Editing Disg4Ea Character Toxie

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Toxicodendron "Toxie" Pubescens, aka Magical Marchioness M1911-A
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Toxie
  
=Attributes=
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Longtooth Shifter Warden, Lv 1
  
Str 10
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Theme:  Primal Guardian
  
Con 12
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Str 18 (+4)
  
Dex 18
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Con 12 (+2)
  
Int 10
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Int 8 (-1)
  
Wis 18
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Dex 12 (+1)
  
Cha 10
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Wis 18 (+4)
  
LV 3
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Cha 10 (+0)
  
HP 32 (Bloodied 16)
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HP 29  Bloodied 15  Surges 10
  
Surges 7 (Value 6)
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AC:  17 Fort:  15  Ref 11  Will 15
  
Spd 6
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Skills:  Nature, Athletics, Perception, Dungeoneering
  
AC 19
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Racial:  +2 Endurance, Athletics; Encounter:  Longtooth Shifting (Encounter, Minor, Personal, Must be Bloodied.  Until end of encounter, +2 Damage.  While Bloodied, gain Regen 2)
  
Fort 13
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Class:  Wildblood Warden (Use Wis for AC w/ Light Armor, when Second Wind used, Marked enemies get extra -4 to attack other enemies until end of turn.) Font of Life (Make one extra Save at the start of each turn) Nature's Wrath (Once/turn, Mark each adjacent enemy as a Free action until end of next turn.)
  
Ref 16
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Powers:  Warden's Fury (At-Will, Weapon, Immediate Interrupt:  Marked enemy makes an attack that doesn't include you:  +7 vs AC, 1d10+4 Physical, Target grants CA to you and allies until end of next turn.)
  
Wil 17
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Warden's Grasp (At-Will, Immediate Reaction:  Marked enemy within Close Burst 5 makes an attack that doesn't include you:  Slide enemy 1 square, enemy is slowed and can't shift until end of turn.)
  
Race:  Razorclaw Shifter (+2 Acrobatics/Stealth, Low-Light Vision)
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Thorn Strike (At-Will, Weapon, Std Action, Melee 2, 1 creature, +7 vs AC, 1d10+4 Physical, Pull target 1 square)
  
Class:  Ranger (Archer fighting style, Hunter's Quarry, Prime Shot)
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Weight of Earth (At-Will, Weapon, Std Action, Melee, +7 vs AC, 1d10+4 Physical, Target Slowed until end of next turn.)
  
Theme:  Masked Lord (Magical Girl!)
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Roots of Stone (Encounter, Weapon Std Action, Close Bust 1, Creates a Zone in burst that lasts until end of next turn, Enemies in Burst, +7 vs AC, 1d10+4 Physical, if they leave the Zone, they are knocked Prone)
  
=Feats=
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Mark of Thunder (Encounter, Weapon Std Action, Melee, +7 vs AC, 1d10+4 Thunder.  Effect:  Mark target until end of your next turn.  If they violate the Mark, they take 5 Thunder damage.)
Defensive Mobility, Superior Will, Bow Expertise, Greatbow Proficiency, Adamant Arrow Style
 
  
=Skills=
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Form of the Willow Sentinel (Daily, Polymorph, Minor action:  Assume tree form until end of encounter. Immune to force movement; any ally gains +2 Fort while adjacent.  Encounter, Immediate Interrupt, Melee 1, Trigger:  Adjacent enemy makes attack against ally.  +7 vs AC, 1d10+4 Physical, and target takes -4 to triggering attack.  Miss:  1/2 damage and effect.)
  Nature +10, Perception +12, Dungeoneering +10, Acrobatics +12
 
  
=Powers=
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Feats:  Weapon Proficiency (Greatspear)
  
==Twin Strike==
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Funds: 10 GP GearGreatspear, Hide armor, 4 Javelins, Adventurer's Kit
(At-Will, Martial, Weapon, Standard Action, One or Two creatures. +10 vs AC, two attacks. Hit1d12+2 per attack.)
 
  
==Nimble Strike==  
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==Game Wiki Page==
(At-Will, Martial, Weapon, Standard Action.  Shift 1 square before or after the attack.  +10 vs AC, 1d12+6 damage, and Push target 1 square.)
 
  
==Fox's Cunning==
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[[Disg4Ea:_For_Grades_And_Glory]]
(Encounter, Martial, Weapon, Immediate Reaction, Trigger: An enemy makes a melee attack against you.  Attack:  You can shift 1 square, then make a basic attack against that enemy with a +4 to attack.)
 
 
 
==Razorclaw Shifting==
 
(Encounter, Minor Action, Must be Bloodied.  Until the end of the encounter, your speed increases by 2, and you gain +1 to AC and Reflex)
 
 
 
==Create Lord's Armor==
 
(Encounter, Minor Action, Personal:  You instantly don +1 Magic Hide Armor that lasts until dismissed, it is removed from you, or you use this power again.)
 
 
 
==Invigorating Stride==
 
(Encounter, Healing, Martial, Move Action.  You shift 4 squares, but must not end the shift adjacent to any enemy.  You can use your second wind.)
 
 
 
==Disruptive Strike==
 
(Encounter, Martial, Weapon, Immediate Interrupt, Melee or Ranged Weapon, Trigger:  You or an ally is attacked by a creature.  Target:  The attacking creature.  +10 vs AC.  Hit:  1d12+6 damage, and target takes a -7 penalty to the attack roll for the triggering attack.)
 
 
 
==Skirmishing Stance==
 
(Daily, Martial, Stance, Minor Action.  Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 Power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage)
 
 
 
=Gear=
 
 
 
Duelist's GreatbowTwin Pistols +1 (+9 vs AC, 1d12+5 damage, and any hit gives an enemy -2 penalty to ranged and area attack rolls until the end of your next turn)
 
 
 
+2 Boltshard Twin Pistols (+10 vs AC, 1d12+6 damage.  Daily:  Make a Ranged Basic attack against each creature in a Close Blast 3.)
 

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