Lethal Reword - End of the Fourth Wall

We are using 4e Point buy right? If so Then I am on level. If not then I'll change it. Just a bit confused.
 
<p><b>Character Name:</b> Ronen

Male Deva Avenger
Level 1
Unaligned
Representing Titan

<b>Strength:</b> 10 (+0)
<b>Constitution:</b> 12 (+1)
<b>Dexterity:</b> 15 (+2)
<b>Intelligence:</b> 16 (+3)
<b>Wisdom:</b> 17 (+3)
<b>Charisma:</b> 10 (+0)

<b>Physical Appearence</b>
Height: 6' 3"
Weight: 185 lb
Skin: Gray
Eyes: Gray
Hair: Silver; Short; Beardless

<b>Hit Points</b>
Maximum Hit Points: 26
Bloodied: 13
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Normal

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

Armor Class: 17 = 10 + 4 [intelligence] + 3 [armor of faith]
Fortitude Defense: 12 = 10 + 1 [avenger] + 1 [constitution]
Reflex Defense: 15 = 10 + 1 [avenger] + 4 [intelligence]
Will Defense: 15 = 10 + 1 [avenger] + 4 [wisdom]

Armor: None (street clothes)

Shield: None

<b>Attacks:</b>
Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4

Dagger: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
Thrown: +5 vs AC [+2 dexterity attack] [+3 proficient, damage 1d4+2 [dexterity bonus]

Greatsword: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d10 8 lb (Heavy blade)

Crossbow: +4 vs AC [+2 dexterity attack] [+2 proficiency]; damage 1[W]=1d8+2 [dexterity bonus] range 15/30 4 lb (Crossbow) Load minor

Abjure Undead +4i [base wisdom attack] vs will

<b>At-Will:</b>
Bond of Pursuit +4w [base wisdom attack] vs AC
Radiant Vengeance +4i [base wisdom attack] vs reflex

<b>Encounter Power:</b>
Angelic Alacrity +4w [base wisdom attack] vs AC

<b>Daily Power:</b>
Oath of the Final Dual +4w [base wisdom attack] vs. AC


w - Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i - Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

<b>Encumberance 4e</b>
Normal Load: 100 lb.
Heavy Load: 200 lb.
Maximum Drag Load: 500 lb.

<b>Encumberance 3.5</b>
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

<b>Languages:</b> Common; Supernal; Draconic

<b>Skills Trained:</b>
* Acrobatics
* Perception
* Religion
* Stealth

<b>Skills:</b>

Acrobatics: +7 = 2 [dexterity] + 5 [class training]
Arcana: +4 = 4 [intelligence]
Athletics: +0 = 0 [strength]
Bluff: +0 = 0 [charisma]
Diplomacy: +0 = 0 [charisma]
Dungeoneering: +4 = 4 [wisdom]
Endurance: +1 = 1 [constitution]
Heal: +4 = 4 [wisdom]
History: +6 = 4 [intelligence] + 2 [Deva]
Insight: +4 = 4 [wisdom]
Intimidate: +0 = 0 [charisma]
Nature: +4 = 4 [wisdom]
Perception: +9 = 4 [wisdom] + 5 [class training]
Religion: +11 = 4 [intelligence] + 5 [class training]
Stealth: +7 = 2 [dexterity] + 5 [class training]
Streetwise: +0 = 0 [charisma]
Thievery: +2 = 2 [dexterity]

<b>Feats:</b>
Invigorating Pursuit [PH2]

<b>At-Will:</b>
Basic Melee Attack: By weapon, damage 1[W] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [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: +7 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Bond of Pursuit [Level 1]
Radiant Vengeance [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

<b>Encounter Powers:</b>
Second Wind
Spend an Action Point [free action, not in surprise round]
Memory of a Thousand Lifetimes [Deva][no action]
Channel Divinity
Abjure Undead
Divine Guidance [immediate interrupt]
Oath of Enmity [minor action]
Angelic Alacrity [Level 1]

<b>Daily Powers:</b>
Oath of the Final Dual [Level 1]

<b>Deva</b>

* +2 Intelligence, +2 Wisdom (already included)
* +2 History, +2 Religion
* Astral Majesty
* Astral Resistance
* Immortal Origin
* Memory of a Thousand Lifetimes once per encounter

<b>Avenger</b>

* This avenger chose the Censure of Pursuit option.
* Channel Divinity
* Oath of Enmity

<b>Money:</b> 27 Gold Coins

<b>Ronen's Equipment:</b>

13 lb Weapons / Armor / Shield (from above)
2 lb Crossbow bolts (quiver of 20) x1
2 lb Backpack
5 lb Bedroll
Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
_____
49 lb Total

Magic items:

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


Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about Ronen:</p>
 
Character Name: Vagre
Race: Human
Class: Rogue
Level: 1

Str: 16 | +3
Con: 16 | +3
Dex: 16 | +3
Int: 10 | +0
Wis: 10 | +0
Cha: 8 | -1

HP: (Bloodied at , Surge heals , Surges per day: )
AC: 15 | 10 | 3 | 2
Fort: 14 | 10 | 3 | 1
Ref: 16 | 10 | 3 | 3
Will: 11 | 10 | 0 | 1

Race Features:
+2 Dexterity
Extra At-Will
Extra Feat
Extra Class Skill
+1 Fortitude, Reflex, Will

Feats:
Superior Weapon Prof: Katar
Weapon Focus: Katar

Trained Skills:
Stealth: +8
Trickery: +8
Acrobatics: +8
Athletics: +8
Dungeoneering: +5
Intimidate: +4
Perception: +5

Class Features:
First Strike: At the start of an encounter, you have combat advantage against any creature that have not yet acted.
Brutal Scoundrel: You gain a bonus to sneak attack damage equal to your strength modifier.*
Rogue Weapon Talent: When you wield shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
Sneak Attack (+2d6): Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against an enemy deals extra damage if the attack hits. You decide whether to apply the damage after making the attack roll. As you advance in level, your extra damage increases.

At-Will Powers:
-Piercing Strike-
Dex vs. Reflex (NOT AC), One Target
1x weapon plus Dex modifier damage.
Increase to 2x at 21st level.

-Riposte Strike-
Dex vs. AC, One Target
1x weapon plus Dex modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1x plus Strength modifier damage.
Increase to 2x at 21st level.

-Deft Strike-
Dex vs. AC, One Target
Special: You may move 2 squares before the attack.
1x weapon plus Dex modifier damage.
Increase to 2x at 21st level.

Encounter Powers:
-Torturous Strike-
Dex vs. AC, One Target
2x weapon plus Dex modifier damage.
Special: You gain a bonus to damage rolls equal to your Strength modifier.

Daily:*
-Easy Target-
Dex vs. AC, One Target
2x weapon plus Dex modifier damage, the target is slowed, and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.*

Equipment: 43 pocket gold
Katar (+3 Proficiency, 1d6 damage, 1lb, Light) Blade, Off-Hand, High Crit)
Leather Armor (+2 AC, 15lbs)
Shuriken (10 ammo, +3 Prof, 1d6 damage, 6/12 range, 1lb altogether, Light Blade, Light Thrown)
Standard Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs)
Climber's Kit (Grappling Hook, Hammer, 10 Pitons, 11lbs).
Thieves' Tools (1lb)

Appearance:
assassins-creed-20060921105332117.jpg

Black clothes, and no sword. Under the hood is surprisingly young clean-shaven face with bright blue eyes and brown hair flecked with red. His right shoulder bears the mark of the beastslayers, a relic from another world.

==============Achievements================

"Ouch, that's gotta hurt" for rolling his first Natural 1 on a roll. +10 EXP
 
Character Name: Zu Trissia
Race: Dragonborn
Class: Cleric
Level: 1

Str: 18 | +4
Con: 12 | +1
Dex: 10 | +0
Int: 10 | +0
Wis: 16 | +3
Cha: 12 | +1

HP: 24 (Bloodied at 12, Surge heals 7, Surges per day: 8)
AC: 16 | 10 | 6 |
Fort: 14 | 10 | 4 |
Ref: 10 | 10 | 0 |
Will: 15 | 10 | 3 | 2

Race Features:
+2 Strength, +2 Charisma
+2 History, +2 Intimidate
Dragonborn Fury: +1 attack rolls when bloodied.
Draconic Heritage: Healing surge value is equal to one-quarter of your max health plus your constitution modifier.
Dragon Breath (Fire)/encounter

Feats:
Superior Weapon Prof. (Bastard Sword): Allows use of bastard sword.

Trained Skills:
Religion: +5 | 0 | 5
Arcana: +5 | 0 | 5
Heal: +8 | 3 | 5
Diplomacy: +6 | 1 | 5


Class Features:
Channel Divinity 1/encounter (Turn Undead or Divine Fortune)
Healer's Lore: When you grant healing, add wisdom modifier to hit points target gains.
Healing Word 2/encounter
Ritual Casting: Learned Gentle Repose and Make Whole.

At-Will Powers:
-Bastard Sword-
Attack: +7 vs. AC. 1d10+4 damage on hit with one hand, 1d10+5 damage two-handed.

-Priest's Shield-
At-Will - Divine, Weapon
Standard Action with a Melee Weapon
Target: One creature.
Attack: Strength vs. AC
Hit: 1x weapon damage + strength modifier, and you one adjacent ally gains a +1 power bonus to AC until the end of your next turn.
Note: Increase damage to 2x weapon at level 21.

-Righteous Brand-
At-Will - Divine, Weapon
Standard Action with a Melee Weapon.
Target: One Creature
Attack: Strength vs. Ac.
Hit: 1x weapon + strength modifier, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the same target you hit equal to your strength modifier until the end of your next turn.
Note: Increase damage to 2x weapon at level 21.

Encounter Powers:
-Divine Fortune- (Channel Divinity)
Encounter - Divine
Free Action, Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

-Turn Undead- (Channel Divinity)
Encounter - Divine, Implement, Radiant
Standard Action, Close Burst: 2 (5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiatn damage, and you push the target a number of squares equal to 3 + your charisma modifier. The target is immobilized until the end of your next turn.
Note: Increase to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, target is not pushed or immobilized.

-Healing Word-
Encounter (Special) - Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action, Close Burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Note: Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

-Wrathful Thunder-
Encounter - Divine, Thunder, Weapon
Standard Action with Melee Weapon
Target: One Creature
Attack: Strength vs. Ac
Hit 1x weapon damage + strength modifier, and the target is dazed (takes either a standard, move, or minor action on their turn, cannot flank) until the end of your next turn.

Daily:
-Avenging Flame-
Daily - Divine, Fire, Weapon
Standard Action with Melee Weapon
Target: One Creature.
Attack: Strength vs. AC.
Hit: 2x weapon damage + strength modifier, and an ongoing 5 damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on it's turn, it can't attempt a saving throw against the ongoing damage.

Equipment: 5 pocket gold.
Bastard Sword: +3 Prof, 1d10 damage, 6lbs, Heavy Blade, Versatile (can be used one-handed or two-handed).
Chainmail Armor: +6 AC, -1 check, -1 speed, 40lbs.
Standard Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs)
Holy Symbol (??? Deity): 1lb.

80lbs of stuff total.
(photo coming soon)
(thanks Boss Frost)


adf530e7c978baf17e2675db26576d6f.jpg


I take no credit for the picture.. its awesome art... by Tom Cardin..

http://community.wizards.com/tomcardin/gallery/view_gallery.one?pid=82394025

Wicked art there... just fyi and yeah I dont want to get sued so heres hoping. (crosses fingers)
 
Character Name: Michael Petrenko
Race: Human
Class: Fighter
Level: 1

STR: 17 (+3 modifier)
DEX: 10 (n0 modifer)
CON: 17 (15 Base, +2 race) (+3 modifer)
INT: 10(no modifer)
WIS: 11(no modifer)
CHA: 10(no modifer)


HP: 32 (16 Bloodied, heals 8 hit points per surge 12 Surges per day)
AC: 16 (10 +6 Chainmail, )
FORT: +6 (+1 Race +2 Class +3 STR)
REF: +1 (+1 race)
WILL: +1 (+1 Race )

Race Features:
Ability Scores: +2 to one ability score of your choice (Chosen: constitution)
Vision: Normal
Languages: Common, choice of one other (Chosen: Draconic)
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat's prerequisites. (Chosen: Weapon Focus: Polearms
Bonus Skill: You gain training in one additional skill
from your class skill list. ( Chosen: Athletics)
Human Defense+1 to Fortitude, Reflex, and
Will defenses. (Added to profile)

Feats:
Powerful Charge (sometimes accompanied by a bellow of "For teh emprah!"
Weapon Focus: Polearms

Trained Skills:
Endurance (CON)

Heal(WIS):

Intimidate(CHA):

Athletics(STR)



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
Choose either one-handed or two-handed weapons.
When using a weapon of your chosen style, you gain a
+1 bonus to attack rolls. (Chosen: Two handed Weapons)

At-Will Powers:
Sure Strike
Cleave

Encounter Powers:
Spinning Sweep (Usually accompanied with some form of insult)

Daily:
Brute Strike (Usually accompanied by a shout of several profanities)

Equipment:
Chainmail Armor 40gp
Glaive (25gp) (Weapon stats: +2 prof 2D4 Damage 10Lb weight Group: Heavy Blade, Polarm Properties: Reach)
Standard Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs, 15gp)
one Bottle of Ale 7gp (Its the Huntsmaster's Draught)
10 gold peices
25 Silver peices
50 Copper peices
Able to carry up to 170Lbs of gear

Appearance:

coming soon to a roleplay near you


Armor:
ImprovedChainmailArmor.jpg

(covers legs too)

allthingsrenn_highlander.jpg

shirt worn under armor
bgURBDIGP.jpg

pants (worn under armor)
yasuyuki-ishii-patchboots.jpg

boots (worn all the time[you know, except when sleeping in an inn or something])

Other/ personality:
How do others perceive you in social interactions?
either Talkative or Reserved
How optimistic are you?
Pessemistic "Expect the worst, then if something good happens, its a pleaseant suprise!" - michael
How trusting are you?
Suspicious/paranoid, Trusting and guillible of allies (or assmed allies)
How assertive are you at a decision point?
depending on the severity of the descision either Timid (big decisions) or Impatient (small decisions, such as whether or not to hve a beer)
How conscientious are you about following rules?
Honest...most of the time
How empathetic are you?
Oblivious, though if he does empathise, michael tries to be kind to his freinds/allies
How courageous are you in dire straits?
Fierce when not terrified
How do you feel when faced by setbacks?
Stoic/Vengeful
How are your nerves?
Skittish/Restless/Impulsive though sometimes Michael's nerves are unshakeable, this is usually when his freinds are in danger.

Fun Facts::

A selection of Michael's favorite sayings
"Im going to find that f*cking wench, then im gonna kill her, and if after all that im still here, im going to drink until i die"
"I'm Michael the "Neutral i-dont-really-give-two-shits" Fighter, how can i help you today?"
"Got Vodka? no? well ill just get a couple of beers then"
"oh what i'd do for an Xbox right about now!"
 
War, your character's over the point buy limit by a ridiculous 21 points. Until you take care of that, you won't be able to enter.

All stats start at 8, 30 point buy. Just toy with this until it says '30' in the lowest box: http://www.hackslash.net/?p=73
 
oh, i did a dice rolly thing, but ill figure out how to do it your way.
EDIT: there you go, all edited down.


TBH im not that well versed with D&D, other than having a fondess for the Baulders Gaten games.
 
Character Name: Faramond
Race: Deva
Class: Bard
Level: 1

Str: 10 | +0
Con: 12 | +1
Dex: 10 | +0
Int: 18 | +4
Wis: 12 | +1
Cha: 16 | +3

HP: 24 (Bloodied at 12, Surge heals 6, Surges per day: 8)
AC: 14 | 10 | 4 |
Fort: 11 | 10 | 1 |
Ref: 15 | 10 | 4 | 1
Will: 14 | 10 | 3 | 1

Race Features:
+2 Intelligence, +2 Wisdom
+2 History, +2 Religion
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + half your level.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

Feats:
Restful Healing: After you take a short rest or an extended rest, any healing power you use before the start of your net encounter restores the maximum number of hit points available.

Trained Skills:
Bluff: +8
Diplomacy: +8
Insight: +6
Streetwise: +8
Arcana: +9
(+1 to all other skills)


Class Features:
-Bardic Training: You gain the Ritual Caster feat for free, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that has bard as a prerequisite and another 1st level ritual. In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must still pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three.
-Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number of squares equal to 5 + your Intelligence modifier (9 squares), you can slide that ally 1 square as a free action.
-Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.
-Skill Versatility: You gain a +1 bonus to untrained skill checks.
-Song of Rest: When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge.

At-Will Powers:
-Misdirected Mark:
Standard Action.
Ranged: 10 squares.
Target: One creature.
Attack: Charisma vs. Reflex.
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.

-Vicious Mockery:
Standard Action.
Ranged: 10 squares.
Target: One creature.
Attack: Charisma vs. Will.
Hit: 1d6 + Charisma modifier damage, and the target takes a -2 penalty to attack rolls until the end of your net turn.
Level 21: 2d6 + Charisma modifier damage.

Encounter Powers:
-Majestic Word:
Minor Action.
2/encounter, Close Burst (5)
Target: You or one ally in burst.
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier.
Level 6: 1d6 + Charisma additional hit points.
Level 11: 2d6 + Charisma additional hit points.
Level 16: 3d6 + Charisma additional hit points.
Level 21: 4d6 + Charisma additional hit points.
Level 26: 5d6 + Charisma additional hit points.

-Words of Friendship:
Minor Action.
Personal.
Effect: You gain +5 power bonus to the next Diplomacy check you make before the end of your turn.

-Memory of a Thousand Lifetimes:
No Action.
Personal.
Trigger: You make an attack roll, saving throw, skill check, or an ability check and dislike the result.
Effect: Add 1d6 to the triggering roll.

-Blunder:
Standard Action.
Ranged: 5 squares.
Target: One creature.
Attack: Charisma vs. Will.
Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll is 1 + your Intelligence modifier.


Daily:
-Stirring Shout:
Standard Action.
Ranged: 10 squares.
Target: One creature.
Attack: Charisma vs. Will.
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.

Equipment: -50
-Short Sword: +3 Prof, 1d6 damage, 2lbs, Light Blade.
-Leather Armor: +2 Armor bonus, 15lbs.
-Standard Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs
-Ritual Book: Create Campsite, Traveler's Chant.

Appearance:
270394.jpg
<hr>
wheee! done at last! and much much much thanks to Boss Frost for walking me thru this one... i couldn't have done it myself since i am a true DnD virgin.
 
I don't know if you noticed but in my last post I threw my character sheet away, don't know if it would just appear back in my pocket or not. A little word from the GM, or perhaps someone else will find it.
 
..and so the love triangle between the wizard that was a girl, the warlock who was a boy, and the gay fighter begins.

Somehow I think it will end up with Kat being stabbed at some point.
 
I don't know if you noticed but in my last post I threw my character sheet away, don't know if it would just appear back in my pocket or not. A little word from the GM, or perhaps someone else will find it.

I think that character sheet will magically reappear in your pocket. But well, let's ask for the GM's word if we're not too sure :D

----------

@archy:
but i thought your character would want to be inbetween those two guys ;) so you would end up being stabbed both in front and in the back! XD
 
I don't know if you noticed but in my last post I threw my character sheet away, don't know if it would just appear back in my pocket or not. A little word from the GM, or perhaps someone else will find it.

Actually, I have that all under control. Don't worry about it. ^_~
 
Poor Neru just wants someone to comfort him! ;__;!
 
well, Michael is probs in the pub right now, getting qa room and getting pissed......
 
Not sure what to post now. Seems like I'm not there at the docks. Like some kind of mister invisible.
 
Not sure what to post now. Seems like I'm not there at the docks. Like some kind of mister invisible.

Well, there's a Ms. Plotpoint right there that you could try to talk to. Maybe ask a few questions, interact a bit.

Also, isn't it a GOOD thing for an avenger to be 'invisible'? Or was that a rogue? XP /humor
 
I have an action planned but need to do a roll, how do i do that and determin the outcome?
 
Well, there's a Ms. Plotpoint right there that you could try to talk to. Maybe ask a few questions, interact a bit.

Will do! I'll get on it, ASAP. Won't be able to post it until later.

Also, isn't it a GOOD thing for an avenger to be 'invisible'? Or was that a rogue? XP /humor

Avengers don't always want to be invisible! We have feelings too! /humour XDDDDD

Didn't mean to sound whiney and such... XD Was just a tad spun around.
 
I have an action planned but need to do a roll, how do i do that and determin the outcome?

As a rule, when you roll outside of combat... At your level, an "Easy" task can be done without a roll. Something you'd do every day, for instance - like tying shoelaces - are so ingrained in your memory that you don't need to do that. Same, doing slightly more difficult things than that while not in a stressful situation (like trying to carve a spoon out of wood in your spare time) has no roll.

A "more difficult thing" or doing something normal in a stressful situation - trying to unlock a door quietly, for instance, is a DC 10 (Dice Count 10)... meaning you have to get a 10 or higher on your roll in order to succeed.

Something more difficult/stressful than that is a DC 15... as a frame of reference, imagine trying to unlock the door while your allies are fighting enemies behind you, keeping them away from you.

An extremely hard thing to do - like unlocking a door while you're being actively attacked - is a DC 20.

Just as a frame of reference. Decide, roughly, what the DC is for a task... then roll.