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Re: Character Creation [Gavin]
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| 26 Oct 2013 11:50 PM |
This is where your character creation begins. Fill in the blanks with any of the following choices. Feel free to ask for more information on any of the options.
I am a(n) ______...
- Human - Avian - Kiryn - Moonborn - Hill Giant - Drakkoth - Fallen - Celestial - Forsaken - Seog - Azer |
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| 27 Oct 2013 09:24 PM |
Info me on
-Kiryn -Moonborn -Hill Giant -Drakkoth -Seog -Azer |
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| 27 Oct 2013 09:51 PM |
AZER The ancient ancestors of Dwarves corrupted by the elemental power of fire...
Racial Traits Average Height: 4’3” – 4’9” Average Weight: 160 – 220 lb. Ability Scores: +2 Strength, +2 Constitution Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Dwarven Skill Bonuses: +2 Endurance, +2 Intimidate Resist Fire: You have resist fire 5 + one-half your level. Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move 1 square less than the effect specifies. This means an effect that normally pushes a target 1 square doe not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone. Flaming Weapon: As a minor action you may make all damage dealt by a weapon you hold deal fire damage. If your weapon already deals fire damage then all attacks receive a +2 power bonus to damage. Elemental Born: You are considered an elemental for the purpose of effects that relate to creature origin. Tough as Iron: Add your constitution modifier to your healing surge value. Warding Fire: You can use warding fire as an encounter power.
Play an Azer if you want.... To play a race whose hair and beard are fire! To play a character who has escaped from the torment of enslavement under giants. To be a member of a race that favors the Fighter, Paladin and Warlock Classes.
SEOG Mighty warriors of the astral sea, Seog are powerful diplomats with good fighting skill!
Racial Traits Average Height: 6"3 - 8"2 Average Weight: 100 - 250 lbs Ability Scores: +2 Strength, +2 Intelligence Size: Medium Speed: 7 squares Vision: Normal Languages: Common, Primordial Skill Bonuses: +2 nature, +2 endurance Slippery: You gain a +1 to Stealth checks when under any form of concealment. Astral Bond: Seog have a +2 to any Arcana, Insight, or Dungeoneering checks regarding or related to the Astral Sea. Blindsight: You have blindsight out to 2 squares.
Play a Seog if you want... To be a race created out of liquid metal or minerals. To be able to be very good at defending your allies To have to be resourceful and powerful at what you do To shun divine teachings in all of their forms To be a member of a race that favors the wizard, fighter, barbarian, and battlemind classes.
DRAKKOTH Swift, skilled, and loyal warriors, cousins of the green dragons.
Racial Traits Average Height: 6'4" - 7'2" Average Weight: 900 to 1100 lb. Ability Scores: +2 Strength or Constitution, +2 Dexterity Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Draconic Skill Bonuses: +2 Endurance, +2 Nature Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier. Drakkoth Rage: When first bloodied in an encounter, you gain 5 temporary hit points. Poison Resistance: You have resist poison equal to 5 plus half your level.
Play a Drakkoth if you want... To be a member of a race related to chromatic dragons. To be a swift, durable warrior. To spit poison at your enemies. To be a member of a race that favors the fighter, ranger, barbarian, or warden classes.
KIRYN Short, fey origin, with a skin color dependent upon their background. While their skin color varies based upon fey ancestry, their hair color remains a constant pink root ending in dark blue tips.
Racial Traits Average Height: 3'0" - 4'0" Average Weight: 60 lbs - 90 lbs Ability Scores: +2 Dexterity, +2 Charisma or Wisdom Size: Small Speed: 6 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Acrobatics, +2 Perception Fey Origin: You are considered a fey for the purpose of effects that relate to creature origin Kiryn Heritage: When your kiryn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a kiryn utility power of the same level or lower. Phasewalk: You can use phasewalk as an encounter power.
Play a Kiryn if you want... To be a small fey character. To play a character who can shift around the field easily. To play a character who can get out of the way of damage. To be a member of a race that favors the bard, rogue, sorcerer, and warlock classes.
MOONBORN Agile and quick, these defenders of the nature will mercilessly strike any who willingly hurts the nature.
Racial Traits Average Height: 6'2" - 7'6" Average Weight: 175 lb - 205 lb Ability Scores: +2 Dexterity, +2 Wisdom Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Stealth, +2 Nature Moon Prayer: Instead of sleeping, you need 8 hours of constant prayers to the Moon to gain the full benefit of an extended rest. You must be able to constantly watch an item that resembles the moon disc in the current moon phase. Immortal Origin: Your ancestors were immortal, so you are considered an immortal creature for the purpose of effects that relate to your origin Evasive: Any checks to reveal you while you have a concealment take a -5 penalty Grace of The Moon: You can use Grace of the Moon as an encounter power
Play a moonborn if you want to... To play agile and wise race To defend the savagery of nature at all costs To be the member of the race that favors ranger and druid classes
HILL GIANT Bulky humanoids born from the elemental chaos, Hill Giants have amazing strength.
Racial Traits Average Height: 8'0" - 9'2" Average Weight: 300 - 600 lbs. Ability Scores: +2 Strength, +2 Constitution Size: Large Speed: 6 squares Vision: Normal Languages: Common, Giant Skill Bonuses: +2 Athletics, +2 Intimidate Large: As a tall large creature, you have a reach of 2 squares and occupy 2 x 2 squares. You treat one-handed weapons as having the off-hand keyword. You treat two-handed weapons as having the versatile keyword. Big Warrior: The range on your auras, close burst and close blast powers are 1 square smaller than normal (to a minimum of 1). Hurl Rock: You can use hurl rock as an encounter power.
Play a Giant if you want... to be strong, bulky, and look down (literally) on other races. to be able to knock down foes with hurled rocks To be a member of a race that favors the Barbarian, Fighter, and Warden classes.
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| 14 Nov 2013 08:13 PM |
I am an Hill Giant ______...
- Arachnomancer - Demonologist - Arcane Guardian - Elementalist - Glyphologist - Ghost Warrior - Necromancer - Sage - Mechanist - Swordsman - Barbarian - Bard - Cleric - Druid - Fighter - Paladin - Ranger - Rogue - Sorcerer - Wizard |
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| 14 Nov 2013 08:31 PM |
Info on...
Swordsman
Arcane Guardian
Ghost Warrior
Barbarian
Fighter |
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| 20 Nov 2013 11:31 PM |
SWORDSMAN
Class Traits Role: Striker. Power Source: Martial. Key Abilities: Dexterity, Charisma Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple and martial light blades and heavy blades Bonus to Defense: +2 Reflex Hit Points at 1st Level: 14 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Intimidate. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Acrobatics, Athletics, Bluff, Diplomacy, Endurance Build Options: Duelist Class Features: Riposte, Reflexive Parry, Sword Challenge Swordsmen are very noble and try to keep the battle between them and their enemy fair.
ARCANE GUARDIAN
Role: Defender, Controller. The Arcane Guardian is a defender in the sense that he reduces the amount of
damage and or the likely hood of it being inflicted upon himself and his allies Power Source: Arcane. Key Abilities: Intelligence, Wisdom, Strength Armor Proficiencies: Cloth, Leather, Chain, Light Shield Weapon Proficiencies: Simple melee, Spiked shield(?) Implements: Wands and Orbs Bonus to Defense: +1 to Will and AC Hit Points at 1st Level: 13 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 8 + Constitution modifier Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Arcana, History, Insight, Diplomacy, Athletics, Religion, Intimidate, or Perception Build Options: Mage Guard, Destroyer, Magnees Class Features: Way of the Mage Guard, Path of Destruction, Way of the Magnees An Arcane Guardian manipulates arcane energies to hamper opponents and protect allies
GHOST WARRIOR
Class Traits Role: Striker. You move through a battle in an whirl of blades, unleashing havoc on your enemies. Power Source: Divine. You draw upon the ghosts of your ancestors to fight against your foes Key Abilities: Constitution, Intelligence, Wisdom Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiencies: Light Blades, Heavy Blades, Light thrown Implements: When you use a Ghost Warrior power that has the Implement Key word, you can add the
enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency
bonus to the attack roll. Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Stealth(Dex), Acrobatics(Dex) or Athletics(Str). From the class skills list below,
choose 4 more trained skills at 1st level. Class Skills: Acrobatics(Dex), Athletics(Str),Thievery(Dex) Build Options: Savage Ghost, Ancient Ghost Class Features: Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting
as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training
new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in
any location and can take out their targets no matter the situation. The Ghost Warrior organization is
the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years.
BARBARIAN
Class Traits Role: Striker. You use powerful two-handed weapons to deal serious damage to your enemies. Your physical power and
daunting presence can cause foes to cower before you, and you can temporarily increase your abilities by
harnessing great bursts of terrifying rage. Depending on your choice of class features and powers, you
lean toward either defender or leader as a secondary role. Power Source: Primal. You are a primal champion, a warrior devoted to the natural world and an embodiment
of your tribe’s fierce traditions. Key Abilities: Strength, Constitution, Charisma Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, military melee Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 8 + Constitution modifier Trained Skills: From the class skills list below, choose three trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature
(Wis), Perception (Wis) Class Features: Feral Might, Rage, Rampage
FIGHTER
Role: Defender. You are very tough and have the exceptional ability to contain enemies in melee. Power Source: Martial. You have become a master of combat through endless hours of practice,
determination, and your own sheer physical toughness. Key Abilities: Strength, Dexterity, Wisdom, Constitution Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier |
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