Keif, you could just modify your character so that he uses the Hybrid Class as his character class... that is essentially the D&D 4e version of the Gestalt concept in the official rules
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
you haven't seen the hybrid stuff because officially the Hybrid stuff doesn't get released until March of this year when they release the Players Handbook version 3. However if you get Dungeons and Dragons Insider (which will run around 9 to 10 dollars for a months subscription, but comes from WotC), you can get access to it using the Character Builder program that they offer on the mothership site.
Background Occupation - Entertainer +2 to Bluff Checks
Racial Features: Skill Bonuses: +2 to Diplomacy, +2 to Insight Dilettante Choose an At-Will Power from another Class. Use it as an Encounter Power. Dual Heritage Count as Elf, Half-Elf, and Human for choosing Feats. Group Diplomacy: Allies within 10 Squares get +1 to Diplomacy Checks.
Class Features Bardic Training: Gain Ritual Caster and perform one Bard Ritual per day without expending Components. Virtue of Valor: When an ally within 10 squares of you bloodies or reduces a foe to 0 HP, Ally gains 1 + Con modifier Temporary Hit Points (1/rd)
3 + Con Modifier at 11th Level, 5 + Con Modifier at 21st Level. Majestic Word: Gain Majestic Word Power. Multi-Class Versatility: Can choose class specific Multi-Class feats from more than one Class. Skill Versatility: +1 to untrained Skill Checks. Song of Rest: At end of a Short Rest you and each ally spending a Healing Surge adds your Charisma modifier to the HP regained. Words of Friendship: Gain the Words of Friendship Power.
Vicious Mockery — At Will * Arcane, Charm, Implement, Psychic
Standard Action | Ranged: 10 Target: One Creature Attack (Cha): +7 (1 base, +5 Cha, +1 Enh) vs. Will Hit: 1d6 + 6 Psychic Damage, and the Target takes a -2 penalty to attack rolls till the end of your next turn.
21st Level: 2d6 + Charisma Psychic Damage Critical: +1d8 damage
War Song Strike — At Will * Arcane, Weapon
Standard Action | Melee Weapon Target: One Creature Attack (Cha): +10 (+1 base, +5 Wis, +3 Prof, +1 Enh) vs. AC Hit: 1[W] + 6 damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your constitution modifier.
21st Level: 2[W] + Charisma Modifier damage Critical: depends on weapon used.
Chaos Bolt — Encounter * Arcane, Implement, Psychic
Standard Action | Ranged: 10 Target: One Creature Attack (Cha): +6 (+1 Base, +5 Cha) vs. Will Hit: 1d10 + 5 Psychic Damage.
21st Level: 2d10 + Charisma Modifier Psychic Damage.
Majestic Word — Encounter * Arcane, Healing
Minor Action | Close Burst 5 (10 at 11th, 15 at 21st level) Target: You or One Ally in the Burst Effect: The target can spend a healing surge and regain additional hit points equal to your charisma modifier. You can also slide the target 1 square.
6th Level: 1d6 + Charisma Modifier Additional Hit Points
11th Level: 2d6 + Charisma Modifier Additional Hit Points
16th Level: 3d6 + Charisma Modifier Additional Hit Points
21st Level: 4d6 + Charisma Modifier Additional Hit Points
26th Level: 5d6 + Charisma Modifier Additional Hit Points Special: You can use this ability twice per encounter but only once per round. At 16th Level, you can use this power three times per encounter, but only once per round.
Words of Friendship — Encounter * Arcane, Charm
Minor | Personal Effect: You gain a +5 Power Bonus to the next Diplomacy Check you make before the end of your next turn.
Dissonant Strain — Encounter * Arcane, Implement, Psychic
Standard Action | Ranged 5 Target: One Creature Attack (Cha): +7 (+1 Base, +5 Cha, +1 Enh) vs. Will Hit: 2d6 + 6 Psychic Damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an Ally within 5 squares of you can make a saving throw. Critical: +1d8 damage
Inspiring Refrain — Encounter * Arcane, Weapon
Standard Action | Melee Weapon Target: One Creature Attack (Cha): +10 (+1 Base, +3 Prof, +5 Cha, +1 Enh) vs. AC Hit: 2[W] + 6 damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn. Critical: Depends on Weapon used
Stirring Shout — Daily * Arcane, Healing, Implement, Psychic
Standard Action | Ranged 10 Target: One Creature Attack (Cha): +7 (+1 base, +5 Cha, +1 Enh) Hit: 2d6 + 6 Psychic Damage Critical: +1d8 damage Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your charisma modifier.
Song of Courage — Daily * Arcane, Zone
Minor Action | Close Burst 5 Effect: The power creates a zone of inspirational shouts that last until the end of your next turn. When you move, the Zone moves with you. While within the Zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: By spending a Minor Action during each turn you want to keep this power active, you can maintain the power.
Class Granted Feats Ritual Caster — Master and Perform Rituals
Level Granted Feats: 1 — Strength of Valor — Virtue of Valor also grants +2 Damage. 2 — Arcane Reserves — +2 to damage with At Will Powers when Encounter Powers are expended.
Weapons Harsh Songblade Longsword +1 Enhancement: +1 to attack and damage rolls. Attack: +6 (+1 Lv, +3 Prof, +1 Str, +1 Enh) Hit: 1d8 + 2 damage Critical: +1d8 damage Property: Bards can use this blade as an implement for Bard Powers and Bard Paragon Path Powers Property 2: Versatile — this weapon is one handed, however it can be used two handed. If you do, you deal an extra one point of damage when you roll damage for the weapon.
— A small character such as a Halfling must use a versatile two-handed, and does not gain the extra damage for doing so. Power (Daily) Free Action.
Trigger: You hit an enemy with a Bard Thunder Power using this blade.
Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Defensive Staff +1 Enhancement: +1 to attack and damage rolls. Attack: +5 (+1 Lv, +1 Str, +2 Prof, +1 Enh) vs. AC Hit: 1d6 + 2 damage Critical: +1d8 damage. Properties: Gain a +1 item bonus to your Fortitude, Reflex and Will defenses. If you have the Staff of Defense class feature, you also gain a +1 item bonus to your AC.
Verve Scale Armor +1 Enhancement: +1 to Armor Class Bonus: +7 Check: N/A Speed: -1 Property: You gain a +2 bonus to Death Saving Throws. Power (Daily): No Action. Use this power when you fail a saving throw, the result of that saving throw is 20 instead.
Non-Magical Equipment:
Ritual Book
Candle
Adventurer's Kit
Lyre
Thieves' Tools
Bottle of Wine
Residuum x150
Wealth:
3 Platinum
70 Gold
Carrying Capacity: Currently Carried: 91 pounds Normal Load: 120 pounds Heavy Load: 240 pounds Maximum Drag Load:60 pounds
Your components for the following Rituals are your Residuum, which is listed in GP value in your equipment listing.
Comprehend Languages Component Value: 10 GP Category: Exploration Time: 10 minutes Key Skill: Arcana Duration: 24 hours
When beginning this 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 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 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 seen and heard within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an arcana check of 35 or higher allows you to both speak and write the language.
Glib Limmerick Component Value: 10 GP, plus a focus worth 5 GP Category: Deception Time: 1 minute Duration: 10 minutes Key Skill: Arcana (no check) Requirement: Bard Class
For the Ritual's duration, whenever you make a bluff check, you can roll twice and use either result. The ritual's effect automatically ends when you roll initiative. Focus: A Musical Instrument you play as part of performing the Ritual.
Tenser's Floating Disk Component Value: 10 GP Category: Exploration Time: 10 minutes Key Skill: Arcana Duration: 24 hours
Arcana Check | Maximum Load
9 or lower | 250 pounds
10 - 24 | 500 pounds
25 - 39 | 1,000 pounds
40 or higher | 2,000 pounds
You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay on it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares away from the disk for 2 consecutive rounds, the disk will disapear dropping whatever it was carrying.
Your Arcana check result determines the maximum load the disk can carry.
Pyrotechnics Component Cost: 20 GP Category: Creation Time: 1 minute Duration: 10 minutes Key Skill: Arcana (no check)
You send a barrage of small, colorful explosions into the sky. The explosions blossom into whatever color or shape you choose for one minute. At the end of each minute of the rituals duration, you can choose a new color and shape. At night, the lights are visible within a 10 mile radius. During the day, the lights are visible within a 1 mile radius.
Giga, just keep in mind the powers that have X[W] where X = the number of dice and [W] equals the amount of damage the weapon does, are geared towards being used with your songblade. If you use them in conjunction with your staff instead, then the proficiency bonus to the attack with those abilities will be a +2 instead of a +3, just so you know
P.S. also I noticed you added in the bonus to your Will, Reflex, and Fortitude defenses for your staff, good I was just about to mention that you should do that cause I forgot to check when I was looking over your sheet
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
I in fact did not know about that... also since i have now a new unit i still havent been able to transfer my books around so i can't really start until i do, which will be around this week actually, so yeah I'll have the thread up and running on Saturday, see if we can squeeze some RP before the wife completes the Valentine Ritual and spellbinds me for the whole of Sunday
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
What Dalkon says. Sep knows me well enough, I've participated in all but one of his 4th edition campaigns, and I'd like to see one that doesn't get stuck after a while, so I guess I'll just try.
So Sep, if you're okay with it, I'll start working out a character and hope this campaign's going to be awesome.
Bond of Retribution - Divine, Radiant, Weapon
Standard Action; Melee weapon Target: One creature Attack (Wis): +12 vs. AC Hit: 2d4+7 damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 4 radiant damage. Critical: +1d6 damage.
Leading Strike - Divine, Weapon
Standard Action; Melee weapon Target: One creature Attack (Wis): +12 vs. AC Hit: 2d4+7 damage. One ally adjacent to you or to the target gains a +4 bonus to his or her next damage roll against the target. Critical: +1d6 damage.
Shadow Jaunt - Teleportation
Move Action; Personal Effect: You teleport 3 squares and become insubstantial until the start of your next turn.
Oath of Enmity – Divine (Special)
Minor Action; Close burst 10 Target: One creature Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 it points, at which point you regain the use of his power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that effect either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both twice.
Channel Divinity: Abjure Undead - Divine, Implement, Radiant
Standard Action; Close burst 5 Target: One undead creature in burst Attack (Wis): +8 vs. Will Hit: 3d10+6 radiant damage, and you pull the target 6 squares. The target is also immobilized until the end of your next turn. Critical: +1d6 damage. Miss: Half damage, and you pull the target 1 square.
Channel Divinity: Divine Guidance - Divine
Immediate Reaction; Close burst 10 Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target. Target: The triggering ally Effect: The target makes a second attack roll and uses either result.
Avenging Echo - Divine, Radiant, Weapon
Standard Action; Melee weapon Target: One creature Attack (Wis): +12 vs. AC Hit: 2d4+7 damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or hits or misses you takes 9 radiant damage. Critical: +1d6 damage.
Halo of Fire - Divine, Fire, Weapon
Standard Action; Melee weapon Target: One creature Attack (Wis): +12 vs. AC Hit: 4d4+7 damage. Until the end of your next turn, any enemy that ends its turn adjacent to the target takes 9 fire damage. Critical: +1d6 damage.
Strength of Many - Divine, Weapon
Standard Action; Melee weapon Effect: Whenever you make a damage roll before the end of your next turn, you gain a +2 bonus for each ally within 2 squares of you. Target: One creature Attack (Wis): +12 vs. AC Hit: 6d4+7 damage. Critical: +1d6 damage. Miss: Half damage.
Loyal Sanction - Divine (Encounter)
Minor Action; Close burst 5 Target: One ally in burst Effect: Until the end of your next turn, the target gains a +5 power bonus to damage rolls against your oath of enmity target.
Weapon Expertise: Heavy Blades (level 1) You gain a +1 bonus to attack rolls with any weapon power you use with a heavy blade. Weapon Focus: Heavy Blades (level 2) You gain a +1 bonus to damage rolls with any weapon power you use with a heavy blade. Armor of Vengeance (level 4) Whilst you are adjacent to your oath of enmity target, you gain a +1 bonus to all defenses against all creatures than that one.
Shadar-Kai:
• Ability Bonuses: +2 Dexterity, +2 Intelligence
• Size: Medium
• Vision: Low-light
• Languages: Common and Draconic
• Skill Bonuses: +2 Acrobatics, +2 Stealth
• Shadow Origin: You are considered a shadow creature for the purposes of effects that relate to creature origin.
• Winterkin: You gain a +1 racial bonus to Fortitude. You also gain a +2 racial bonus to death saving throws and saving throws against the unconscious condition.
• Shadow Jaunt: You can use the Shadow Jaunt power as an encounter power.
Avenger:
• Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
• Armor of Faith:
While you are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.
• Censure of Retibution:
When any enemy other than your oath of enmity target hits you, you gain a +4 bonus to damage rolls against your oath of enmity target until the end of your next turn. This bonus is cumulative.
• Channel Divinity:
Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: abjure undead and divine guidance.
• Oath of Enmity:
You gain the oath of enmity power.
Ward of the Temple:
• Bonus to Associated Skill: +2 Religion
+1 Holy Adversary’s Robes: (free level 3 item)
Bonus: +1 Armor and +1 Enhancement to AC.
Power (Daily): Minor Action. Until the end of the encounter, you gain resistance to all damage against attacks by your current oath of enmity target equal to the armor’s enhancement bonus.
+1 Falchion of Oaths Fulfilled: (free level 4 item)
Bonus: +3 Proficiency to Attack rolls and +1 Enhancement to Attack and Damage rolls.
Attack (Main hand, Str): +7
Hit: 2d4+2 damage.
Critical: +1d6 damage.
Property: Avengers can use this weapon as an implement for avenger powers and avenger paragon path powers.
Property: When you reduce the target of your oath of enmity to 0 hit points, the next attack you make with this weapon before the end of your next turn deals 1d6 extra damage per plus.
+1 Amulet of Resolution: (free level 2 item)
Enhancement: +1 to Fortitude, Reflex and Will.
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lowest.
RIP Krensae Fluidtail: Sleep well with the fish
Campaign / DM: Lightbringers of Rasharaf
Character Level: 3
Classes: Bard
Race: Half-Elf
Alignment: Good
Deity: Avandra
Age: 27
Gender: Male
Height: 6 feet
Weight: 200 Lbs
Eyes: Hazel
Hair: Black
Skin: Tanned
Experience Points: 2250
Req. Exp. for next level: 3750
STR: 12 | +1
CON: 17 | +3
DEX: 13 | +1
INT: 14 | +2
WIS: 14 | +2
CHA: 20 | +5
Vital Stats
Hit Points: 39
Bloodied: 19
Surge Value: 9
Surges/Day: 10
Other Stats
Speed: 5 (6 base, -1 AP)
Initiative: +2 (+1 base, +1 Dex)
Saving Throws & Armor
Armor Class: 19 (11 base, 7 Arm, 1 Enh)
Fortitude: 15 (11 base, 3 Con, 1 Item)
Reflex: 13 (11 base, 2 Int, 1 Cls, 1 Item, -2 Misc.)
Will: 18 (11 base, 5 Cha, 1 Cls, 1 Item)
Occupation - Entertainer +2 to Bluff Checks
Racial Features:
Skill Bonuses: +2 to Diplomacy, +2 to Insight
Dilettante Choose an At-Will Power from another Class. Use it as an Encounter Power.
Dual Heritage Count as Elf, Half-Elf, and Human for choosing Feats.
Group Diplomacy: Allies within 10 Squares get +1 to Diplomacy Checks.
Class Features
Bardic Training: Gain Ritual Caster and perform one Bard Ritual per day without expending Components.
Virtue of Valor: When an ally within 10 squares of you bloodies or reduces a foe to 0 HP, Ally gains 1 + Con modifier Temporary Hit Points (1/rd)
3 + Con Modifier at 11th Level, 5 + Con Modifier at 21st Level.
Majestic Word: Gain Majestic Word Power.
Multi-Class Versatility: Can choose class specific Multi-Class feats from more than one Class.
Skill Versatility: +1 to untrained Skill Checks.
Song of Rest: At end of a Short Rest you and each ally spending a Healing Surge adds your Charisma modifier to the HP regained.
Words of Friendship: Gain the Words of Friendship Power.
Standard Action | Ranged: 10
Target: One Creature
Attack (Cha): +7 (1 base, +5 Cha, +1 Enh) vs. Will
Hit: 1d6 + 6 Psychic Damage, and the Target takes a -2 penalty to attack rolls till the end of your next turn.
21st Level: 2d6 + Charisma Psychic Damage
Critical: +1d8 damage
War Song Strike — At Will * Arcane, Weapon
Standard Action | Melee Weapon
Target: One Creature
Attack (Cha): +10 (+1 base, +5 Wis, +3 Prof, +1 Enh) vs. AC
Hit: 1[W] + 6 damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your constitution modifier.
21st Level: 2[W] + Charisma Modifier damage
Critical: depends on weapon used.
Standard Action | Ranged: 10
Target: One Creature
Attack (Cha): +6 (+1 Base, +5 Cha) vs. Will
Hit: 1d10 + 5 Psychic Damage.
21st Level: 2d10 + Charisma Modifier Psychic Damage.
Majestic Word — Encounter * Arcane, Healing
Minor Action | Close Burst 5 (10 at 11th, 15 at 21st level)
Target: You or One Ally in the Burst
Effect: The target can spend a healing surge and regain additional hit points equal to your charisma modifier. You can also slide the target 1 square.
6th Level: 1d6 + Charisma Modifier Additional Hit Points
11th Level: 2d6 + Charisma Modifier Additional Hit Points
16th Level: 3d6 + Charisma Modifier Additional Hit Points
21st Level: 4d6 + Charisma Modifier Additional Hit Points
26th Level: 5d6 + Charisma Modifier Additional Hit Points
Special: You can use this ability twice per encounter but only once per round. At 16th Level, you can use this power three times per encounter, but only once per round.
Words of Friendship — Encounter * Arcane, Charm
Minor | Personal
Effect: You gain a +5 Power Bonus to the next Diplomacy Check you make before the end of your next turn.
Dissonant Strain — Encounter * Arcane, Implement, Psychic
Standard Action | Ranged 5
Target: One Creature
Attack (Cha): +7 (+1 Base, +5 Cha, +1 Enh) vs. Will
Hit: 2d6 + 6 Psychic Damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an Ally within 5 squares of you can make a saving throw.
Critical: +1d8 damage
Inspiring Refrain — Encounter * Arcane, Weapon
Standard Action | Melee Weapon
Target: One Creature
Attack (Cha): +10 (+1 Base, +3 Prof, +5 Cha, +1 Enh) vs. AC
Hit: 2[W] + 6 damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn.
Critical: Depends on Weapon used
Standard Action | Ranged 10
Target: One Creature
Attack (Cha): +7 (+1 base, +5 Cha, +1 Enh)
Hit: 2d6 + 6 Psychic Damage
Critical: +1d8 damage
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your charisma modifier.
Minor Action | Close Burst 5
Effect: The power creates a zone of inspirational shouts that last until the end of your next turn. When you move, the Zone moves with you. While within the Zone, any ally gains a +1 power bonus to attack rolls.
Sustain Minor: By spending a Minor Action during each turn you want to keep this power active, you can maintain the power.
Arcana (Int): +8 (+1 Lv, +2 Int, +5 Trn)
Athletics (Str): +3
Bluff (Cha): +9 (+1 Lv, +5 Cha, +2 BG, +1 Cls)
Diplomacy (Cha): +13 (+1 Lv, +5 Cha, +5 Trn, +2 Rc)
Dungeoneering (Wis): +4
Endurance (Con): +5
Heal (Wis): +4
History (Int): +4
Insight (Wis): +10 (+1 Lv, +2 Wis, +5 Trn, +2 Rc)
Intimidate (Cha): +11 (+1 Lv, +5 Cha, +5 Trn)
Nature (Wis): +4
Perception (Wis): +4
Religion (Int): +8 (+1 Lv, +2 Int, +5 Trn)
Stealth (Dex): +3
Streetwise (Cha): +7
Thievery (Dex): +3
Languages:
Common, Elven, Draconic
Ritual Caster — Master and Perform Rituals
Level Granted Feats:
1 — Strength of Valor — Virtue of Valor also grants +2 Damage.
2 — Arcane Reserves — +2 to damage with At Will Powers when Encounter Powers are expended.
Harsh Songblade Longsword +1
Enhancement: +1 to attack and damage rolls.
Attack: +6 (+1 Lv, +3 Prof, +1 Str, +1 Enh)
Hit: 1d8 + 2 damage
Critical: +1d8 damage
Property: Bards can use this blade as an implement for Bard Powers and Bard Paragon Path Powers
Property 2: Versatile — this weapon is one handed, however it can be used two handed. If you do, you deal an extra one point of damage when you roll damage for the weapon.
— A small character such as a Halfling must use a versatile two-handed, and does not gain the extra damage for doing so.
Power (Daily) Free Action.
Trigger: You hit an enemy with a Bard Thunder Power using this blade.
Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Defensive Staff +1
Enhancement: +1 to attack and damage rolls.
Attack: +5 (+1 Lv, +1 Str, +2 Prof, +1 Enh) vs. AC
Hit: 1d6 + 2 damage
Critical: +1d8 damage.
Properties: Gain a +1 item bonus to your Fortitude, Reflex and Will defenses. If you have the Staff of Defense class feature, you also gain a +1 item bonus to your AC.
Verve Scale Armor +1
Enhancement: +1 to Armor Class
Bonus: +7
Check: N/A
Speed: -1
Property: You gain a +2 bonus to Death Saving Throws.
Power (Daily): No Action. Use this power when you fail a saving throw, the result of that saving throw is 20 instead.
Magic Equipment
Harsh Songblade Longsword
Defensive Staff
Verve Scale Armor
Potion of Healing
Non-Magical Equipment:
Ritual Book
Candle
Adventurer's Kit
Lyre
Thieves' Tools
Bottle of Wine
Residuum x150
Wealth:
3 Platinum
70 Gold
Carrying Capacity:
Currently Carried: 91 pounds
Normal Load: 120 pounds
Heavy Load: 240 pounds
Maximum Drag Load:60 pounds
Component Value: 10 GP
Category: Exploration
Time: 10 minutes
Key Skill: Arcana
Duration: 24 hours
When beginning this 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 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 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 seen and heard within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an arcana check of 35 or higher allows you to both speak and write the language.
Glib Limmerick
Component Value: 10 GP, plus a focus worth 5 GP
Category: Deception
Time: 1 minute
Duration: 10 minutes
Key Skill: Arcana (no check)
Requirement: Bard Class
For the Ritual's duration, whenever you make a bluff check, you can roll twice and use either result. The ritual's effect automatically ends when you roll initiative.
Focus: A Musical Instrument you play as part of performing the Ritual.
Tenser's Floating Disk
Component Value: 10 GP
Category: Exploration
Time: 10 minutes
Key Skill: Arcana
Duration: 24 hours
9 or lower | 250 pounds
10 - 24 | 500 pounds
25 - 39 | 1,000 pounds
40 or higher | 2,000 pounds
Your Arcana check result determines the maximum load the disk can carry.
Component Cost: 20 GP
Category: Creation
Time: 1 minute
Duration: 10 minutes
Key Skill: Arcana (no check)
You send a barrage of small, colorful explosions into the sky. The explosions blossom into whatever color or shape you choose for one minute. At the end of each minute of the rituals duration, you can choose a new color and shape. At night, the lights are visible within a 10 mile radius. During the day, the lights are visible within a 1 mile radius.
The creator of Maro's Magic 8-Ball!
P.S. also I noticed you added in the bonus to your Will, Reflex, and Fortitude defenses for your staff, good I was just about to mention that you should do that cause I forgot to check when I was looking over your sheet
The creator of Maro's Magic 8-Ball!
So Sep, if you're okay with it, I'll start working out a character and hope this campaign's going to be awesome.
Race: Shadar-Kai
Gender: Female
Class: Avenger
Height: 5'8"
Weight: 133 lbs.
Level: 4
Alignment: Unaligned
Deity: The Raven Queen
CON: 16 (+3) (16 base)
DEX: 16 (+3) (13 base+2 racial+1 level)
INT: 18 (+4) (16 base+2 racial)
WIS: 20 (+5) (19 base+1 level)
CHA: 10 (+1) (10 base)
Bloodied: 24
Surge Value: 12
Surges/Day: 10
Speed: 6 squares
Initiative: +5 (2 level+3 dex)
Armor Class: 21 (10 base+2 level+4 int+1 armor +3 class+1 enh)
Fortitude: 18 (10 base+2 level+3 con+1 racial+1 class+1 enh)
Reflex: 18 (10 base+2 level+4 int+1 class+1 enh)
Will: 19 (10 base+2 level+5 wis+1 class+1 enh)
Bond of Retribution - Divine, Radiant, Weapon
Standard Action; Melee weapon
Target: One creature
Attack (Wis): +12 vs. AC
Hit: 2d4+7 damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 4 radiant damage.
Critical: +1d6 damage.
Leading Strike - Divine, Weapon
Standard Action; Melee weapon
Target: One creature
Attack (Wis): +12 vs. AC
Hit: 2d4+7 damage. One ally adjacent to you or to the target gains a +4 bonus to his or her next damage roll against the target.
Critical: +1d6 damage.
Shadow Jaunt - Teleportation
Move Action; Personal
Effect: You teleport 3 squares and become insubstantial until the start of your next turn.
Oath of Enmity – Divine (Special)
Minor Action; Close burst 10
Target: One creature
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 it points, at which point you regain the use of his power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that effect either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both twice.
Channel Divinity: Abjure Undead - Divine, Implement, Radiant
Standard Action; Close burst 5
Target: One undead creature in burst
Attack (Wis): +8 vs. Will
Hit: 3d10+6 radiant damage, and you pull the target 6 squares. The target is also immobilized until the end of your next turn.
Critical: +1d6 damage.
Miss: Half damage, and you pull the target 1 square.
Channel Divinity: Divine Guidance - Divine
Immediate Reaction; Close burst 10
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target.
Target: The triggering ally
Effect: The target makes a second attack roll and uses either result.
Avenging Echo - Divine, Radiant, Weapon
Standard Action; Melee weapon
Target: One creature
Attack (Wis): +12 vs. AC
Hit: 2d4+7 damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or hits or misses you takes 9 radiant damage.
Critical: +1d6 damage.
Halo of Fire - Divine, Fire, Weapon
Standard Action; Melee weapon
Target: One creature
Attack (Wis): +12 vs. AC
Hit: 4d4+7 damage. Until the end of your next turn, any enemy that ends its turn adjacent to the target takes 9 fire damage.
Critical: +1d6 damage.
Strength of Many - Divine, Weapon
Standard Action; Melee weapon
Effect: Whenever you make a damage roll before the end of your next turn, you gain a +2 bonus for each ally within 2 squares of you.
Target: One creature
Attack (Wis): +12 vs. AC
Hit: 6d4+7 damage.
Critical: +1d6 damage.
Miss: Half damage.
Loyal Sanction - Divine (Encounter)
Minor Action; Close burst 5
Target: One ally in burst
Effect: Until the end of your next turn, the target gains a +5 power bonus to damage rolls against your oath of enmity target.
Arcana: +6 (2 level+4 int)
Athletics: +2 (2 level)
Bluff: +2 (2 level)
Diplomacy: +2 (2 level)
Dungeoneering: +6 (2 level+5 wis)
Endurance: +5 (2 level+3 con)
Heal: +7 (2 level+5 wis)
History: +6 (2 level+4 int)
Insight: +7 (2 level+5 wis)
Intimidate: +2 (2 level)
Nature: +7 (2 level+5 wis)
Perception: +12 (2 level+5 wis+5 trained)
Religion: +13 (2 level+4 int+5 trained+2 background)
Stealth: +12 (2 level+3 Dex+2 racial+5 trained)
Streetwise: +2 (2 level)
Thievery: +5 (2 level+3 Dex)
Weapon Focus: Heavy Blades (level 2) You gain a +1 bonus to damage rolls with any weapon power you use with a heavy blade.
Armor of Vengeance (level 4) Whilst you are adjacent to your oath of enmity target, you gain a +1 bonus to all defenses against all creatures than that one.
Shadar-Kai:
• Ability Bonuses: +2 Dexterity, +2 Intelligence
• Size: Medium
• Vision: Low-light
• Languages: Common and Draconic
• Skill Bonuses: +2 Acrobatics, +2 Stealth
• Shadow Origin: You are considered a shadow creature for the purposes of effects that relate to creature origin.
• Winterkin: You gain a +1 racial bonus to Fortitude. You also gain a +2 racial bonus to death saving throws and saving throws against the unconscious condition.
• Shadow Jaunt: You can use the Shadow Jaunt power as an encounter power.
Avenger:
• Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
• Armor of Faith:
While you are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.
• Censure of Retibution:
When any enemy other than your oath of enmity target hits you, you gain a +4 bonus to damage rolls against your oath of enmity target until the end of your next turn. This bonus is cumulative.
• Channel Divinity:
Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: abjure undead and divine guidance.
• Oath of Enmity:
You gain the oath of enmity power.
Ward of the Temple:
• Bonus to Associated Skill: +2 Religion
+1 Holy Adversary’s Robes: (free level 3 item)
Bonus: +1 Armor and +1 Enhancement to AC.
Power (Daily): Minor Action. Until the end of the encounter, you gain resistance to all damage against attacks by your current oath of enmity target equal to the armor’s enhancement bonus.
+1 Falchion of Oaths Fulfilled: (free level 4 item)
Bonus: +3 Proficiency to Attack rolls and +1 Enhancement to Attack and Damage rolls.
Attack (Main hand, Str): +7
Hit: 2d4+2 damage.
Critical: +1d6 damage.
Property: Avengers can use this weapon as an implement for avenger powers and avenger paragon path powers.
Property: When you reduce the target of your oath of enmity to 0 hit points, the next attack you make with this weapon before the end of your next turn deals 1d6 extra damage per plus.
+1 Amulet of Resolution: (free level 2 item)
Enhancement: +1 to Fortitude, Reflex and Will.
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lowest.
Standard Adventurer Kit: (15 gp)
Wealth:
• 5 pp
• 25 gp