James
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James
Name: James
Race: Human
Class: PaladinAlignment: Lawful/good
Language: Common, Giant
God: Bahamut, Lawful good, Called the platinum dragon, bahamut is the god of justice, protection, nobility, and honour. Lawful good paladins often revere him, and metalic dragons worship him as the first of their kind. Monarchs are crowned in his name. He commands his followers thus: Uphold the highest ideals of honor and justice. Be constantly vigilant against evil and oppose it on all fronts. Protect the weak, liberate the oppressed, and defend just order.
Trained skills:
Religion: 15
Diplomacy: 14
Heal: 15
Intimidate: 14
Healing Surge: 14
diplomacy 11
strength: 21+6
intelligence: 15+2
dexterity: 18+3
wisdom: 16+3
constitution: 12+3
charisma: 15+2
Hp: 165/171
AC: 70
Level: 21
XP: 353750
AD:
PP:
GP: 500(hidden) 11355
SP:
EP:
CP:
Inventory:
1 severed head block
1 pile of ash
1 blackhands fang ranged 3d10+2xdex modifier magical (always comes back)
1 tank: (holy epic mount) devine metal defender, 8d20 piercing damage, +5 to hit, needs 1 coal per turn in combat, needs ammo (iron),20 ap shells, 4d20 per turn if on the enemy 250/250 HP
1 iron
12 coal
1 pickaxe
The eleventh ring+9 to hit, +3 to each skill, +9 to HP
Full plate armor+8 AC
shield heavy fort. immune to criticals and surprise attacks resist knock down/back 20 3 times a day counter area of effect 3 times a day holy light +10 AC tower shield enchanted light weight mobile can collapse into a braclet
boots of quickening (custom) +6 dex cast quickening 3 times a day for ten mins per level of character base speed times 3 spider climb 3 times a day
guantlant of the swordmaster adds dex bonus to attack resist disarm 15 +4 AC +2 to hit
1 adventurers kit
ring (the invincible)+3 AC
Steve[sword] +5 to hit, +2 strength, enemies have a 5% chance of retreat every turn, grants haste(2 attacks per turn)4d20 (silver coated)
1 helmet with aura sight +6 AC +10 resist to mental effects
ring (indominatable) negate 1 attack per encounter
Prayers:
At will:
Valiant strike: Strength +1 per enemy adjacent to you vs. AC. Hit: 1[W] +strength modifier damage. Increase damage to 2[W] +Strength modifier at 21st level.
Holy strike: Strength vs AC. Hit: 1[W] +strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. Increase damage to 2[W] +Strength modifier at 21st level.
Encounter:
Piercing smite: Strength vs Reflex. Hit: 2[W] +Strength modifier damage, and the target and a number of enemies adjacent to you you Wisdom modifier are marked until the end of your next turn.
Benign Transposition: Swap places with an ally.
Thunder smite: Strength vs AC (can score a critical hit against a marked enemy on a roll of 19-20) Hit: 2[W] +Strength modifier thunder damage, and the target is knocked prone.
Hand of the Gods: Charisma vs Fortitude. Hit: 2d10 + charisma modifier radiant damage, and the target is marked until the end of your next turn. Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your wisdom modifier.
Daily:
On pain of death: Charisma vs Will. Hit: 3d8 + charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends) Miss: half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends)
Sign of Vulnerability: charisma vs Fortitude. Hit: 3d8 +charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter. Miss: half damage and the target gains no vulnerability.
One stands alone: charisma vs will. Hit: 2d8 +charisma modifier radiant damage. Effect the targets are weakened (save ends) Special: you cannot use this power if any allies are within 5 squares of you.
Utility:
Divine Bodyguard: Choose an ally within 5 squares of you. You take half that ally's damage until the end of the encounter or until you end the effect as a free action. No power of effect can reduce the damage you take from this power.
Wrath of the Gods: Target: you and each ally in burst. Effect: the targets add your charisma modifier to damage rolls until the end of the encounter.
Angelic Intercession: Trigger: an ally within 5 squares of you is hit by an attack. Effect: You teleport adjacent to the ally and are hit by the attack instead.
Death ward: Target: one dying creature. Effect: you spend a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent 2 healing surges. Add your charisma modifier to the hit points reagained.
Equipped:
guantlents of the swordmaster
helmet
full plate armor
boots of quickening
Steve[sword]
shield
Feats:
Shield proficiency (light)
Shield proficiency (heavy)
Human perseverance +1 to saving throws
Skill focus: +3 to checks with heal
Shield specialization: +1 to AC and Reflex when using a shield
Combat anticipation: +1 to defense against ranged, area, close attacks
Action recovery: Gain extra saving throws by spending action points
Devastating critical: Deal additional 1d10 damage on a critical
Evasion: No damage from missed area or close attack
Great Fortitude: +2 to Fortitude defense
Improved second wind: Heal 5 additional damage with second wind
Vampirism: heal HP equal to damage dealt in attacks
Conqueror: any mist attacks do normal damage, any hit attacks do double, crits are instakill
Fleet-Footed: +1 to speed
Spells:
Magic missle 1d4 damage each (2 of them)
Grandiloquence: float atop a wave of oblitoration toward your enemies upon which they have an 80% chance of fleeing and dieing anyway 4d20 damage to all hits
invisibility: adds 2 AC to encounter, turn invisible
dimension door advanced: 1 km sq plot of land with a mansion on it, buildings, soldiers, and servants can amass here
Race: Human
Class: PaladinAlignment: Lawful/good
Language: Common, Giant
God: Bahamut, Lawful good, Called the platinum dragon, bahamut is the god of justice, protection, nobility, and honour. Lawful good paladins often revere him, and metalic dragons worship him as the first of their kind. Monarchs are crowned in his name. He commands his followers thus: Uphold the highest ideals of honor and justice. Be constantly vigilant against evil and oppose it on all fronts. Protect the weak, liberate the oppressed, and defend just order.
Trained skills:
Religion: 15
Diplomacy: 14
Heal: 15
Intimidate: 14
Healing Surge: 14
diplomacy 11
strength: 21+6
intelligence: 15+2
dexterity: 18+3
wisdom: 16+3
constitution: 12+3
charisma: 15+2
Hp: 165/171
AC: 70
Level: 21
XP: 353750
AD:
PP:
GP: 500(hidden) 11355
SP:
EP:
CP:
Inventory:
1 severed head block
1 pile of ash
1 blackhands fang ranged 3d10+2xdex modifier magical (always comes back)
1 tank: (holy epic mount) devine metal defender, 8d20 piercing damage, +5 to hit, needs 1 coal per turn in combat, needs ammo (iron),20 ap shells, 4d20 per turn if on the enemy 250/250 HP
1 iron
12 coal
1 pickaxe
The eleventh ring+9 to hit, +3 to each skill, +9 to HP
Full plate armor+8 AC
shield heavy fort. immune to criticals and surprise attacks resist knock down/back 20 3 times a day counter area of effect 3 times a day holy light +10 AC tower shield enchanted light weight mobile can collapse into a braclet
boots of quickening (custom) +6 dex cast quickening 3 times a day for ten mins per level of character base speed times 3 spider climb 3 times a day
guantlant of the swordmaster adds dex bonus to attack resist disarm 15 +4 AC +2 to hit
1 adventurers kit
ring (the invincible)+3 AC
Steve[sword] +5 to hit, +2 strength, enemies have a 5% chance of retreat every turn, grants haste(2 attacks per turn)4d20 (silver coated)
1 helmet with aura sight +6 AC +10 resist to mental effects
ring (indominatable) negate 1 attack per encounter
Prayers:
At will:
Valiant strike: Strength +1 per enemy adjacent to you vs. AC. Hit: 1[W] +strength modifier damage. Increase damage to 2[W] +Strength modifier at 21st level.
Holy strike: Strength vs AC. Hit: 1[W] +strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. Increase damage to 2[W] +Strength modifier at 21st level.
Encounter:
Piercing smite: Strength vs Reflex. Hit: 2[W] +Strength modifier damage, and the target and a number of enemies adjacent to you you Wisdom modifier are marked until the end of your next turn.
Benign Transposition: Swap places with an ally.
Thunder smite: Strength vs AC (can score a critical hit against a marked enemy on a roll of 19-20) Hit: 2[W] +Strength modifier thunder damage, and the target is knocked prone.
Hand of the Gods: Charisma vs Fortitude. Hit: 2d10 + charisma modifier radiant damage, and the target is marked until the end of your next turn. Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your wisdom modifier.
Daily:
On pain of death: Charisma vs Will. Hit: 3d8 + charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends) Miss: half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends)
Sign of Vulnerability: charisma vs Fortitude. Hit: 3d8 +charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter. Miss: half damage and the target gains no vulnerability.
One stands alone: charisma vs will. Hit: 2d8 +charisma modifier radiant damage. Effect the targets are weakened (save ends) Special: you cannot use this power if any allies are within 5 squares of you.
Utility:
Divine Bodyguard: Choose an ally within 5 squares of you. You take half that ally's damage until the end of the encounter or until you end the effect as a free action. No power of effect can reduce the damage you take from this power.
Wrath of the Gods: Target: you and each ally in burst. Effect: the targets add your charisma modifier to damage rolls until the end of the encounter.
Angelic Intercession: Trigger: an ally within 5 squares of you is hit by an attack. Effect: You teleport adjacent to the ally and are hit by the attack instead.
Death ward: Target: one dying creature. Effect: you spend a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent 2 healing surges. Add your charisma modifier to the hit points reagained.
Equipped:
guantlents of the swordmaster
helmet
full plate armor
boots of quickening
Steve[sword]
shield
Feats:
Shield proficiency (light)
Shield proficiency (heavy)
Human perseverance +1 to saving throws
Skill focus: +3 to checks with heal
Shield specialization: +1 to AC and Reflex when using a shield
Combat anticipation: +1 to defense against ranged, area, close attacks
Action recovery: Gain extra saving throws by spending action points
Devastating critical: Deal additional 1d10 damage on a critical
Evasion: No damage from missed area or close attack
Great Fortitude: +2 to Fortitude defense
Improved second wind: Heal 5 additional damage with second wind
Vampirism: heal HP equal to damage dealt in attacks
Conqueror: any mist attacks do normal damage, any hit attacks do double, crits are instakill
Fleet-Footed: +1 to speed
Spells:
Magic missle 1d4 damage each (2 of them)
Grandiloquence: float atop a wave of oblitoration toward your enemies upon which they have an 80% chance of fleeing and dieing anyway 4d20 damage to all hits
invisibility: adds 2 AC to encounter, turn invisible
dimension door advanced: 1 km sq plot of land with a mansion on it, buildings, soldiers, and servants can amass here
destroyer101- Observer
- Number of posts : 8
Age : 30
Location : somewhere
Reputation : 1
Registration date : 2010-12-18
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