Editing Alishia Mesbet d'Orien

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Sex: Female
 
Sex: Female
  
Age: 16
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Age: 15
  
 
Race: Human
 
Race: Human
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'''Theme Music:'''
 
'''Theme Music:'''
  
Momma Said Knock You Out by LL Cool J
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[http://www.youtube.com/watch?v=Ktq5Q-a72Jc Momma Said Knock You Out] by LL Cool J
  
Spitfire by The Prodigy
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[http://www.youtube.com/watch?v=4E4hCTrX7pw&feature=related Spitfire] by The Prodigy
  
Vital Force by Yoko Kanno
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[http://www.youtube.com/watch?v=ogYTIBz3oVI Vital Force] by Yoko Kanno
 
 
Gold Fish by Yoko Kanno (Alishia/Sandovish theme)
 
  
 
'''Parents:''' Lord Jarrod and Lady Adreanna d'Orien
 
'''Parents:''' Lord Jarrod and Lady Adreanna d'Orien
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Alishia Mesbet d'Orien, level 8
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Alishia Mesbet d'Orien, level 4
  
 
Human, Monk
 
Human, Monk
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FINAL ABILITY SCORES<br>
 
FINAL ABILITY SCORES<br>
Str 18, Con 11, Dex 20, Int 10, Wis 8, Cha 13.
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Str 17, Con 11, Dex 19, Int 10, Wis 8, Cha 13.
  
 
STARTING ABILITY SCORES<br>
 
STARTING ABILITY SCORES<br>
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AC: 26 Fort: 21 Reflex: 22 Will: 19<br>
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AC: 21 Fort: 18 Reflex: 19 Will: 17<br>
HP: 58 Surges: 7 Surge Value: 14<br>
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HP: 38 Surges: 7 Surge Value: 9<br>
Initiative: 9<br>
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Initiative: 6<br>
Passive Perception: 13<br>
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Passive Perception: 11<br>
Passive Insight: 13<br>
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Passive Insight: 11
Flurry of Blows: 11 damage against the same target as the original attack, 13 damage against a different target<br>
 
Resist Radiance 5
 
  
  
 
TRAINED SKILLS<br>
 
TRAINED SKILLS<br>
Thievery +14, Diplomacy +10, Stealth +14, Acrobatics +16, Athletics +13, Endurance +11, Intimidate +10
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Thievery +11, Diplomacy +8, Stealth +11, Acrobatics +14, Athletics +10, Endurance +7, Intimidate +8
  
 
UNTRAINED SKILLS<br>
 
UNTRAINED SKILLS<br>
Arcana +4, Bluff +5, Dungeoneering +3, Heal +3, History +4, Insight +3, Nature +3, Perception +3, Religion +4, Streetwise +5
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Arcana +2, Bluff +3, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Religion +2, Streetwise +3
 
 
 
 
THEME<br>
 
Explorer:
 
*Level 1: You can tell which way is north, and you gain a +5 bonus to any skill check to avoid becoming lost, find your way to a specific location, or spot a distant landmark.  '''Explorer utility: Surefooted Stride''' (Move Action, move your speed and ignore difficult terrain.  Until the end of your next turn as long as you are in difficult terrain you gain a +2 bonus to AC and Reflex and you gain Combat Advantage against enemies in difficult terrain.)
 
 
 
*Level 5: You gain a +2 power bonus to Endurance checks. In addition, for the purpose of determining how far you and up to ten companions can travel in an hour or a day, treat the group's speed as the slowest member's speed + 1. While the group travels with you, its members also gain a +2 power bonus to Endurance checks.
 
  
  
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* Human: Mark of Passage
 
* Human: Mark of Passage
 
* Level 1: Unarmored Agility
 
* Level 1: Unarmored Agility
* Level 2: Action Surge
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* Level 2: Action Surge (Retrained from Improved Initiative)
 
* Feat User Choice: Versatile Expertise (Ki Focuses, Unarmed)
 
* Feat User Choice: Versatile Expertise (Ki Focuses, Unarmed)
 
* Level 4: Brawling Warrior
 
* Level 4: Brawling Warrior
* Level 6: Skill Power (Agile Resolve)
 
* Level 8: Crashing Tempest Style
 
  
  
 
POWERS
 
POWERS
* Melee Basic Attack (+13 Attack versus AC, 1d8+8 damage)
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* Bonus At-Will Power: Crane's Wings (+8 Attack versus Fortitude, 1d10+5 damage)
* Bonus At-Will Power: Crane's Wings (+12 Attack versus Fortitude, 1d10+9 damage)
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* Monk at-will 1: Dragon's Tail (+8 Attack versus Fortitude, 1d6+5 damage)
* Monk at-will 1: Fallen Needle (+12 Attack versus Reflex, 1d10+9 damage)
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* Monk at-will 1: Five Storms (+8 Attack versus Reflex, 1d8+5 damage)
* Monk at-will 1: Five Storms (+12 Attack versus Reflex, 1d8+7 damage)
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* Monk encounter 1: Open the Gate of Battle (+8 Attack versus Reflex, 2d10/3d10+5 damage)
* Monk encounter 1: Open the Gate of Battle (+12 Attack versus Reflex, 2d10/3d10+9 damage)
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* Monk daily 1: Spinning Leopard Maneuver (+8 Attack versus Reflex, 2d6+5 damage)
* Monk daily 1: Spinning Leopard Maneuver (+12 Attack versus Reflex, 2d6+9 damage)
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* Monk utility 2: Scrambling Climb
* Explorer utility: Surefooted Stride
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* Monk encounter 3: Enduring Mountain (+8 Attack versus Fortitude, 2d8+5 damage)
* Skill utility 2: Agile Resolve
 
* Theme utility 2: Stag's Bound
 
* Monk encounter 3: Eternal Mountain (+12 Attack versus Fortitude, 2d8+7 damage)
 
* Monk daily 5: Supreme Avalanche Combination (+12 Attack versus Fortitude, 3d10+9 damage)
 
* Monk utility 6: Quicksilver Motion
 
* Monk encounter 7: Arc of the Flashing Storm (+12 Attack versus Reflex, 2d10+9 lightning damage)
 
* Abberant Mark encounter: Dark Conduit (+12 Attack versus Fortitude, 2d6+7 damage)
 
:'''Dark Conduit'''
 
:''Clouds of animate darkness roil around your foes both close and far, your power drawing<br>
 
:''you from one cloud to the other in the blink of an eye.''<br>
 
:'''Encounter, Arcane, Implement, Necrotic, Shadow, Teleportation'''<br>
 
:'''Standard Action, Area burst 1 within 10 squares'''<br>
 
:'''Special:''' As a Free Action, as the cost for using this power, you must spend one<br>
 
:healing surge and expend the use of one of your encounter attack powers.  You gain no<br>
 
:hitpoints from the healing surge and lose the use of that encounter attack power until you<br>
 
:would normally regain it.
 
:'''Target:''' Each creature in the burst<br>
 
:'''Attack:''' Dexterity vs. Fortitude<br>
 
:'''Hit:''' 2d6+7 necrotic damage, and the target is blinded (save ends).<br>
 
:'''Miss:''' Half damage.<br>
 
:'''Effect:''' Each creature adjacent to you takes 10 necrotic damage, and you can teleport to an unoccupied square in the burst.
 
  
  
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* <u>Basic Aeronautics:</u>  You are considered qualified to pilot an airship. You gain a +2 bonus to checks made to navigate while on a ship, or to checks made to cause a ship to go faster.<br>
 
* <u>Basic Aeronautics:</u>  You are considered qualified to pilot an airship. You gain a +2 bonus to checks made to navigate while on a ship, or to checks made to cause a ship to go faster.<br>
 
* <u>Unorthodox Combat Techniques:</u>  When you spend an action point to gain an extra action, you gain +1 to all attack rolls until the end of your turn.
 
* <u>Unorthodox Combat Techniques:</u>  When you spend an action point to gain an extra action, you gain +1 to all attack rolls until the end of your turn.
* <u>Litany of the Pattern:</u> Once per day, when performing a ritual you know with a component cost of 100gp (+10Gp per character level) or less, you may perform that ritual without expending any components.
 
* <u>Obscure Languages:</u> Gain the ability to read, speak, and write one language (Goblin).
 
 
 
RITUALS<br>
 
* Portal Jump
 
  
  
 
ITEMS<br>
 
ITEMS<br>
Monk Unarmed Strike, Cascading Strikes Ki Focus +2, Boots of the Fencing Master (heroic tier), Safewing Amulet +1, Agile Resolve Vestments (Cloth) +1, Iron Armbands of Power (heroic tier), Arcane Signet Ring, Fine Clothing, Identification Papers with Portrait, Silk Rope (50 ft.), Backpack (empty), Grappling Hook, Chest (empty), 1 Potion of Healing, 2 Potions of Poison Resistance, 3 Doses of Clearwater Solution, Thieves' Tools, 150gp worth of arcane ritual components, 4 Sunrods (6 total), Fetching Magic Rainbow Stole (overall +2 to AC, Radiant Resistance 5), Adamantine Knuckle-Dusters (+2 Ki Club), 370gp
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Monk Unarmed Strike, Magic Ki Focus +1, Acrobat Boots (heroic tier), Safewing Amulet +1, Agile Resolve Vestments (Cloth) +1, Arcane Signet Ring, Fine Clothing, Identification Papers with Portrait, Silk Rope (50 ft.), Backpack (empty), Grappling Hook, Chest (empty), 2 Potions of Healing, 2 Potions of Fire Resistance, Thieves' Tools, 165gp

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