 = 4 [intelligence] + 5 [class training]
Athletics: +0 = 0 [strength]
Bluff: +1 = 1 [charisma]
Diplomacy: +6 = 1 [charisma] + 5 [class training]
Dungeoneering: +7 = 2 [wisdom] + 5 [class training]
Endurance: +1 = 1 [constitution]
Heal: +2 = 2 [wisdom]
History: +9 = 4 [intelligence] + 5 [class training]
Insight: +2 = 2 [wisdom]
Intimidate: +1 = 1 [charisma]
Nature: +7 = 2 [wisdom] + 5 [class training]
Perception: +2 = 2 [wisdom]
Religion: +4 = 4 [intelligence]
Stealth: +0 = 0 [dexterity]
Streetwise: +1 = 1 [charisma]
Thievery: +0 = 0 [dexterity]
Feats:

Expanded Spellbook
Linguist x1
At-Will:

Basic Melee Attack: By weapon, damage 1[W] [standard action]
Basic Ranged Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Ghost Sound [Wizard][standard action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action]
Cloud of Daggers [Level 1]
Magic Missile [Level 1]
Ray of Frost [Level 1]
Scorching Burst [Level 1]
Phantom Bolt [AP; Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Use Implement [free action]
Burning Hands [Level 1]
Daily Powers:

Acid Arrow [Level 1]
Flaming Sphere [Level 1]
Freezing Cloud [Level 1]
Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.

Human

One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses
Wizard
This wizard chose the Staff of Defense mastery. In addition to a +1 AC bonus, you can choose a bonus to your AC equal to your constitution modifier as an immediate interrupt, even after damage has been announced.
Cantrips
Ritual Casting [bonus feat, not listed above]
Spellbook

Nerusai Ruska's Equipment:

52 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Flint and steel
Ink vial
Ink pen
Lantern (hooded)
Mirror
Parchment sheets x2
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Soap
Sunrods x2
Waterskins x2
Spellbook x1
 
Name: Nicol Bolas, Sorceror-Priest of Google, Disciple of Samuel, Bane of the Dreadlord Pedos-Ursa, and Shining Light in the Darkness of ♃chan (RL name: Chaz, Iwaku name: Mabu)

Race: Male Dragonborn Sorcerer
Breath Type: Lightening
Level: 6
Alignment: Good (Chaotic)
Deity: Google
Clothes: Dark Robe, minus the dagger and with a hole in the back for my tail.

Strength 16 (+3)
Constitution 13 (+1)
Dexterity 14 (+2)
Intelligence 12 (+1)
Wisdom 8 (-1)
Charisma 19 (+4)
Height: 6' 8"
Weight: 260 lb

Scales: Tan
Eyes: Silver
Hair: None (Duh)


Maximum Hit Points: 49
Bloodied: 24
Surge Value: 7 [includes draconic heritage]
Surges / Day: 7 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Normal
Initiative: 1d20 +2 = + 2 [dexterity]

Base Strength Attack: 1d20 +3 = + 3 [strength]

Base Dexterity Attack: 1d20 +2 = + 2 [dexterity]

Base Constitution Attack: 1d20 +1 = + 1 [constitution]

Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]

Base Wisdom Attack: 1d20 -1 = -1 [wisdom]

Base Charisma Attack: 1d20 +4 = + 4 [charisma]

Armor Class: 13 = 10 + 3 [strength]

Fortitude Defense: 13 = 10 + 3 [strength]
Reflex Defense: 12 = 10 + 2 [dexterity]
Will Defense: 16 = 10 + 2 [sorcerer] + 4 [charisma]

Armor: None (street clothes)
Shield: None

Attacks:
Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]

Scythe: +3 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=2d4+3 [strength bonus] 4 lb (Heavy Blade)

Dragon Breath +5 [base strength attack + 2] vs reflex; damage1d6+1 [constitution]

Acid Orb +4i [base charisma attack] vs reflex

Burning Spray +4i [base charisma attack] vs reflex

Tempest Breath +4i [base charisma attack] vs reflex

Chromatic Orb +4i [base charisma attack] vs. reflex

Dancing Lightening +4i [base charisma attack] vs. reflex

Thunger Leap ++4i [base charisma attack] vs. fortitude

i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e
Normal Load: 160 lb.
Heavy Load: 320 lb.
Maximum Drag Load: 800 lb.






Encumberance 3.5
Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.


Languages: Common; Draconic;

Rituals Known:

Skills:
Acrobatics: +5 = 2 [dexterity] + 3 [half of level]
Arcana: +9 = 1 [intelligence] + 5 [class training] + 3 [half of level]
Athletics: +11 = 3 [strength] + 5 [class training] + 3 [half of level]
Bluff: +7 = 4 [charisma] + 3 [half of level]
Diplomacy: +7 = 4 [charisma] + 3 [half of level]
Dungeoneering: +7 = -1 [wisdom] + 5 [class training] + 3 [half of level]
Endurance: +4 = 1 [constitution] + 3 [half of level]
Heal: +2 = -1 [wisdom] + 3 [half of level]
History: +6 = 1 [intelligence] + 2 [Dragonborn] + 3 [half of level]
Insight: +2 = -1 [wisdom] + 3 [half of level]
Intimidate: +14 = 4 [charisma] + 2 [Dragonborn] + 5 [class training] + 3 [half of level]
Nature: +2 = -1 [wisdom] + 3 [half of level]
Perception: +3 = -1 [wisdom] + 3 [half of level] + 1 [Dragonborn Senses]
Religion: +4 = 1 [intelligence] + 3 [half of level]
Stealth: +5 = 2 [dexterity] + 3 [half of level]
Streetwise: +7 = 4 [charisma] + 3 [half of level]
Thievery: +5 = 2 [dexterity] + 3 [half of level]

Feats:
Arcane Implement Proficiency: Heavy Blades
Draconic Spellcaster
Raging Storm
Dragonborn Senses

At-Will:
Basic Melee Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]

Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]

Bull Rush: +3 [base strength attack] vs fortitude [standard action]

Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]

Escape: +2 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]

Acid Orb [Level 1]

Burning Spray [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]

Dragon Breath, Lightning [Dragonborn][minor action]
Tempest Breath [Level 1]
Dancing Lightening [Level 3]

Daily Powers:
Chromatic Orb [Level 1]
Thunder Leap [Level 5]

Utility Powers:
Deep Shroud [Level 2]
Arcane Empowermet [Level 6]

Dragonborn
+2 Strength, +2 Charisma (already included)
+2 History, +2 Intimidate

Dragonborn Fury (when bloodied, +1 on attacks)

Dragonborn Heritage (healing surge includes constitution bonus)

Dragon Breath

Low-Light Vision

Sorcerer
This sorcerer chose the Dragon Magic option -- draconic power, draconic resilience, dragon soul, scales of the dragon.



Shiv (Chaz)'s Equipment:
Scythe (Unscythe, Killer of Kings)
Tome-sized Notebook - The Path of Saint Samuel
Backpack: 4 lb
Bedroll: 2 lb
Bottle: 5 lb
Bucket: 2 lb
Case (for map or scroll): 1 lb
Chain (10 feet) x1: 2 lb
Everburning torch: 1 lb
Fishing net: 5 lb
Flint and steel: 4 lb
Grappling hook: 2 lb
Hammer: 1 lb
Lamp (common): 5 lb
Pitons x10: 1 lb
Pouch (belt) x1: 10 lb
Rations (1 day) x10: 10 lb
Rope (50', hempen) x1: 8 lb
Spade / shovel: 20 lb
Tent: 4 lb
Waterskins x1:
Total: 87 lb


Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:




Resistances: Lightening 5
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Shiv (Chaz):

More on Google: Google is an all-knowing, yet unfathomable god. His holy book is known as Wikipedia. His arch-enemy is the destroyer of logic, the decimator of sanity, and the perverter of knowledge. I am, of course, speaking of the mighty ♃chan (Yes, you're reading that right. It's 4chan). ♃chan is wirtten '♃chan', but pronounced '4chan'. Google, like all deities, has a champion. Google's champion is none other than Saint Samuel L. Jackson. Like all followers of Google, Bolas carries with him at all times a tome containing the written history of Saint Samuel L. Jackson, and can often be found preaching the 'BAMF' Word (as opposed to the Good Word) to the masses. ♃chan too has a champion. ♃chan's champion is the Dreadlord Pedos-Ursa, a were-bear who is infamous for his kidnapping of young maidens.

Go here for pictures of the deities Google and ♃chan. Google is seen in the three titled 'The All Knowing', and ♃chan is seen in the three titled 'Captive Devil'.
 
I'm interested in joining. Is there a specific format I should post my character as? Also, what are the we limited to?
 
<center>Franco Lucien</center> Male Human Warlord
Level 1
Unaligned
Representing Soldato


<table width="100%"><tbody><tr width="100%"><td width="50%"><table><tbody><tr> <td>Strength</td> <td align="right">16</td><td>(+3)</td></tr> <tr> <td>Constitution</td> <td align="right">12</td><td>(+1)</td></tr> <tr> <td>Dexterity</td> <td align="right">12</td><td>(+1)</td></tr> <tr> <td>Intelligence</td> <td align="right">12</td><td>(+1)</td></tr> <tr> <td>Wisdom</td> <td align="right">10</td><td>(+0)</td></tr> <tr> <td>Charisma</td> <td align="right">16</td><td>(+3)</td></tr> </tbody></table> </td><td valign="top" width="50%"><table><tbody><tr> <td>Height:</td> <td>5' 11"</td></tr> <tr> <td>Weight:</td> <td>175 lb</td></tr> <tr> <td>Skin:</td> <td>Tan</td></tr> <tr> <td>Eyes:</td> <td>Dark Brown</td></tr> <tr> <td valign="top">Hair:</td> <td>Black; Straight; Beardless</td></tr> </tbody></table> </td></tr> </tbody></table>

Maximum Hit Points: 25


  • Bloodied: 12
    Surge Value: 6
    Surges / Day: 8 [includes constitution modifier]
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Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal


<table><tbody><tr><td>Initiative:</td><td>1d20 +3</td><td> = + 1 [dexterity] + 2 [combat leader] </td></tr> <tr><td>Base Strength Attack:</td><td>1d20 +3</td><td> = + 3 [strength]</td></tr> <tr><td>Base Dexterity Attack:</td><td>1d20 +1</td><td> = + 1 [dexterity]</td></tr> <tr><td>Base Constitution Attack:</td><td>1d20 +1</td><td> = + 1 [constitution]</td></tr> <tr><td>Base Intelligence Attack:</td><td>1d20 +1</td><td> = + 1 [intelligence]</td></tr> <tr><td>Base Wisdom Attack:</td><td>1d20 +0</td><td> = + 0 [wisdom]</td></tr> <tr><td>Base Charisma Attack:</td><td>1d20 +3</td><td> = + 3 [charisma]</td></tr></tbody></table>
<table> <tbody><tr><td>Armor Class:</td><td>17</td><td>= 10 + 6 [chainmail] + 1 [if carrying light shield] </td></tr> <tr><td>Fortitude Defense:</td><td>15</td><td>= 10 + 1 [Human] + 1 [warlord] + 3 [strength]</td></tr> <tr><td>Reflex Defense:</td><td>13</td><td>= 10 + 1 [Human] + 1 [dexterity] + 1 [if carrying light shield] </td></tr> <tr><td>Will Defense:</td><td>15</td><td>= 10 + 1 [Human] + 1 [warlord] + 3 [charisma]</td></tr> </tbody></table>
Armor: Chainmail (40 lb)

Shield: Small (6 lb)

Attacks:

  • Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
    Spear[SIZE=-1]<sup>v</sup>[/SIZE]: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d8+3 [strength bonus] 6 lb (Spear) versatile
    Add +1 damage for Weapon Focus -- Spear
    Crossbow: +3 vs AC [+1 dexterity attack] [+2 proficiency]; damage 1[W]=1d8+1 [dexterity bonus] range 15/30 4 lb (Crossbow) Load minor
    Commander's Strike (ally adds your intelligence bonus to damage)
    Furious Smash +3[SIZE=-1]<sup>w</sup>[/SIZE] [base strength attack] vs fortitude
    Wolfpack Tactics +3[SIZE=-1]<sup>w</sup>[/SIZE] [base strength attack] vs AC
    Guarding Attack +3[SIZE=-1]<sup>w</sup>[/SIZE] [base strength attack] vs AC
    Bastion of Defense +3[SIZE=-1]<sup>w</sup>[/SIZE] [base strength attack] vs AC
    [SIZE=-1]<sup>v</sup> Versatile weapon. Add +1 to damage if using two-handed.[/SIZE]
    [SIZE=-1]<sup>w</sup> Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.[/SIZE]
Base Saving Throw: d20 vs 10
<table width="100%"><tbody><tr width="100%"><td valign="top" width="50%">Encumberance 4e<table><tbody><tr><td>Normal Load:
Heavy Load:
Maximum Drag Load
</td><td>160 lb.
320 lb.
800 lb.
</td></tr></tbody></table>
</td><td>Encumberance 3.5<table><tbody><tr><td>Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
</td><td>76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.
</td></tr></tbody></table>
</td></tr></tbody></table>
<table><tbody><tr><td valign="top">Languages:</td><td>Common; (? 1 more)</td></tr></tbody></table>
Rituals Known:
Skills:

  • <table><tbody><tr><td>Acrobatics:</td><td>+0</td><td> = 1 [dexterity] -1 [armor]</td></tr> <tr><td>Arcana:</td><td>+1</td><td> = 1 [intelligence] </td></tr> <tr><td>Athletics:</td><td>+7</td><td> = 3 [strength] + 5 [class training]-1 [armor]</td></tr> <tr><td>Bluff:</td><td>+3</td><td> = 3 [charisma] </td></tr> <tr><td>Diplomacy:</td><td>+8</td><td> = 3 [charisma] + 5 [class training]</td></tr> <tr><td>Dungeoneering:</td><td>+0</td><td> = 0 [wisdom] </td></tr> <tr><td>Endurance:</td><td>+5</td><td> = 1 [constitution] + 5 [class training]-1 [armor]</td></tr> <tr><td>Heal:</td><td>+5</td><td> = 0 [wisdom] + 5 [class training]</td></tr> <tr><td>History:</td><td>+6</td><td> = 1 [intelligence] + 5 [class training]</td></tr> <tr><td>Insight:</td><td>+0</td><td> = 0 [wisdom] </td></tr> <tr><td>Intimidate:</td><td>+3</td><td> = 3 [charisma] </td></tr> <tr><td>Nature:</td><td>+0</td><td> = 0 [wisdom] </td></tr> <tr><td>Perception:</td><td>+0</td><td> = 0 [wisdom] </td></tr> <tr><td>Religion:</td><td>+1</td><td> = 1 [intelligence] </td></tr> <tr><td>Stealth:</td><td>+0</td><td> = 1 [dexterity] -1 [armor]</td></tr> <tr><td>Streetwise:</td><td>+3</td><td> = 3 [charisma] </td></tr> <tr><td>Thievery:</td><td>+0</td><td> = 1 [dexterity] -1 [armor]</td></tr> </tbody></table>
Feats:

  • <table><tbody><tr><td>Combat Reflexes</td><td>
    </td></tr> <tr><td>Weapon Focus -- Spear</td><td>
    </td></tr> </tbody></table>
At-Will:

  • Basic Melee Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
    Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
    Bull Rush: +3 [base strength attack] vs fortitude [standard action]
    Grab: +3 [base strength attack] vs reflex [standard action]
    Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
    Escape: +1 [acrobatics] vs reflex / +7 [athletics] vs fortitude [move action]
    Commander's Strike [Level 1]
    Furious Smash [Level 1]
    Wolf Pack Tactics [Level 1]
    <table><tbody><tr><td valign="top">[SIZE=-1]Other Standard Actions:[/SIZE]</td><td valign="top">[SIZE=-1]Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); [/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Other Move Actions:[/SIZE]</td><td valign="top">[SIZE=-1]Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Other Minor Actions:[/SIZE]</td><td valign="top">[SIZE=-1]Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Other Immediate Action:[/SIZE]</td><td valign="top">[SIZE=-1]Readied action[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Other Opportunity Action:[/SIZE]</td><td valign="top">[SIZE=-1]Opportunity attack[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Other Free Actions:[/SIZE]</td><td valign="top">[SIZE=-1]Drop held items; End a grab; Talk[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Other Non-Actions:[/SIZE]</td><td valign="top">[SIZE=-1]Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Short rest:[/SIZE]</td><td valign="top">[SIZE=-1]Healing surges as available[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]Five minutes:[/SIZE]</td><td valign="top">[SIZE=-1]Normal escape from restraints (Acrobatics)[/SIZE]</td></tr> <tr><td valign="top">[SIZE=-1]One hour:[/SIZE]</td><td valign="top">[SIZE=-1]Forage; Streetwise check[/SIZE]</td></tr> </tbody></table>
Encounter Powers:

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    Second Wind
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    Spend an Action Point [free action, not in surprise round]
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    Inspiring Word [minor action][2x/encounter]
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    Guarding Attack [Level 1]
Daily Powers:

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    Bastion of Defense [Level 1]
Human


  • [*]One extra at-will power from your class (already included)
    [*]One bonus feat at 1st level (already included)
    [*]One bonus skill from the skill class list (already included)
    [*]+1 to fortitude, reflex, and will defenses
Warlord

  • [*]Combat Leader (+2 initiative for self and all allies within ten squares)
    [*]This warlord chose the inspiring presence. Any ally in sight who spends an action point to attack regains hit points equal to half your level plus your charisma modifier.
    [*]Inspiring Word (target spends healing surge and gains an additional1d6 at level 1)
<table width="100%"><tbody><tr width="100%"><td align="center">
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</td><td align="center">
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</td></tr></tbody></table>
Franco Lucien's Equipment:
<table><tbody><tr><td align="right">56 lb
4 lb
2 lb
5 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
20 lb
2 lb
2 lb
4 lb
1 lb
_____
123 lb
</td><td>Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x2
Backpack
Bedroll
Fishing net
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x2
Sunrods x2
Torches x2
Waterskins x1
Whetstone

Total
</td></tr></tbody></table>
Also...

  • Towel
If you could educate me on the parts...that don't say much and prices...I think I'll be good then. I'm actually pretty interested in this system now...so no bloodfoaming mouth for me. Let's give it a shot.

EDIT: Fix'd
 
No real limitations, just be aware that you're character will most likely be judged by the world's populace on appearance, so picking monster races like Gnoll or Drow will cause problems.

Also, if any of you pick Spellsword as your class (or whatever that horrendous Forgotten Realms class is), prepare to meet my scorn.
 
I've got a character sheet all done but not sure how I can transfer it over nicely. >.<
 
Well, if you used the Character generator, then Copy-Paste into Notepad, then Copy-Paste into a post. After that all it takes is a little cleaning up.
 
Character Name: Johe Keel
Race: Elf
Class: Ranger
Level: 1

Str: 16 | +3
Con: 12 | +1
Dex: 16 | +3
Int: 10 | +0
Wis: 16 | +3
Cha: 10 | +0

HP: 29 (Bloodied at 14, Surge heals 7, Surges per day: 7)
AC: 16 | 10 | 3 | 3
Fort: 14 | 10 | 3 | 1
Ref: 13 | 10 | 3 | 1
Will: 13 | 10 | 3 |

Race Features:
+2 Dexterity, +2 Wisdom
7 Square Speed
Low-Light Vision
+2 Nature, +2 Perception
Elven Weapon Prof: Longbow and Shortbow
Fay Origin: You count as fey for effects linked to race.
Group Awareness: Grant non-elf allies within 5 squares of you +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift.

Feats:
Lethal Hunter: Hunter's Quarry dice increased to d8.

Trained Skills:
Nature: +10 | 5 | 3 / 2
Athletics: +7 | 5 | 3 (-1)
Heal: +8 | 5 | 3
Perception: +10 | 5 | 3 / 2
Stealth: +7 | 5 | 3 (-1)

Class Features:
Two-Blade Fighting Style: You can wield a one-handed weapon in your off-hand as if it were an off-hand weapon. Gain Toughness as a bonus feat.
Hunter's Quarry: Once per turn as a free action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry. The extra damage is based on your level: 1st-10th: 1d6. 11th-20th: 2d6. 21st-30th: 3d6.

At-Will Powers:
-Hit and Run-
At-Will - Martial, Weapon
Standard Action with a Melee Weapon
Target: One creature.
Attack: Strength vs. AC
Hit: 1x weapon damage + strength modifier.
Note: Increase damage to 2x weapon at level 21.
Effect: If you move in the same turn after this attack, leaving the first square does not provoke an opportunity attack from the target.

-Twin Strike-
At-Will - Martial, Weapon
Standard Action with a Melee Weapon
Target: One or two creatures.
Attack: Strength vs. AC (main weapon and offhand weapon)
Hit: 1x weapon damage + strength modifier per attack.
Note: Increase damage to 2x weapon at level 21.


Encounter Powers:
-Two-Fanged Strike-
Encounter - Martial, Weapon
Standard Action with a Melee Weapon
Target: One creature.
Attack: Strength vs. AC (main weapon and offhand weapon)
Hit: 1x weapon damage + strength modifier. If both attacks hit, do extra damage equal to your Wisdom modifier.
Note: Increase damage to 2x weapon at level 21.


Daily:
-Jaws of the Wolf-
Daily - Martial, Weapon
Standard Action with a Melee Weapon
Target: One creature.
Attack: Strength vs. AC (main weapon and offhand weapon)
Hit: 2x weapon damage + strength modifier per attack.
Miss: Half damage per attack.

Equipment: 25 pocket gold.
Longsword (Main): +3 Prof, 1d8 damage, 4lbs, Heavy Blade, Versatile.
Longsword (Offhand): +3 Prof, 1d8 damage, 4lbs, Heavy Blade, Versatile.
Hide Armor: +3 AC, -1 check, 25lbs.
Standard Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs

Appearance:
ElvenRanger.jpg