Saturday, September 20, 2014

Characters

Finally, the characters! Here, I will post the main adventurers as they come into the story. Feel free to check back on this as the series updates! These will be links so feel free to click on the link and check it out! :D

Saul

Abilities:

-Reaping Strike: Str Vs AC
Hit: "1[W] + Strength modifier damage."
Level 21: "2[W] + Strength modifier damage."
Miss: "Half Strength modifier damage. If you're wielding a two-handed weapon, you deal damage equal to your Strength modifier."

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Arcaena
Character is actually a Deva but builder doesn't have that as an option. Stats fixed.

Abilities:

-Memory of a Thousand Lifetimes:
You Add 1d6 to the triggering roll.

-Cure Light Wounds:
Cures 1d8 damage +1/level (max +5)

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Argent
Character is actually a Medusa but builder doesn't have that as an option. Stats fixed.

Abilities:

-Hardening Gaze: Dex +2 or Charisma +2 VS Fortitude
Hit: Target is slowed to end of their next turn.
Lv 11: Dex +4 or Charisma +4
Lv 21: Dex +6 or Charisma +6
Effect: Target takes a -5 penalty to attack rolls made against you until the end of their next turn.

-Vexing Gaze: Charisma +2 Vs. Will
Hit: 1d8 + Charisma modifier psychic and poison damage, and the target takes a -1 penalty to defenses until the end of your next turn.
Level 11: Charisma + 4, 2d8 damage
Level 21: Charisma + 6, 3d8 damage.

-Summon Nature Ally 1
Summon creature: Dire Rat, Eagle, Monkey, Octopus, Owl, Porpoise, Snake, Small Viper, Wolf

-Nature Sense
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

-Wild Empathy
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

-Woodland Stride
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

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Darkforged

Abilities:

-Cloud of Darkness:
Hit: This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.

-Darkfire: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex
                 Increase to +4 bonus at 11th level and +6 bonus at 21st level.
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power's other effects.

-Magic Missile:
Never misses. Does 1d4+1 damage; +1 missile per two levels above 1st (max 5)

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