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Aelonn (Topic #36823)

Cauldera (#36764) > Player Characters (#36767) > Aelonn

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Chapter 2.0: Decent into the Malachite Fortress (LP)
Monk-ee see- Monk-ee do (LP)


Old Stories
Chapter 1.8: Grell o'Hell. (LP)
Chapter 1.5: Jzadirune (LP)
Chapter 1.7: Helping Hands (LP)
Halfling Cubed (LP)
Chapter 1.6: No Scoop for You! (LP)
Chapter 1: Life's Bazaar (LP)
Chapter 0: Adventure Begins (LP)

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OOC (LP)
Party Treasure Horde (LP)

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Combat Map (LP)
Playermap (LP) - Jzadirune
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Possible Recurring NPCs
- Ditch (LP) - Assasin -
- Jessica Darkwood (LP) - Mage-
- Mr. Chad Hymnsmith (LP) - Bard (Presumed DEAD)
- Dug (LP) - Barbarian
- Kelzanarr (LP) - Avenger
- Veion Tolra (LP) - Cleric

ACTIVE NPCs
- Pitch (LP) - Accrobat -

Player Characters (LP)
- Aelonn (LP) - Ranger/Cleric
- Catra Rosewood (LP) - Thief
- Warryn Starsong (LP) - BladeSinger
- Cael'dre Belleza (LP) - Knight
- Arune Muk-Taw (LP) - Warlord
- Hyke (LP) - Monk





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This Character is played by dwightm
Category: Character
Character Name: Aelonn
Gender: Male, Race: Elf, Class: Ranger/Cleric hybrid
Paragon Path: N/A, Epic Destiny: N/A
Level: 2, XP 1200/2250
Height: 5’6”, Weight: 135 lbs, Size: M
Alignment: Good, Deity: Sehanine
Languages Known: Common, Elven

SENSES
Initiative: +5
Speed: 7
Senses: Low-light vision
Passive Insight: 14 (+1 kobolds)
Passive Perception: 16

FINAL ABILITY SCORES - includes 1/2 level adjustment
STR 14 (+3)
CON 12 (+2)
DEX 18 (+5)
INT 9 (+0)
WIS 16 (+4)
CHA 10 (+1)

STARTING ABILITY SCORES
STR 14
CON 12
DEX 16 [+2 racial]
INT 9
WIS 14 [+2 racial]
CHA 10

Hit Points: 29, Bloodied: 14, Surge Value: 7, Surges per day: 7

DEFENSES
AC: 19 [10 +2 armor +5 DEX +2 (Battle Cleric)]
+2 vs opportunity attacks (Defensive Mobility)
FORT: 13 [10 +3 STR +1 class]
REF: 16 [10 +5 DEX +1 class]
WILL: 15 [10 +4 WIS +1 class]

RACIAL FEATURES
+2 DEX, +2 WIS (already added)
+2 Nature, +2 Perception (already added)
Elven Weapon Proficiency: Proficient with longbow and shortbow.
Fey Origin: Your origin is fey, not natural.
Group Awareness: Non-elf allies within 5 get +1 to Perception.
Wild Step: Ignore difficult terrain when shifting (even when shifting multiple squares).

CLASS/PATH/DESTINY FEATURES
Archer Fighting Style: Gain Defensive Mobility as a bonus feat.
Hunter’s Quarry (Hybrid): Minor action, designate nearest enemy you see as quarry; deal extra damage (1d8) to quarry once per round. Only works with ranger/ranger PP powers.
Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.
Battle Cleric's Lore: +2 shield bonus to AC; proficiency with scale armor; cleric healing surge powers grant +2 attack bonus until end of my next turn
Healing Word (Hybrid): Target can spend a healing surge and regain 1d6 additional hit points. Once per encounter.

SKILLS
Acrobatics (DEX) +5
Arcana (INT) +0
Athletics (STR) +3 [+2 +5 trained]
Bluff (CHA) +1
Craft (traps) +1
Diplomacy (CHA) +1
Dungeoneering (WIS) +4
Endurance (CON) +7 [+2 +5 trained]
Heal (WIS) +9 [+4 +5 trained]
History (INT) +0
Insight (WIS) +4 (+1 kobolds)
Intimidate (CHA) +1
Nature (WIS) +11 [+4 +5 trained +2 racial]
Perception (WIS) +6 [+4 +2 racial]
Religion (INT) +0
Stealth (DEX) +10 [+5 +5 trained]
Streetwise (CHA) +1
Thievery (DEX) +5

FEATS
BONUS: Defensive Mobility: +2 to AC against opportunity attacks
L1: Lethal Hunter: Hunter’s Quarry dice increase to d8s.
L2: Bow Expertise: +1 feat bonus to bow attacks; +1 to bow damage if target is not adjacent to any creature (both +2 at 11th, +3 21st level)

POWERS
Conditional Effects:
+1d8 to damage one per round (Hunter’s Quarry) - only applies to Ranger powers
+1 to ranged attack rolls if none of your allies are close to the target (Prime Shot)

Melee Basic Attack; STR vs AC, 1[W] + STR
Ranged Basic Attack; DEX vs AC, 1[W] + DEX
Hunter's Quarry (Minor Action) +1d8 dmg 1/rnd
Nimble Strike (Martial); DEX vs AC, 1[W] + DEX, shift 1 sq before or after attack
Brand of the Moon (Divine); WIS vs AC, 1[W] + WIS cold and radiant, +2 power bonus to ST to all within 5 until start of next turn
Twin Strike (Martial); STR or DEX vs AC two attacks, 1[W] per attack
Elven Accuracy (Free Action); reroll an attack and use the 2nd result
Evasive Strike (Martial); STR or DEX vs AC; 2[W] + STR or DEX, shift 4 sq before or after attack
Healing Word (Minor Action); target in burst 5 can spend HS and gain 1d6 additional HP
Bear Hunter’s Trap (Martial); STR or DEX vs AC; 2[W] + STR or DEX and 5 ongoing and slowed (save ends),Miss: Half damage and slowed until end of next turn
Resurgent Strength (Divine); target in burst 3 can spend HS and gain +4 power bonus to damage for 1 turn

Melee Basic Attack (weapon) * At-Will (Standard Action)
Range: Melee weapon, Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Str modifier damage.
Longsword +6 vs AC, 1d8+2 damage, versatile
Dagger +6 vs AC, 1d4+2 damage


Ranged Basic Attack (weapon) * At-Will (Standard Action)
Range: Ranged weapon, Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Str modifier damage.
Longbow: +8 attack vs AC, 1d10+4 damage, range 20/40
Dagger: +8 attack vs AC, 1d4+4 damage, range 5/10


Ranger Feature
Hunter's Quarry * At-Will (Minor Action) - Hybrid
Effect: You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it attain until the start of your next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
(Hybrid) This class feature functions as the ranger class feature, except that you can deal the extra damage only when you hit your quarry with a ranger power or a ranger paragon path power

Level Hunter’s Quarry Extra Damage
1-10 +1d8
11-20 +2d8
21-30 +3d8

Ranger Attack 1
Nimble Strike (Martial, Weapon) * At-Will (Standard Action)
Range: Ranged weapon, Target: One creature
Special: Shift 1 square before or after you attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dex modifier damage.
Longbow: +6 vs AC, 1d10+4, range 20/40
Dagger: +7 vs AC, 1d4+4, range 5/10


Ranger Attack 1
Twin Strike (Martial, Weapon) * At-Will (Standard Action)
Range: Melee or Ranged weapon, Target: One or two creatures
Requirement: You must be wielding two melee weapons or a ranged weapon
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage.
Longsword: +6 vs AC; 1d8 per attack, versatile
Dagger (melee): +6 vs AC, 1d4 per attack
Longbow: +8 vs AC, 1d10 per attack, range 20/40
Dagger (thrown): +8 vs AC, 1d4 per attack, range 5/10


Cleric Attack 1
Brand of the Moon(Cold, Divine, Radiant, Weapon) * At-Will (Standard Action)
Range: Melee weapon, Target: One creature
Attack: Wisdom vs. AC (melee)
Hit: 1[W] + Wis modifier cold and radiant damage.
Effct: Until the start of your next turn, you and each ally within 5 squares of you gain a +2 power bonus to saving throws.
Longsword: +7 vs AC; 1d8+3 per attack, versatile
Dagger: +7 vs AC, 1d4+3 per attack


Elf Racial Power
Elven Accuracy * Encounter (Free Action)
Range: Personal
Trigger: You make an attack roll and dislike the result.
Effect: Reroll the attack roll. Use the second roll even if it’s lower.

Ranger Attack 1
Evasive Strike (Martial, Weapon) * Encounter (Standard Action)
Range: Melee or Ranged weapon, Target: One creature
Special: You can shift a number of squares equal to 1 + your Wis modifier (+3) either before or after the attack.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Str modifier damage (melee) or 2[W] + Dex modifier damage (ranged)
Longsword: +6 vs AC, 2d8+2, versatile
Dagger (melee): +6 vs AC, 2d4+2
Longbow: +8 vs AC, 2d10+4, range 20/40
Dagger (thrown): +8 vs AC, 2d4+4, range 5/10


Cleric Utility 1
Healing Word (Healing) * Encounter (Minor Action)
Range: Close burst 5 (10 at 11th level, 15 at 21st level), Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.

Ranger Attack 1
Hunter’s Bear Trap (Martial, Weapon) * Daily (Standard Action)
Range: Melee or Ranged weapon, Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Str modifier damage (melee) or 2[W] + Dex modifier damage (ranged) and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until end of your next turn.
Longsword: +6 vs AC, 2d8+2, versatile
Dagger: +6 vs AC, 2d4+2
Longbow: +8 vs AC, 2d10+4, range 20/40
Dagger (thrown): +8 vs AC, 2d4+4, range 5/10


Cleric Utility 2
Resurgent Strength (Divine, Healing) * Daily (Minor Action)
Range: Close burst 3, Target: You or one ally in the burst
Effect: The target can spend a healing surge. In addition, the target gains a +4 power bonus to damage rolls until the end of your next turn.


EQUIPMENT
Leather armor
Longbow
Arrows (60)
Longsword
Daggers (5)
Climber’s Kit - grappling hook, small hammer, 10 pitons
Standard Adventurer’s Kit - backpack, bedroll, flint & steel, belt pouch, 2 sunrods, 10 days rations, 50' hempen rope, waterskin

21 GP

BACKGROUND
An elf raised by humans, Aelonn has always been a bit of an outsider. Rather than working alongside his adopted cousins on the family farm, he preferred to vanish into the surrounding scrubland with a bow and a knife returning with whatever game happened across his path.
After his adopted father passed away, he felt no remaining ties to the farming life, so he took his bow and knives, along with his father’s sword (from a previous life of armed service) and journeyed to the city of Cauldron, thinking he could perhaps gain some military training to complement his natural hunting abilities. He also hopes to discover more links to his people the elves, and possibly discover how he ended up so far from home.
He is very unassuming, the type of person you wouldn’t give a second glance. He usually hides his ears beneath a hood to avoid being noticed and singled out. He doesn’t talk much, preferring to silently take in all that is going on around him.
1. Why you are in Cauldron – looking for a job, either as a soldier/archer or a hunter. Also hoping some traders there might have information about distant elf realms that he can use to start researching his past.
2. Contact and how you know them – probably knows a local merchant trader with whom his family did business. Since he was not the primary deal maker for the family, he does not know this person very well.
3. Nemesis and why you are at odds – none yet, although if he discovers some sinister reason he was raised by humans instead of his own kind, something may arise.
4. Why you chose your class – always been a skilled hunter and comfortable in the woods
5. Character’s 5 year plan – Travel and visit elven settlements, find out as much about his past as possible, including finding his birth family if they are still alive.
6. Equipment wish list items
a. Darkleaf leather armor/Elven battle leather armor
b. Magic bow (any)
c. Handy haversack (saw a traveling merchant with one once and thought it was the coolest thing evar)
Post Reply
Body
dwightm
avatar
Courageous Warrior
1/28/2012 12:28:25 AM
PostID: 417646
Current Healing Surges: 7/7
Current Hit Points: 29/29
Current Action Points: 1
Daily Powers Used: --
Ammo tracking (better late than never):
Chapter 1 (Last Laugh fight) 2 arrows - rem 58
Chapter 1.5 (skulk 1 in Jzadirune) 2 arrows - rem 56
Chapter 1.5 (bolters/knights) 9 arrows - rem 47
Chapter 1.5 (construct) 2 arrows - rem 45
Chapter 1.8 (grell) 6 arrows - rem 39
  This post last edited on 12/8/2012 10:31:58 PM   Like this post
dwightm
avatar
Courageous Warrior
6/10/2012 11:27:53 AM
PostID: 423439
EXP Tracking
250 Initial backstory
125 Last Laugh fight - total 375
050 Temple of Amaunator - total 425
150 Skulk/Keygan's shop - total 575
025 Skulk w/Dug - total 600
180 Shadow Bolters/Hex knights - total 780
125 Construct - total 905
094 Merge with Arune/Veion - total 999
201 Grell - total 1200
  This post last edited on 12/5/2012 1:59:59 PM   Like this post
dwightm
avatar
Courageous Warrior
12/5/2012 2:05:11 PM
PostID: 430016
(retrained to Hybrid Cleric/Ranger - with Smash's blessing :))
Features lost
FORT -1 (ranger defense bonus)
Ranger features - Fighting Style, Prime Shot
Skill Training - Athletics
Ranger At-will Attack - Nimble Strike
Ranger Bonus Feat - Defensive Mobility

Features gained
WILL +1 (cleric defense bonus)
Cleric features - Battle Cleric's Lore, Healing Word (hybrid)
Cleric At-will Attack - Brand of the Moon

Level up changes
Level 2 Utility - Resurgent Strength, daily cleric utility
Level 2 Feat - Bow Expertise
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