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Post by Michelangelo on Sun Mar 09, 2014 1:29 am

In case any of you guys feel like putting up your dudes' numbers, too

Michelangelo, Level 1 Cleric, Human
850 EXP (as with all of us)
2000 GP

Ability scores:
-18 Wis (+4)
-14 Cha (+2)
-14 Con (+2)
-13 Int (+1)
-10 Str (+0)
-8 Dex (-1)

Armor, Weapon proficiencies:
-cloth
-leather
-hide
-chainmail

-simple melee
-simple ranged

Class features, feats:
-Melee Training: roll basic melee attacks with wisdom mod instead of strength (+4 instead of +0)
-Healer's Lore: add wis mod to healing keyword cleric powers (+4 ATM)
-Combat Medic: administer first aid to stabilize the dying as a minor action, instead of a standard action, +2 to Heal checks
-Ancient Lore of the Dawn War: +2 to History/Religion checks, learns Supernal language
-Ritual Casting

Skills:
Trained:
-Religion ( +8 )
-Heal ( +11 )
-Diplomacy ( +7 )
-History ( +8 )
-Insight ( +9 )

Untrained:
-Nature +4
-Perception +4
-Dungeoneering +4
-Bluff +2
-Intimidate +2
-Streetwise +2
-Endurance +2
-Arcana +1

Powers:
At-will:
-Lance of Faith: range 5/target 1, wis mod +1d20 vs. reflex- Hit: 1d8 +Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to their next attack roll against the target.

-Astral Seal: range 5/target 1, wis mod +2 +1d20 vs. reflex, healing keyword- Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 +your Charisma modifier.

-Sacred Flame: range 5/target 1, wis mod +1d20 vs. reflex- Hit: 1d6 +Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier +one-half your level or to make a saving throw.


Encounter:
-Healing Word (2 per battle, 1 per round) (minor action): range 5/target 1, healing keyword- Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

-Shield Bearer: range 10/target 1, wis mod +1d20 vs. reflex- Hit: 2d8 +Wisdom modifier radiant damage. You conjure a shield bearer in an unoccupied square adjacent to the target. The shield bearer lasts until the end of your next turn. The shield bearer occupies 1 square, and allies can move through it as if it were an ally. While adjacent to the shield bearer, any ally gains a +2 power bonus to all defenses.

-Channel Divinity: Healer's Mercy: close burst range 5/all allies in burst, healing keyword- Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.

-Channel Divinity: Divine Fortune (free action): Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Daily:
-Moment of Glory: close blast range 5/all enemies in blast, wis mod +1d20 vs. will- Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.

Rituals:
-Gentle Repose
Time: 1 hour
Duration: Special
Component Cost: 10 gp
Key Skill: Heal (no check)

This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.

-Comprehend Language
Component Cost: 10 gp
Key Skill: Arcana
Time: 10 minutes
Duration: 24 hours

When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.

HP/defense paraphernalia:
Hit Points:
-26 HP (12 class + 14 con) (Level 1)
-5 HP gained per level
-9 healing surges (7 class + 2 con modifier)
-Healing surge value = 6

Defenses:
-fortitude = 13
-reflex = 12
-will = 17
-current Armor Class: 16 (mail equipped underneath casual monk outfit)

equipment:
87/100 pounds current load, current speed 5, -1 to initiative checks, -1 to Str/Dex/Con skill checks
-Chainmail (+6 Armor, -1 check, -1 speed, 40 gp) (40 pounds)
-Spear (1d8, +2 proficiency attack bonus, versatile, 5 gp) (6 pounds)
-Pistol (1d6, range 15-30, load free, 40 gp) (4 pounds)
-Standard adventurer's kit (15 gp) (33 pounds)
-Ritual book (3 pounds)
-Holy Symbol (1 pound)

Load-bearing:
-100 pounds normal carry load
-200 pounds heavy load
-500 pounds maximum drag load


Last edited by Michelangelo on Sun Sep 21, 2014 1:45 pm; edited 17 times in total

Michelangelo

Posts : 64
Join date : 2014-02-28

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Stat Repository Empty Re: Stat Repository

Post by Nanaba on Sun Mar 09, 2014 2:53 pm

Sure what the hell

Stella, Level 1 Mage, Human

Ability scores:
-8 STR (-1)
-16 CON (+3)
-11 DEX (+0)
-18 INT (+4)
-13 WIS (+1)
-10 CHA (+0)

Armor, Weapon proficiencies:
-cloth
-wand implement

-simple melee
-simple ranged

Class features, feats:
-Evocation Apprentice: If any dice show a result of 1 on an arcane evocation power's damage roll, reroll one of those dice, use new result
-Mage's Spellbook: Gain mage's spellbook
-Clever Control
-Coordinated Explosion+1 to attack rolls with blast or burst if ally is in area

Skills:
-Arcana (+9)
-History (+9)
-Insight (+6)
-Nature (+6)
-Religion (+9)

Powers/Spells:
At-will:
-Arc Lightning: range 20/target 1-2, int mod +1d20 vs. reflex- Hit: 1d6 + Int modifier lightning damage
-Erupting Flare: range 10/target 1, int mod +1d20 vs. fortitude- Hit: 1d10 + Int modifier fire damage, and any creature that ends its turn adjacent to the target before the end of the target's next turn takes fire damage equal to your Int modifier
-Freezing Burst: burst 1 within 10 squares/target each creature in the burst, int +1d20 vs. reflex- Hit: 1d6 +Int modifier cold damage, and you can slide the target 1 square.
-Magic Missile: range 20/target 1, always hits- Hit: 2 + Int modifier force damage
-Ghost Sound: range 10/target 1 creature or unoccupied square- Sound emanates from target/If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words
-Light: range 5/target 1 creature or unoccupied square- Target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.

Encounter:
-Burning Hands: blast 5/target each creature in the blast, int mod +1d20 vs. reflex- Hit: 2d6 +Int modifier radiant damage. Miss: half damage.
-Illusory Obstacles: burst 1 within 10 squares/each enemy in burst, int mod +1d20 vs. will- Effect: The target is dazed and unable to charge until the end of your next turn. Miss: The target is unable to charge until the end of your next turn.

Daily:
-Fountain of Flame: burst 1 within 10 squares/all enemies in burst, int mod +1d20 vs. refkex- Hit: 3d8 + Int modifier fire damage. Miss: half damage.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can only take this damage once per turn.

-Sleep: burst 2 within 20 squares/each creature in burst, int mod +1d20 vs. will- Hit: Target is slowed (save ends). First failed saving throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends).

HP/defense paraphernalia:
Hit Points:
-26 HP (10 class + 16 con) (Level 1)
-? HP gained per level
-9 healing surges (6 class + 3 con modifier)
-Healing surge value = 6

Defenses:
-fortitude = 14
-reflex = 15
-will = 14
-current Armor Class: 14

equipment:
43/80 pounds current load, current speed 6, +0 to initiative checks
-Wand
-Cloth Armor
-Adventurer's Kit
-Spellbook
-Ritual Book

Load-bearing:
-80 pounds normal carry load
-160 pounds heavy load
-400 pounds maximum drag load

Nanaba

Posts : 47
Join date : 2014-02-28

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Stat Repository Empty Re: Stat Repository

Post by Pyotr on Mon Mar 10, 2014 3:41 pm

ability scores:
-18 Int (+4)
-16 Str (+3)
-14 Con (+2)
-11 Cha (+0)
-10 Wis (+0)
-10 Dex (+0)

armor, weapon proficiencies:

light sword

class features/skills:
W.I.P.

skills:

Arcana +9
Endurance +9
Athletics +8
Diplomacy +5
History +4
Religion +4
Nature +2

spells:
W.I.P.

HP/defense paraphernalia:

Hit Points:
-34 (15 class + 14 con + 5 from Toughness feat)
-6 gained per level
-10 healing surges (8 class + 2 con modifier)
-

Defenses:
-current AC = 19
-fortitude = 14
-reflex = 14
-will = 12

equipment:
W.I.P.

Pyotr

Posts : 59
Join date : 2014-03-01

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Stat Repository Empty Re: Stat Repository

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