|
Post by Zyraen on Oct 3, 2016 17:42:30 GMT 8
BACKGROUND Aislinn came from a privileged family, and as her child she had a tomboyish personality which meant she kept her hair short. Compared to her siblings and cousins, she was hardly pretty as well, a fairly regular looking face at least for half-elf standards. Seeing as how her older female relatives tended to get wedded off by family arrangements, Aislinn was determined to be of more value than yet another lovely body to be traded in for favors and relationships. She studied and built up her knowledges, while maintaining a girl next door appearance - cheerful, approachable, and nothing extremely enticing. She started to travel around with other members of the family, picking up knowledge, providing information, being generally helpful, and getting to see more of the world. It was only a few years ago, that Aislinn struck gold, figuratively. Having studied with various clerics in the past, she was now called upon for a special task - she would be a dedicated cleric of the Lady, a new deity that had seemingly replaced Pelor. Aislinn originally intended to protest as she felt no deity deserved extraordinary reverence - certainly they were all equally real and potent! - but decided against it lest they found some other use for her. This was when she realised the Lady was more, far more than she could have imagined. Sure she spoke into her thoughts and dreams, just like all other deities, but she even seemed to know her family, her lineage, and even herself personally, taking a strange delight in small and mundane matters to do with Aislinn's life. There was a strange sense of familiarity, as if Aislinn had discovered the greater part of herself in the Lady, as if she had found family, a family that accepted unconditionally, that asked nothing and demanded nothing, but only gave fully. Aislinn progressed remarkably from thereon. From a respectful but undedicated academic with knowledge of various faiths, she became an ardent advocate for the Lady. In time though, she learnt a startling revelation that few would be aware of, albeit one she kept closely to herself. Perhaps she had been preparing for it all her life, and sure enough, as she decided to venture out, along would come an assignment from the family itself. This time though, she was armed with faith, and where she went, surely all would sing praises of the Lady.
|
|
|
Post by Zyraen on Oct 4, 2016 0:03:44 GMT 8
|
|
|
Post by Zyraen on Oct 24, 2016 0:21:22 GMT 8
AISLINN WHITE (Balanced) Init +8 L7 UB Eladrin (Half-Eladrin) Slayer Option: Non-Quarry+7 (5Sec 2L5), +5 with CA Defender Option: Divine Challenge (Burst 5, Immed Rxn, 5Sec radiant damage) Armor Prof: Unarmored Class Defenses: +1 to all NADs
Main Class: Cleric (Anti Finesse)
STARTING ARRAY 4 / 3 / 2 ; HP 30 ; WP 8
Stats : Str 14 Con 10 Dex 10 Int 20 Wis 20 Cha 10 Traits: Physique 2 / Finesse 5 (Sec) / Influence 5 (Pri)
AC FRW 25* / 19 / 25* / 23 HP 60 / Surges 3 / Sval 15 / WP 8 * : -2 if offensive
XP 43 : 12 XP for HP / 12 XP for Feats / 12 XP for Stats / 6 XP for Powers
SKILLS : 25 skill pts plus 5 from Multiclass Str 5 : Athletics Con 3 : Endurance Dex 3 : Acrobatics, Stealth, Thievery Int 8 : Arcana +12, History +12, Religion +12 Wis 8 : Dungeoneering, Heal, Insight +13, Nature +12, Perception +13 Cha 3 : Bluff, Diplomacy* +12, Intimidate, Streetwise
FEATS F) Unarmored Agility F) Exp, Focus, Impdef F) Dedicated Healer : Sec Trait to heals 0) Timely Aid : +1d6 to heals if target is bloodied 1) Skill Versatility (Diplomacy) : Use Sec Trait for Diplomacy 2) Multiclass Warlock : extra Skill 3) Multiclass Defenses: Shadow Walk (note it is Concealment but does not stack with Shield bonus) 4) Hidden Shooter: target grants CA to your ranged attacks when you have concealment 5) Brutal Advantage: deal extra Sec Trait damage to target you hit with CA 6) Superior Implements : +1 Atk vs Reflex, +2 Radiant damage
POWERS (Radiant Implement) Atk +11 (3Hlv 5Pri 2Enh 1Exp) / +12 vs Reflex (SupImpl) Damage +11-13 (5Pri 2Enh 1Focus 2Ranged 1Shard 0-2CrimsonDet) / +15-17 Radiant (2SupImpl 2Reflex)
Bonus Heals (Surge): 14 + 1d6 = 5Pri 5Sec 4Item 1d6Timely Healing Word : 2d6 and all Allies in Burst 5 gain 5 THP (Life Boosting)
R) Fey Step (Racial) Move, Personal. Teleport up to 5 squares.
AW1) Sacred Flame (Cleric) Ranged 5 (1 creature) +12 vs Reflex, 1d6 + 15-17 radiant One ally you can see chooses either to make a saving throw or gain THP equal to Sec Trait plus Half Level (8 THP)
AW1) Hellish Rebuke (Warlock) Ranged 10 (1 creature) +12 vs Reflex, 1d6 + 15-17 radiant The first time you take damage before the end of your next turn, the target takes 1d6 + Pri modifier fire damage. ( 1d6 + 15-17 Radiant )
AW1) Eldritch Bolt (Warlock) Ranged 10 (1 creature) +12 vs Reflex, 1d10+15-17 radiant Special: You can use this power as a ranged basic attack. Note: default is Force damage
( only for ref OR no DTS etc)
AW1) Echoing Dirge (Warlock) Blast 5 (up to 2 creatures) +11 vs Will, 1d8 + 11-13 radiant You push the target up to 2 squares.
CD) Healer's Mercy (Cleric) : Close Burst 5 (Each bloodied ally in burst) Each target can spend a Healing Surge (14+1d6Timely). You are weakened until ENT.
U2) Sanctuary (Cleric) : Ranged 10 (You or 1 creature) Target gain +5 bonus to all defenses. This lasts until target attacks or until ENT.
U6) Bastion of Health (Cleric) : Minor, Ranged 10 (You or 1 ally) Target can spend a Healing surge and regains extra HP equal to Sec Trait (19+1d6Timely)
ITEMS *-floating items *8) L8 Radiant Implement +2 (Holy Symbol) *7) L6 Armbands of Ranged Power: +2 item bonus to damage rolls of ranged attacks *6) L6 Helm of Astral Protection: Telepathy 5, Resist 5 psychic & necrotic, +2 item bonus to saves against such effects L10 Armor of Healing +2 (Robes) L9 Amulet of Healing +2 L4 Crimson Determination (Boon) L4 Life Boosting Weapon +1 (Staff) L3 Parrying Weapon +1 (Dagger) L3 Siberys Shard of the Mage
Plus, Purchased in 7.3 520 - L2 Adroit Stand Boots : Stand as Minor Action 1000 - L5 Swift Gloves : Extra 2 damage when target Reflex
=======
ITEMS BASED ON Aiven Corleone (7.1) - 1315 gp L10 Footpad's Friend +2 (Dagger) (L10 loot) L8 Shadow Master Ki Focus +2 (L9 loot) L4 Gauntlets of Blood, L4 Crimson Determination, L3 Boots of Stealth, L3 Siberys Shard of the Mage
========
DEFENSES IN DETAIL AC 25 : 13base 2unarmored 5sec 2enh 2shield 1parrying Fort 19 : 13base 1impdef 1class 2stat 2enh Ref 25 : 13base 1impdef 1class 5stat 2enh 2shield 1parrying Will 23 : 13base 1impdef 1class 1race 5stat 2enh
|
|
|
Post by Zyraen on Oct 30, 2016 22:52:08 GMT 8
Level Up 7 to 8, gain 6 XP 4 XP : Pri (influence) 2 XP : Feat Retrain Sup Implements to Psychic
======
AISLINN WHITE (Balanced) Init +9 L8 UB Eladrin (Half-Eladrin) Slayer Option: Non-Quarry+7 (5Sec 2L5), +5 with CA Defender Option: Divine Challenge (Burst 5, Immed Rxn, 5Sec radiant damage) Armor Prof: Unarmored Class Defenses: +1 to all NADs
Main Class: Cleric (Anti Finesse)
STARTING ARRAY 4 / 3 / 2 ; HP 30 ; WP 8
Stats : Str 14 Con 10 Dex 10 Int 20 Wis 22 Cha 10 Traits: Physique 2 / Finesse 5 (Sec) / Influence 6 (Pri)
AC FRW 26* / 20 / 26* / 25 HP 60 / Surges 3 / Sval 15 / WP 8 * : -2 if offensive
XP 49 : 12 XP for HP / 14 XP for Feats / 16 XP for Stats / 6 XP for Powers / 1 XP Balance
SKILLS : 25 skill pts plus 5 from Multiclass Str 6 : Athletics Con 4 : Endurance Dex 4 : Acrobatics, Stealth, Thievery Int 9 : Arcana +13, History +13, Religion +13 Wis 10 : Dungeoneering, Heal, Insight +15, Nature +14, Perception +15 Cha 4 : Bluff, Diplomacy* +13, Intimidate, Streetwise
FEATS F) Unarmored Agility F) Exp, Focus, Impdef F) Dedicated Healer : Sec Trait to heals 0) Timely Aid : +1d6 to heals if target is bloodied 1) Skill Versatility (Diplomacy) : Use Sec Trait for Diplomacy 2) Multiclass Warlock : extra Skill 3) Multiclass Defenses: Shadow Walk (note it is Concealment but does not stack with Shield bonus) 4) Hidden Shooter: target grants CA to your ranged attacks when you have concealment 5) Brutal Advantage: deal extra Sec Trait damage to target you hit with CA 6) Superior Implements : +1 Atk vs Reflex, +2 Psychic damage 7) Talent: You gain +1 Class bonus to attacks vs AC and your basic attacks and at will attacks vs Reflex. This does not stack with class features such as Weapon Talent, Prime Shot, etc. Atk
POWERS (Psychic Implement) Atk +13 (4Hlv 6Pri 2Enh 1Exp) / +15 vs Reflex (SupImpl, Talent) Damage +12-14 (6Pri 2Enh 1Focus 2SupImpl 1Shard 0-2CrimsonDet) / +16-18 Psychic (2Ranged 2Reflex)
Bonus Heals (Surge): 15 + 1d6 = 6Pri 5Sec 4Item 1d6Timely Healing Word : 2d6 and all Allies in Burst 5 gain 5 THP (Life Boosting)
AW1) Sacred Flame (Cleric) Ranged 5 (1 creature) +15 vs Reflex, 1d6 + 16-18 psychic One ally you can see chooses either to make a saving throw or gain THP equal to Sec Trait plus Half Level (8 THP)
AW1) Hellish Rebuke (Warlock) Ranged 10 (1 creature) +15 vs Reflex, 1d6 + 16-18 psychic The first time you take damage before the end of your next turn, the target takes 1d6 + Pri modifier fire damage. ( 1d6 + 16-18 psychic )
AW1) Echoing Dirge (Warlock) Blast 5 (up to 2 creatures) +13 vs Will, 1d8 + 12-14 radiant You push the target up to 2 squares.
( only for ref OR got DTS replace Fey Step etc)
AW1) Eldritch Bolt (Warlock) Ranged 10 (1 creature) +15 vs Reflex, 1d10+16-18 psychic Special: You can use this power as a ranged basic attack. Note: default is Force damage
R) Fey Step (Racial) Move, Personal. Teleport up to 5 squares.
CD) Healer's Mercy (Cleric) : Close Burst 5 (Each bloodied ally in burst) Each target can spend a Healing Surge (15+1d6Timely). You are weakened until ENT.
U2) Sanctuary (Cleric) : Ranged 10 (You or 1 creature) Target gain +5 bonus to all defenses. This lasts until target attacks or until ENT.
U6) Bastion of Health (Cleric) : Minor, Ranged 10 (You or 1 ally) Target can spend a Healing surge and regains extra HP equal to Sec Trait (20+1d6Timely)
ITEMS *-floating items *9) L6 Helm of Astral Protection: Telepathy 5, Resist 5 psychic & necrotic, +2 item bonus to saves against such effects *8) L8 Psychic Implement +2 (Holy Symbol) *7) L6 Armbands of Ranged Power: +2 item bonus to damage rolls of ranged attacks L10 Armor of Healing +2 (Robes) L9 Amulet of Healing +2 L4 Crimson Determination (Boon) L4 Life Boosting Weapon +1 (Staff) L3 Parrying Weapon +1 (Dagger) L3 Siberys Shard of the Mage
Plus, Purchased in 7.3 520 - L2 Adroit Stand Boots : Stand as Minor Action 1000 - L5 Swift Gloves : Extra 2 damage when target Reflex
=======
ITEMS BASED ON Aiven Corleone (7.1) - 1315 gp L10 Footpad's Friend +2 (Dagger) (L10 loot) L8 Shadow Master Ki Focus +2 (L9 loot) L4 Gauntlets of Blood, L4 Crimson Determination, L3 Boots of Stealth, L3 Siberys Shard of the Mage
========
DEFENSES IN DETAIL AC 26 : 14base 2unarmored 5sec 2enh 2shield 1parrying Fort 20 : 14base 1impdef 1class 2stat 2enh Ref 26 : 14base 1impdef 1class 5stat 2enh 2shield 1parrying Will 25 : 14base 1impdef 1class 1race 6stat 2enh
|
|
|
Post by Zyraen on Dec 19, 2016 23:21:28 GMT 8
Level Up 8 to 9, gain 6 XP 4 XP : Sec (Finesse) 2 XP : HP
======
AISLINN WHITE (Balanced) Init +10 L9 UB Eladrin (Half-Eladrin) Slayer Option: Non-Quarry+8 (6Sec 2L5), +6 with CA Defender Option: Divine Challenge (Burst 5, Immed Rxn, 6Sec radiant damage) Armor Prof: Unarmored Class Defenses: +1 to all NADs
Main Class: Cleric (Anti Finesse)
STARTING ARRAY 4 / 3 / 2 ; HP 30 ; WP 8
Stats : Str 14 Con 10 Dex 10 Int 20 Wis 22 Cha 10 Traits: Physique 2 / Finesse 6 (Sec) / Influence 6 (Pri)
AC FRW 26* / 20 / 25* / 25 HP 65 / Surges 3 / Sval 16 / WP 8 * : +2 if defensive
XP 55 : 14 XP for HP / 14 XP for Feats / 20 XP for Stats / 6 XP for Powers / 1 XP Balance
SKILLS : 25 skill pts plus 5 from Multiclass Str 6 : Athletics Con 4 : Endurance Dex 4 : Acrobatics, Stealth, Thievery Int 10 : Arcana +14, History +14, Religion +14 Wis 10 : Dungeoneering, Heal, Insight +15, Nature +14, Perception +15 Cha 4 : Bluff, Diplomacy* +14, Intimidate, Streetwise
FEATS F) Unarmored Agility F) Exp, Focus, Impdef F) Dedicated Healer : Sec Trait to heals 0) Timely Aid : +1d6 to heals if target is bloodied 1) Skill Versatility (Diplomacy) : Use Sec Trait for Diplomacy 2) Multiclass Warlock : extra Skill 3) Multiclass Defenses: Shadow Walk (note it is Concealment but does not stack with Shield bonus) 4) Hidden Shooter: target grants CA to your ranged attacks when you have concealment 5) Brutal Advantage: deal extra Sec Trait damage to target you hit with CA 6) Superior Implements : +1 Atk vs Reflex, +2 Psychic damage 7) Talent: You gain +1 Class bonus to attacks vs AC and your basic attacks and at will attacks vs Reflex. This does not stack with class features such as Weapon Talent, Prime Shot, etc. Atk
POWERS (Psychic Implement) Atk +14 (4Hlv 6Pri 2Enh 1Exp 1Helm) / +16 vs Reflex (SupImpl, Talent) Damage +12-14 (6Pri 2Enh 1Focus 2SupImpl 1Shard 0-2CrimsonDet) / +16-18 Psychic (2Ranged 2Reflex)
Bonus Heals (Surge): 16 + 1d6 = 6Pri 6Sec 4Item 1d6Timely Healing Word : 2d6 and all Allies in Burst 5 gain 5 THP (Life Boosting)
AW1) Sacred Flame (Cleric) Ranged 5 (1 creature) +16 vs Reflex, 1d6 + 16-18 psychic One ally you can see chooses either to make a saving throw or gain THP equal to Sec Trait plus Half Level (9 THP)
AW1) Hellish Rebuke (Warlock) Ranged 10 (1 creature) +16 vs Reflex, 1d6 + 16-18 psychic The first time you take damage before the end of your next turn, the target takes 1d6 + Pri modifier fire damage. ( 1d6 + 16-18 psychic )
AW1) Echoing Dirge (Warlock) Blast 5 (up to 2 creatures) +14 vs Will, 1d8 + 12-14 radiant You push the target up to 2 squares.
( only for ref OR got DTS replace Fey Step etc)
AW1) Eldritch Bolt (Warlock) Ranged 10 (1 creature) +16 vs Reflex, 1d10+16-18 psychic Special: You can use this power as a ranged basic attack. Note: default is Force damage
R) Fey Step (Racial) Move, Personal. Teleport up to 5 squares.
CD) Healer's Mercy (Cleric) : Close Burst 5 (Each bloodied ally in burst) Each target can spend a Healing Surge (16+1d6Timely). You are weakened until ENT.
U2) Sanctuary (Cleric) : Ranged 10 (You or 1 creature) Target gain +5 bonus to all defenses. This lasts until target attacks or until ENT.
U6) Bastion of Health (Cleric) : Minor, Ranged 10 (You or 1 ally) Target can spend a Healing surge and regains extra HP equal to Sec Trait (22+1d6Timely)
ITEMS *-floating items *10) L10 Loremaster's Helm (Rare): Choose from Psychic. You gain a +1 item bonus to attack with powers that use the chosen keyword. You gain a +2/4/6/8 item bonus to all monster knowledge checks. *9) L9 Elven Chain Shirt *8) L8 Psychic Implement +2 (Holy Symbol) L10 Armor of Healing +2 (Robes) L9 Amulet of Healing +2 L6 Armbands of Ranged Power: +2 item bonus to damage rolls of ranged attacks L5 Swift Gloves L4 Crimson Determination (Boon) L4 Life Boosting Weapon +1 (Staff) L3 Parrying Weapon +1 (Dagger) L3 Siberys Shard of the Mage L2 Adroit Stand Boots
Purchased in 9.2 1800 - L6 Armbands of Ranged Power
Purchased in 7.3 520 - L2 Adroit Stand Boots : Stand as Minor Action 1000 - L5 Swift Gloves : Extra 2 damage when target Reflex
=======
ITEMS BASED ON Aiven Corleone (7.1) - 1315 gp L10 Footpad's Friend +2 (Dagger) (L10 loot) L8 Shadow Master Ki Focus +2 (L9 loot) L4 Gauntlets of Blood, L4 Crimson Determination, L3 Boots of Stealth, L3 Siberys Shard of the Mage
========
DEFENSES IN DETAIL AC 28 : 14base 2unarmored 6sec 2enh 2shield 1parrying 1ECS Fort 20 : 14base 1impdef 1class 2stat 2enh Ref 27 : 14base 1impdef 1class 6stat 2enh 2shield 1parrying Will 25 : 14base 1impdef 1class 1race 6stat 2enh
EDIT 04 Jun 17 : updated only to add Swift Gloves and Adroit Stand Boots purchased in 7.3 into gear
|
|