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=Character Sheet=
 
=Character Sheet=
'''Renaya Tilvaraen''', level 8<br>
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'''Renaya Tilvaraen''', level 6<br>
 
Medium Fey Leader (Arcane, Psionic)<br>
 
Medium Fey Leader (Arcane, Psionic)<br>
 
'''Alignment:''' Good
 
'''Alignment:''' Good
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** '''Impart energy''':  Recharge the daily power of a magic item (once per day per item).
 
** '''Impart energy''':  Recharge the daily power of a magic item (once per day per item).
 
** '''Augment Energy''':  Wielder of empowered weapon or implement can use a free action after making an attack roll to gain a +2 bonus to the attack.  Expended upon use.
 
** '''Augment Energy''':  Wielder of empowered weapon or implement can use a free action after making an attack roll to gain a +2 bonus to the attack.  Expended upon use.
* '''Arcane Rejuvenation''':  Grants 10 (1/2 level + Int mod) temporary hit points to allies upon use of an item daily power.
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* '''Arcane Rejuvenation''':  Grants 8 (1/2 level + Int mod) temporary hit points to allies upon use of an item daily power.
 
* '''Healing Infusion:'''  Creates two healing infusions after each extended rest.  During a short rest, infusions can by recharged by someone spending a healing surge.  Renaya can use these infusions for the following powers; she has two uses per encounter, but can only use one per round.
 
* '''Healing Infusion:'''  Creates two healing infusions after each extended rest.  During a short rest, infusions can by recharged by someone spending a healing surge.  Renaya can use these infusions for the following powers; she has two uses per encounter, but can only use one per round.
** '''<span style="color:#800000">Healing Infusion: Curative Admixture</span>''', Artificer Encounter (Special) Utility (Arcane, Healing).  '''Minor Action''', close burst 5, you or one ally:  target regains surge value +5 (Wis mod +2) hit points.
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** '''<span style="color:#800000">Healing Infusion: Curative Admixture</span>''', Artificer Encounter (Special) Utility (Arcane, Healing).  '''Minor Action''', close burst 5, you or one ally:  target regains surge value +4 (Wis mod +2) hit points.
 
** '''<span style="color:#800000">Healing Infusion: Resistive Formula:</span>''', Artificer Encounter (Special) Utility (Arcane).  '''Minor Action''', close burst 5, you or one ally:  target gains a +1 power bonus to AC until the end of encounter.  Target can end this bonus as a free action to gain surge value temporary hit points.
 
** '''<span style="color:#800000">Healing Infusion: Resistive Formula:</span>''', Artificer Encounter (Special) Utility (Arcane).  '''Minor Action''', close burst 5, you or one ally:  target gains a +1 power bonus to AC until the end of encounter.  Target can end this bonus as a free action to gain surge value temporary hit points.
 
*  '''Ritual Casting''':  Ritual caster as a bonus feat, and the Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole rituals for free.
 
*  '''Ritual Casting''':  Ritual caster as a bonus feat, and the Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole rituals for free.
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'''Ability Scores'''<br>
 
'''Ability Scores'''<br>
Str 10, Con 11, Dex 10, Int 22, Wis 16, Cha 10
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Str 10, Con 11, Dex 10, Int 21, Wis 15, Cha 10
  
'''Maximum Hit Points:''' 58, bloodied value 29, surge value 14. '''Surges/day:''' 6<br>
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'''Maximum Hit Points:''' 53, bloodied value 26, surge value 13. '''Surges/day:''' 6<br>
'''AC:''' 24 '''Fort:''' 17 '''Reflex:''' 22 '''Will:''' 21 '''Init:'''  +4
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'''AC:''' 21 '''Fort:''' 16 '''Reflex:''' 20 '''Will:''' 19 '''Init:'''  +3
  
 
'''Trained Skills'''<br>
 
'''Trained Skills'''<br>
Arcana +24, Dungeoneering +12, Heal +12, History +17, Insight +12, Nature +12, Perception +17, Religion +15, Thievery +9
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Arcana +21, Dungeoneering +10, Heal +10, History +15, Insight +10, Nature +10, Perception +15, Religion +13, Thievery +8
  
 
'''Untrained Skills'''<br>
 
'''Untrained Skills'''<br>
Acrobatics +4, Athletics +4, Bluff +4, Diplomacy +6, Endurance +4, Intimidate +4, Stealth +4, Streetwise +4
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Acrobatics +3, Athletics +3, Bluff +3, Diplomacy +5, Endurance +3, Intimidate +3, Stealth +3, Streetwise +3
  
 
==Powers==
 
==Powers==
Basic calculations:  Int attack, ranged weapon:  +6 (Int) + 3 (Proficiency) + 1 (Expertise) +2 (Enhancement) + 4 (half-level)= +16 attack.  Damage bonus, Int:  +6 (Int) + 2 (Enhancement) +2 (Item) = +10 damage<br>
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Basic calculations:  Int attack, ranged weapon:  +5 (Int) + 2 (Proficiency) + 1 (Expertise) +2 (Enhancement) + 3 (half-level)= +13 attack.  Damage bonus, Int:  +5 (Int) + 2 (Enhancement) = +7 damage<br>
Ranged Basic Attack:  +11 vs. AC.  Hit:  1d10+4 damage.
+
Ranged Basic Attack:  +8 vs. AC.  Hit:  1d8+2 damage.
Melee Basic Attack:  +11 vs. AC.  Hit:  1d8+2 damage.
 
  
 
<span style="color:#008000">'''At-Will'''</span>
 
<span style="color:#008000">'''At-Will'''</span>
 
* <span style="color:#008000">'''Magic Weapon'''</span> (Arcane, Weapon)
 
* <span style="color:#008000">'''Magic Weapon'''</span> (Arcane, Weapon)
** Standard, melee or ranged weapon, one creature.  +17 vs. AC.  Hit:  1d10+10, and each ally adjacent to Renaya gains a +1 power bonus to attack and +3 (Wis mod) power bonus to damage rolls until the end of her next turn.
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** Standard, melee or ranged weapon, one creature.  +14 vs. AC.  Hit:  1d8+7, and each ally adjacent to Renaya gains a +1 power bonus to attack and +2 (Wis mod) power bonus to damage rolls until the end of her next turn.
 
* <span style="color:#008000">'''Aggravating Force'''</span> (Arcane, Force, Weapon)
 
* <span style="color:#008000">'''Aggravating Force'''</span> (Arcane, Force, Weapon)
** Standard, melee or ranged weapon, one creature.  +16 vs. AC.  Hit:  1d10+10 damage, and the next ally that attacks the target until then end of her next turn gets a +2 power bonus to the attack roll.
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** Standard, melee or ranged weapon, one creature.  +13 vs. AC.  Hit:  1d8+7 damage, and the next ally that attacks the target until then end of her next turn gets a +2 power bonus to the attack roll.
  
 
'''<span style="color:#800000">Encounter</span>'''
 
'''<span style="color:#800000">Encounter</span>'''
 
* <span style="color:#800000">'''Scouring Weapon'''</span> (Acid, Arcane, Weapon)
 
* <span style="color:#800000">'''Scouring Weapon'''</span> (Acid, Arcane, Weapon)
** Standard, melee or ranged weapon, one creature.  +16 vs. AC.  Hit:  2d10+10 acid damage, and -2 to its AC until the end of her next turn.
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** Standard, melee or ranged weapon, one creature.  +13 vs. AC.  Hit:  2d8+7 acid damage, and -2 to its AC until the end of her next turn.
 
* <span style="color:#800000">'''Shocking Feedback'''</span> (Arcane, Lightning, Weapon)
 
* <span style="color:#800000">'''Shocking Feedback'''</span> (Arcane, Lightning, Weapon)
** Immediate Interrupt (when an enemy hits and deals damage to an ally with an attack), ranged weapon,  triggering enemy.  +16 vs. AC.  Hit:  2d10+10 lightning damage, and the ally hit gains resist 5 all until the end of her next turn.
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** Immediate Interrupt (when an enemy hits and deals damage to an ally with an attack), ranged weapon,  triggering enemy.  +13 vs. AC.  Hit:  2d8+7 lightning damage, and the ally hit gains resist 5 all until the end of her next turn.
 
* <span style="color:#800000">'''Debilitating Intercession'''</span> (Arcane, Necrotic, Weapon)
 
* <span style="color:#800000">'''Debilitating Intercession'''</span> (Arcane, Necrotic, Weapon)
** Immediate Reaction (when an enemy hits and deals damage to an ally with an attack), ranged weapon,  triggering enemy.  +16 vs. AC.  Hit:  2d10+10 necrotic damage, and the enemy takes a -2 penalty to attack rolls while adjacent to the ally until the end of her next turn.
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** Immediate Reaction (when an enemy hits and deals damage to an ally with an attack), ranged weapon,  triggering enemy.  +13 vs. AC.  Hit:  2d8+7 necrotic damage, and the enemy takes a -2 penalty to attack rolls while adjacent to the ally until the end of her next turn.
* <span style="color:#800000">'''Dishearten'''</span> (Psionic, Implement, Psychic)
 
** Standard, Area burst 1 within 10, creatures in burst.  +13 vs. Will.  Hit:  1d6+8 psychic damage, and the target takes a -2 penalty to attack rolls until the end of her next turn.
 
  
 
<span style="color:#808080">'''Daily'''</span>
 
<span style="color:#808080">'''Daily'''</span>
 
* <span style="color:#808080">'''Punishing Eye'''</span> (Arcane, Conjuration, Implement, Psychic)
 
* <span style="color:#808080">'''Punishing Eye'''</span> (Arcane, Conjuration, Implement, Psychic)
 
** Standard, Ranged 5.  Conjure an eye in a square within range.  Enemies within 3 squares of the eye do not benefit from concealment and take 5 (Int mod) psychic damage when an ally attacks and hits them.  Moving the eye 3 squares is a move action.
 
** Standard, Ranged 5.  Conjure an eye in a square within range.  Enemies within 3 squares of the eye do not benefit from concealment and take 5 (Int mod) psychic damage when an ally attacks and hits them.  Moving the eye 3 squares is a move action.
* <span style="color:#808080">'''Dancing Weapon'''</span> (Arcane, Summoning, Weapon)
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* <span style="color:#808080">'''Flameheart Defender'''</span> (Arcane, Fire, Implement, Summoning)
** Minor, Ranged 5, must be holding a melee weaponThrow the weapon into a square within range.  It has fly 6 (hover), and cannot open/close doors or containers or pick up and drop items.  When it is reduced to 0 hp, it is not destroyed and Renaya does not lose a healing surge; instead, the weapon returns to her hand.
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** Standard, Ranged 5.  Conjures the flameheart defender in an unoccupied square within range.  Enemies adjacent it at the start of her turn are marked by it.
**'''Dancing Chainsaw Sword''', small summoned creature.  Fly 6 (hover), 29 hp, AC 23, Fort 17, Ref 22, Will 21
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**'''Flameheart Defender''', small summoned creature.  Speed 6, 26 hp, AC 21, Fort 16, Ref 20, Will 19
***Minor Action, melee 1, one creature.  +16 vs. AC.  Hit:  1d8+8 damage.
+
***Standard Action, melee 1 or ranged 5, one creature.  +11 vs. AC.  Hit:  2d6+5 fire damage.
***Opportunity Attack, melee 1, one creature.  +16 vs. AC.  Hit:  1d8+damage.
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***Opportunity Attack, melee 1, one creature.  +11 vs. AC.  Hit:  2d6+5 fire damage.
 +
***No Action (when reduced to 0 hp), close burst 2, each creature in burst.  +9 vs. Reflex.  HIt:  1d8+2 fire damage.
  
 
'''Utility'''
 
'''Utility'''
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** Minor Action, ranged 5, herself or one ally:  the target makes a saving throw.
 
** Minor Action, ranged 5, herself or one ally:  the target makes a saving throw.
 
* <span style="color:#8000000">'''Energy Conversion'''</span> (Arcane)
 
* <span style="color:#8000000">'''Energy Conversion'''</span> (Arcane)
** Immediate Interrupt (when an ally takes damage from an attack), ranged 10, triggering ally.  Target gains resist all 8 (5+Wis mod) against the attack.  After the attack, the ally gains 8 temporary hit points.
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** Immediate Interrupt (when an ally takes damage from an attack), ranged 10, triggering ally.  Target gains resist all 7 (5+Wis mod) against the attack.  After the attack, the ally gains 7 temporary hit points.
  
 
==Feats==
 
==Feats==
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*Level 4: Academy Prodigy:  Gain a +3 feat bonus to two artificer class skills (Arcana and Perception elected)
 
*Level 4: Academy Prodigy:  Gain a +3 feat bonus to two artificer class skills (Arcana and Perception elected)
 
*Level 6:  Disciplined Talent [Multiclass Psion]:  Gain training in one psion skill (Insight elected), one 1st level at-will psion attack power as an encounter power (Dishearten elected), and proficiency with psion implements.
 
*Level 6:  Disciplined Talent [Multiclass Psion]:  Gain training in one psion skill (Insight elected), one 1st level at-will psion attack power as an encounter power (Dishearten elected), and proficiency with psion implements.
*Level 8:  Weapon Proficiency (Superior Crossbow).  Gain proficiency with the superior crossbow.
 
 
*(Artificer) Ritual Caster:  Can master and perform rituals of her level of lower.
 
*(Artificer) Ritual Caster:  Can master and perform rituals of her level of lower.
 
*(Bonus) Alchemist:  Can make alchemical items of her level or lower with the correct formula and skill.
 
*(Bonus) Alchemist:  Can make alchemical items of her level or lower with the correct formula and skill.
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** +2 item bonus to Perception
 
** +2 item bonus to Perception
 
** <span style="color:#808080">Utility Power:</span> Daily (Minor Action).  Expend an encounter or daily attack power to gain darkvision until the end of the encounter or 5 minutes, or until the end of her next extended rest if it was a daily power.
 
** <span style="color:#808080">Utility Power:</span> Daily (Minor Action).  Expend an encounter or daily attack power to gain darkvision until the end of the encounter or 5 minutes, or until the end of her next extended rest if it was a daily power.
* <span style="color:#F4A460">'''Laser Pistol Superior Crossbow +2'''</span> (Level 10)
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* <span style="color:#F4A460">'''Magic Crossbow +2''</span> (Level 6)
** Weapon:  Superior Crossbow, superior one-handed ranged weapon, +3 proficiency, 1d10 damage, range 20/40
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** Weapon:  Crossbow, simple two-handed ranged weapon, +2 proficiency, 1d8 damage, range 15/30, load minor
 
** Enhancement:  +2 attack rolls and damage rolls
 
** Enhancement:  +2 attack rolls and damage rolls
 
** Critical:  +2d6 damage
 
** Critical:  +2d6 damage
** This weapon requires no ammunition.
 
** Malfunction:  When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you.
 
** <span style="color:#808080">Attack Power:</span> At-Will (Standard Action * Fire), Ranged 20, on creature.  +13 vs. Reflex.  Hit:  2d8 fire damage.
 
 
* <span style="color:#F4A460">'''Deep-Pocket Cloak +2'''</span> (Level 7)
 
* <span style="color:#F4A460">'''Deep-Pocket Cloak +2'''</span> (Level 7)
 
** Neck slot
 
** Neck slot
 
** Enhancement:  +2 Fort, Ref, and Will
 
** Enhancement:  +2 Fort, Ref, and Will
** Can hold up to 1000 lbs in weight or 100 cu. ft. in volume without gaining weight.  Each item must be no more than 10 lbs, and can be retrieved as a minor action.
+
** Can hold up to 1000 lbs in weight or 100 cu. ft. in volume without gaining weight.  Each item must be no moe than 10 lbs, and can be retrieved as a minor action.
 
** <span style="color:#808080">Utility Power:</span> Free Action, 1/round:  draw or store an item.
 
** <span style="color:#808080">Utility Power:</span> Free Action, 1/round:  draw or store an item.
* <span style="color:#F4A460">'''Bracers of Archery'''</span> (Level 6)
 
** Arm slot
 
** +2 item bonus to damage rolls when attacking with a bow or crossbow
 
** <span style="color:#808080">Utility Power:</span> Daily (Minor Action).  Ignore cover on your next attack this turn when using a bow or crossbow.
 
 
* <span style="color:#F4A460">'''Bag of Holding'''</span> (Level 5)
 
* <span style="color:#F4A460">'''Bag of Holding'''</span> (Level 5)
 
** Miscellaneous
 
** Miscellaneous
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** Enhancement:  +1 attack rolls and damage rolls
 
** Enhancement:  +1 attack rolls and damage rolls
 
** Enemies hit by a spider bolt and creatures adjacent are slowed until the end of her next turn.
 
** Enemies hit by a spider bolt and creatures adjacent are slowed until the end of her next turn.
* <span style="color:#F4A460">'''Chainsaw Sword Longsword +2'''</span> (Level 9)
 
** Weapon:  Longsword, martial one-handed melee weapon, +3 proficiency, 1d8 damage, versatile, heavy blade
 
** Enhancement:  +2 attack rolls and damage rolls
 
** Critical:  +2d6 damage
 
** This weapon deals 1[W] extra damage to undead, and only half damage to constructs.
 
** Malfunction:  When you roll a 1 on an attack roll with this weapon, you take ongoing 10 damage and a -2 to attack rolls (save ends both).
 
** <span style="color:#8000000">Attack Power:</span>  Encounter (No Action), you hit a creature with a melee attack using this weapon:  creature takes ongoing 5 damage (save ends).
 
* <span style="color:#F4A460">'''Magic Rod +2'''</span> (Level 6)
 
** Implement, one-hand
 
** Enhancement:  +2 attack rolls and damage rolls
 
** Critical:  +2d6 damage
 
  
 
Cash:  71 gp
 
Cash:  71 gp

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