Difference between revisions of "Disg4Ea Character Toxie"

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Toxie
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Toxicodendron "Toxie" Pubescens, aka Magical Marchioness M1911-A
  
Longtooth Shifter Warden, Lv 1
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Str 10
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Con 12
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Dex 18
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Int 10
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Wis 18
 +
Cha 10
  
Theme:  Primal Guardian
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LV 2
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HP 27 (Bloodied 13)
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Surges 7 (Value 6)
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Spd 6
  
Str 18 (+4)
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AC 19
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Fort 13
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Ref 16
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Wil 17
  
Con 12 (+2)
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Race:  Razorclaw Shifter (+2 Acrobatics/Stealth, Low-Light Vision)
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Class:  Ranger (Archer fighting style, Hunter's Quarry, Prime Shot)
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Theme:  Masked Lord (Magical Girl!)
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Feats: Defensive Mobility, Superior Will, Bow Expertise, Greatbow Proficiency, Adamant Arrow Style
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Skills: Nature +10, Perception +12, Dungeoneering +10, Acrobatics +12
  
Int 8 (-1)
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Powers
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Twin Strike (At-Will, Martial, Weapon, Standard Action, One or Two creatures.  +9 vs AC, two attacks.  Hit:  1d12+1 per attack.)
  
Dex 12 (+1)
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Nimble Strike (At-Will, Martial, Weapon, Standard Action.  Shift 1 square before or after the attack.  +9 vs AC, 1d12+5 damage, and Push target 1 square.)
  
Wis 18 (+4)
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Fox's Cunning (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.)
  
Cha 10 (+0)
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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)
  
HP 29 Bloodied 15  Surges 10
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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.)
  
AC: 17 Fort: 15  Ref 11  Will 15
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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.)
  
Skills: Nature, Athletics, Perception, Dungeoneering
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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)
  
Racial:  +2 Endurance, Athletics; Encounter:  Longtooth Shifting (Encounter, Minor, Personal, Must be Bloodied.  Until end of encounter, +2 Damage.  While Bloodied, gain Regen 2)
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GearDuelist'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)
 
 
ClassWildblood 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.)
 
 
 
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.)
 
 
 
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.)
 
 
 
Thorn Strike (At-Will, Weapon, Std Action, Melee 2, 1 creature, +7 vs AC, 1d10+4 Physical, Pull target 1 square)
 
 
 
Weight of Earth (At-Will, Weapon, Std Action, Melee, +7 vs AC, 1d10+4 Physical, Target Slowed until end of next turn.)
 
 
 
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)
 
 
 
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.)
 
 
 
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.)
 
 
 
Feats:  Weapon Proficiency (Greatspear)
 
 
 
Funds:  10 GP  Gear:  Greatspear, Hide armor, 4 Javelins, Adventurer's Kit
 
 
 
==Game Wiki Page==
 
 
 
[[Disg4Ea:_For_Grades_And_Glory]]
 

Revision as of 17:40, 10 August 2012

Toxicodendron "Toxie" Pubescens, aka Magical Marchioness M1911-A

Str 10 Con 12 Dex 18 Int 10 Wis 18 Cha 10

LV 2 HP 27 (Bloodied 13) Surges 7 (Value 6) Spd 6

AC 19 Fort 13 Ref 16 Wil 17

Race: Razorclaw Shifter (+2 Acrobatics/Stealth, Low-Light Vision) Class: Ranger (Archer fighting style, Hunter's Quarry, Prime Shot) Theme: Masked Lord (Magical Girl!) Feats: Defensive Mobility, Superior Will, Bow Expertise, Greatbow Proficiency, Adamant Arrow Style Skills: Nature +10, Perception +12, Dungeoneering +10, Acrobatics +12

Powers Twin Strike (At-Will, Martial, Weapon, Standard Action, One or Two creatures. +9 vs AC, two attacks. Hit: 1d12+1 per attack.)

Nimble Strike (At-Will, Martial, Weapon, Standard Action. Shift 1 square before or after the attack. +9 vs AC, 1d12+5 damage, and Push target 1 square.)

Fox's Cunning (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.)

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)