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Post by Rainbow Rage on Mar 4, 2009 13:24:48 GMT -5
Let's talk about D&D.
Ok, so I was taking a look at the forums, and this one power keeps popping up, and I can't effing find it.
Certain Justice.
Either way, it was on the 'What's a DM to do' message board, and virtually every DM is in agreement on it, and other message boards have exploits (Swordmage with it?) Apparently Fighters, Swordmagi and Paladins should always go for it for exploitation reasons, ... but I've no idea what it does, but it makes boss fights no longer challenging.
WHERE am I missing it? I have the PHB, and I thought it was a paladin power, just by guessing, but I don't see it in there, and I'm pretty sure it wouldn't be in Martial Power or Adventurer's Vault.
Where are it?
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Post by Madscotsman on Mar 4, 2009 14:34:11 GMT -5
PHB page 100, it's the 11th level power of the Champion of Order, and yes, it's a hell of an exploit.
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Post by SbFe_Fluegel-kun on Mar 4, 2009 14:38:22 GMT -5
Certain Justice? I think that's a paragon power... Lemme look real fast...
[moments later]
Yes, it is a Champion of Order power at 11th level.
Certain Justice Encounter * Divine, Weapon Standard Action || Melee Weapon Attack: Strength +4 vs. AC Hit: 1[W] damage. If the target is marked, it is also weakened and dazed while the mark remains in effect.
Shouldn't you know that one? Aejudius used that on the Luminar dude. It hits pretty easily, and the devastating part is that there isn't a way to override the mark unless the boss/ enemy has an ability that removes a mark, which is reserved for Striker-type bosses.
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Post by Rainbow Rage on Mar 4, 2009 14:45:05 GMT -5
PHB page 100, it's the 11th level power of the Champion of Order, and yes, it's a hell of an exploit. no save, and a free +4 to hit? Controllers are jealous. An encounter power, at that. I can see why people would 'waste' multiclass feats to pick up this paragon path. [edit]: I guess I remembered Sastre weakening a guy, but I don't remember it being that broken. I think I've seen one monster have the ability to remove marks, and even then the ability to remove a mark should be reserved for the rarest of occaisons, if at all. I must admit, (save ends) on a solo monster is almost useless as they save on a 6+, but 'as long as they are marked' (as a paladin especially) is pretty much indefinite, should the paladin choose.
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Post by Rainbow Rage on Mar 28, 2009 13:12:42 GMT -5
The Vicious Beast of Karnac Who Lives Below -- Level 14 Boss Brute Aura of Withering (Aura 2) – Anyone who starts their turn inside the aura immediately becomes weakened until the end of their next turn. Any weakened creatures that start their turn in the aura takes 10 necrotic damage and is weakened until the end of their next turn. Any weakened creature that begins its turn in this aura that took damage from it in the previous turn can not perform standard actions for the rest of the combat as long as they remain in the aura. Huge Aberrant Beast - 4000 XP Hit Points: 875; Bloodied: 437 AC 24 Fort 26 Ref 19 Will 20 Speed 7; Fly 7 Saving Throws +5 Action Points 2
Clawfang; +17 versus AC Reach 2; 2d8 + 7 damage
Flurry of Fangs (standard, at-will) The Karnac Beast makes a Clawfang attack and each hit allows him to perform another Clawfang attack at a cumulative -2 penalty. This process must be repeated until the Karnac beast misses.
Breath of Bones (standard, recharge 5) +15 versus Reflex; Necrotic, Zone Close Blast 5; 4d10 + 7 damage; Miss: Half damage; Zone: The blast is covered in bones, anyone in the area suffers a -2 penalty to all attacks and all terrain affected counts as difficult terrain. Anyone who enters this zone or ends their turn in this zone automatically takes 5 necrotic damage.
Noxious Cloud (minor, recharge 6) +15 versus Fortitude; Poison, Zone Area Burst 1 within Range 10; Ongoing 15 poison damage (save ends) This cloud can only damage living creatures. This cloud blocks line of sight and anyone who ends their turn in this zone is subject to another attack. This ability does not provoke opportunity attacks. The center of this burst can not be within 5 squares of the Karnac Beast. The zone persists for 5 minutes or until the end of the encounter.
Animate Bones (Passive) The Karnac Beast removes one of his zones created by Breath of Bones and spawns 10 Skeletal Marauders (Level 11 Minions) under his control, each round a zone of bones is in play at the end of its turn, the bone of zones rolls a 1d6, if it rolls a 4 or higher, it uses this ability.
The Seven Eyes of Karnac (Passive) The Beast of Karnac has seven eyes! Enemies can not gain combat advantage due to flanking bonuses and the Karnac Beast is immune to blindness effects.
Bloody Rage of the Karnac (Immediate Reaction, when bloodied) When the Karnac Beast is bloodied, he enrages! His Flurry of Fangs ability can be used until it misses twice instead of misses once for the rest of the encounter.
Str 24 (+14) Dex 15 (+9) Wis 11 (+7) Con 25 (+14) Int 6 (+5) Cha 17 (+10)
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Post by Rainbow Rage on May 26, 2010 23:49:40 GMT -5
Paragon Party of Four
====== Created Using Wizards of the Coast D&D Character Builder ====== Tobias, level 11 Dwarf, Fighter, Dreadnought Fighter: Combat Superiority Fighter Talents: One-handed Weapon Talent
FINAL ABILITY SCORES Str 20, Con 18, Dex 13, Int 9, Wis 17, Cha 11.
STARTING ABILITY SCORES Str 17, Con 14, Dex 12, Int 8, Wis 13, Cha 10.
AC: 27 Fort: 24 Reflex: 20 Will: 20 HP: 113 Surges: 15 Surge Value: 33
TRAINED SKILLS Intimidate +10, Athletics +14, Endurance +14
UNTRAINED SKILLS Acrobatics +4, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +10, Heal +8, History +4, Insight +8, Nature +8, Perception +8, Religion +4, Stealth +4, Streetwise +5, Thievery +4
FEATS Level 1: Dwarven Weapon Training Level 2: Toughness Level 4: Shield Push Level 6: Weapon Expertise (Hammer) Level 8: Improved Initiative (retrained to Dwarven Durability at Level 11) Level 10: Devoted Challenge Level 11: Hammer Rhythm
POWERS Fighter at-will 1: Tide of Iron Fighter at-will 1: Cleave Fighter encounter 1: Shield Bash (retrained to Spinning Sweep at Level 7) Fighter daily 1: Villain's Menace Fighter utility 2: Shielded Sides Fighter encounter 3: Parry and Riposte Fighter daily 5: Rain of Steel Fighter utility 6: Daring Shot Fighter encounter 7: Come and Get It Fighter daily 9: Victorious Surge Fighter utility 10: Mighty Surge
ITEMS Staggering Craghammer +3, Magic Scale Armor +3, Hammer Shield Heavy Shield (heroic tier), Amulet of False Life +2, Belt of Vigor (heroic tier), Gauntlets of Ogre Power (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ====== Darion, level 11 Human, Ranger, Blade Dancer Fighting Style: Two-Blade Fighting Style Ranger: Running Attack
FINAL ABILITY SCORES Str 21, Con 15, Dex 15, Int 11, Wis 16, Cha 9.
STARTING ABILITY SCORES Str 16, Con 14, Dex 13, Int 10, Wis 14, Cha 8.
AC: 26 Fort: 24 Reflex: 21 Will: 21 HP: 87 Surges: 8 Surge Value: 22
TRAINED SKILLS Athletics +16, Nature +13, Stealth +12, Endurance +12, Perception +13, Dungeoneering +13
UNTRAINED SKILLS Acrobatics +7, Arcana +5, Bluff +4, Diplomacy +4, Heal +8, History +5, Insight +8, Intimidate +4, Religion +5, Streetwise +4, Thievery +7
FEATS Human: Armor Proficiency (Chainmail) Level 1: Weapon Proficiency (Bastard sword) Level 2: Weapon Expertise (Heavy Blade) Level 4: Weapon Focus (Heavy Blade) Level 6: Armor Proficiency (Scale) Level 8: Action Surge (retrained to Armor Specialization (Scale) at Level 11) Level 10: Lethal Hunter Level 11: Heavy Blade Opportunity
POWERS Bonus At-Will Power: Careful Attack Ranger at-will 1: Marauder's Rush Ranger at-will 1: Twin Strike Ranger encounter 1: Off-Hand Strike Ranger daily 1: Jaws of the Wolf Ranger utility 2: Invigorating Stride Ranger encounter 3: Disruptive Strike Ranger daily 5: Snarling Wolf Stance Ranger utility 6: Death Threat Ranger encounter 7: Lashing Leaves Ranger daily 9: Attacks on the Run Ranger utility 10: Resume the Hunt
ITEMS Pinning Bastard sword +3, Flaming Bastard sword +2, Magic Scale Armor +3, Amulet of Physical Resolve +2, Gauntlets of Ogre Power (heroic tier), Belt of Vigor (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ====== Vernia, level 11 Elf, Cleric, Messenger of Peace Versatile Expertise: Versatile Expertise (Mace) Versatile Expertise: Versatile Expertise (Holy Symbol)
FINAL ABILITY SCORES Str 11, Con 14, Dex 15, Int 11, Wis 21, Cha 17.
STARTING ABILITY SCORES Str 10, Con 13, Dex 11, Int 10, Wis 16, Cha 15.
AC: 24 Fort: 20 Reflex: 20 Will: 25 HP: 76 Surges: 9 Surge Value: 19
TRAINED SKILLS Religion +10, Diplomacy +13, Insight +15, Heal +15
UNTRAINED SKILLS Acrobatics +7, Arcana +5, Bluff +8, Dungeoneering +10, Endurance +7, History +5, Intimidate +8, Nature +12, Perception +12, Stealth +7, Streetwise +8, Thievery +7, Athletics +5
FEATS Cleric: Ritual Caster Level 1: Superior Implement Training (Accurate symbol) Level 2: Versatile Expertise Level 4: Shielding Word Level 6: Pacifist Healer Level 8: Healer's Implement Level 10: Elven Precision (retrained to Armor Specialization (Chainmail) at Level 11) Level 11: Paragon Defenses
POWERS Channel Divinity: Healer's Mercy Cleric at-will 1: Astral Seal Cleric at-will 1: Sacred Flame Cleric encounter 1: Bane Cleric daily 1: Moment of Glory Cleric utility 2: Shield of Faith Cleric encounter 3: Hymn of Resurgence Cleric daily 5: Consecrated Ground Cleric utility 6: Spirit of Healing Cleric encounter 7: Denunciation Cleric daily 9: Dismissal Cleric utility 10: Reverent Mettle
ITEMS Ritual Book, Adventurer's Kit, Accurate symbol of Life +3, Healer's Chainmail +2, Magic Mace +3, Healer's Brooch +2 RITUALS Gentle Repose, Brew Potion, Raise Dead, Remove Affliction ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ====== Ravald, level 11 Deva, Wizard, Planeshifter Arcane Implement Mastery: Orb of Imposition Versatile Expertise: Versatile Expertise (Staff) Versatile Expertise: Versatile Expertise (Orb) Second Implement: Orb of Deception
FINAL ABILITY SCORES Str 9, Con 14, Dex 11, Int 23, Wis 16, Cha 13.
STARTING ABILITY SCORES Str 8, Con 13, Dex 10, Int 18, Wis 11, Cha 12.
AC: 26 Fort: 19 Reflex: 23 Will: 22 HP: 64 Surges: 8 Surge Value: 16
TRAINED SKILLS Arcana +16, History +18, Insight +13, Dungeoneering +13
UNTRAINED SKILLS Acrobatics +5, Bluff +6, Diplomacy +6, Endurance +7, Heal +8, Intimidate +6, Nature +8, Perception +8, Religion +13, Stealth +5, Streetwise +6, Thievery +5, Athletics +4
FEATS Wizard: Ritual Caster Level 1: Superior Implement Training (Accurate orb) Level 2: Versatile Expertise Level 4: Enlarge Spell Level 6: Battle Intuition Level 8: Unarmored Agility Level 10: Immolate the Masses (retrained to Second Implement at Level 11) Level 11: Spell Focus
POWERS Wizard at-will 1: Phantom Bolt Wizard at-will 1: Chilling Cloud Wizard encounter 1: Orbmaster's Incendiary Detonation Wizard daily 1: Sleep Wizard daily 1 Spellbook: Flaming Sphere Wizard utility 2: Shield Wizard utility 2 Spellbook: Guardian Blades Wizard encounter 3: Maze of Mirrors Wizard daily 5: Stinking Cloud Wizard daily 5 Spellbook: Web Wizard utility 6: Wizard's Escape Wizard utility 6 Spellbook: Invisibility Wizard encounter 7: Twist of Space Wizard daily 9: Summon Succubus Wizard daily 9 Spellbook: Visions of Ruin Wizard utility 10: Illusory Wall Wizard utility 10 Spellbook: Arcane Gate
ITEMS Spellbook, Headband of Intellect (heroic tier), Accurate orb of Fickle Fate +2, Irrefutable Cloth Armor (Basic Clothing) +3, Amulet of Elegy +2 RITUALS Comprehend Language, Tenser's Floating Disk, Arcane Mark, Planar Portal, Transfer Enchantment, Knock, Detect Object, Linked Portal ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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Post by Rainbow Rage on Jun 1, 2010 11:50:15 GMT -5
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Post by Rainbow Rage on Jun 5, 2010 3:46:26 GMT -5
UGH TIRED. There are probably loads of mistakes, doing this for fun. Anything too op? Any race that sucks? Anything that seems off? Just want to comment? poast.
Tamriel Races
Altmer
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Intelligence, +2 Wisdom OR Charisma Size: Medium Speed: 6 squares. Vision: Low-light
Languages: Imperial, Altmerian, One Other Skill Bonuses: +2 Arcana, +2 History Implement Mastery: +1 to attack rolls with implement attacks Disease Resistant: +2 to endurance checks to resist and remove diseases. Surge of Power: You may use the ability surge of power as an encounter power. Altmer Racial Power -- Surge of Power Encounter Force Minor Action Personal Effect: The next attack you hit with before the end of your next turn inflicts 1d6 force damage to all targets hit. At 11th level, increase your extra damage to 2d6. At 21st level, increase your extra damage to 3d6.
Argonians
RACIAL TRAITS Average Height: 5' 9" - 6' 9" Average Weight: 120 - 240
Ability scores: +2 Dexterity, +2 Strength OR Intelligence Size: Medium Speed: 7 squares. Vision: Normal
Languages: Imperial, Argonian Skill Bonuses: +2 Acrobatics, +2 Thievery Poison Resistance: 3 + 1/2 level and +2 to saving throws to resist poison. Gills: +4 to endurance checks to ignore drowning, has to test for drowing half as often. Agility: +1 Reflex Defense Slither: Argonians can use slither as an at-will power. Argonian Racial Power -- Slither Encounter Minor Action Personal Effect: Shift one square.
Bosmer
RACIAL TRAITS Average Height: 5' 7" - 6' 3" Average Weight: 140 - 230
Ability scores: +2 Dexterity, +2 Wisdom OR Intelligence Size: Medium Speed: 7 squares. Vision: Low-light
Languages: Imperial, Bosmerian Skill Bonuses: +2 Nature, +2 Stealth Bow Training: Gain proficiency with the shortbow and longbow. Disease Resistant: +2 to endurance checks to resist and remove diseases. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Bosmer Accuracy: You may use Bosmer Accuracy as an encounter power. Bosmer Accuracy With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the bosmer. Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Breton
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Intelligence , +2 Charisma OR Constitution Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial, Bretonian, One Other Bonus Skill: Gain training in an additional skill of your class. Dragon Skin: +1 to Fortitude, Reflex and Willpower Bretonian Resistance: +1 racial bonus to saving throws Defensive Rebuke: You gain defensive rebuke as an encounter power. Breton Racial Power -- Defensive Rebuke Encounter Force Immediate Interrupt Personal Trigger: An enemy attacks you. Effect: Add your intelligence or charisma modifier as a bonus to the defense the triggering attack targets until the end of your next turn.
Dunmer
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Dexterity, +2 Intelligence OR Strength Size: Medium Speed: 7 squares. Vision: Low-light
Languages: Imperial, Dunmerian Skill Bonuses: +2 Arcana, +2 Bluff Fire Resistance: 5 + 1/2 level fire resist Sword proficiency: Gain proficiency with the greatsword, longsword and shortsword. No Mercy: +1 to attack rolls against bloodied targets Ancestral Guardian: You gain use of Ancestral Guardian as an encounter power Dunmer Racial Power -- Ancestral Guardian Encounter Conjuration Minor Action Close Burst 5 Effect: You summon an ancestral guardian that lasts until the end of your next turn. Any power you use while the guardian is active can originate from the square you are in, or your guardian. Your guardian cannot be attacked and cannot move. Your guardian can flank and as an immediate interrupt if you take damage while the guardian is in effect, you can dismiss the guardian to reduce the damage taken by your level.
Imperial
RACIAL TRAITS Average Height: 5' 6" - 6' 2" Average Weight: 140 - 230
Ability scores: +2 Charisma, +2 Constitution OR Strength Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial, One Other Skill Bonuses: +2 Diplomacy and one of your choice Extensive Training: You gain a bonus feat. Star of the West: You gain a +2 racial bonus to saving throws to end immobilizing, slowing or weakening effects. Voice of the Emperor: Imperials can use Voice of the Emperor Imperial Racial Power -- Voice of the Emperor Encounter Charm Minor Action Close Blast 3 Target: All enemies in the blast Attack: Charisma + 2 vs Willpower Effect: -2 penalty to attack rolls until the end of your next turn. Special: At 11th level increase to Charisma + 4 attack and -3 to attack rolls. At 21st level increase to Charisma + 6 attack and -4 penalty to attack rolls.
Khajiit
RACIAL TRAITS Average Height: 6' 0" - 7' 3" Average Weight: 160 - 280
Ability scores: +2 Dexterity, +2 Constitution OR Charisma Size: Medium Speed: 7 squares. Vision: Low-light
Languages: Imperial, Khajiit Skill Bonuses: +2 Acrobatics, +2 Perception Eye of Night: Khajiit treat any non-magical darkness as low-light, even with no light sources. Claws: Your claws are treated as a weapon, +3 proficiency and 1d6 damage, and count as off-hand weapons. Wild Charge: Khajiit do not provoke opportunity attacks while charging and get +2 to their speed when they charge. Run for Cover: Khajiit do not suffer a penalty to move and perform stealth checks if they began their turn behind cover and end their move action behind cover. Eye of Fear: Khajiit get the Eye of Fear encounter power. Khajiit Racial Power -- Eye of Fear Encounter Fear Free Action Personal Trigger: An enemy performs an attack against you. Effect: Roll a d6 and reduce the attacker's roll by that amount. Special: This ability recharges each time you use an action point.
Nord
RACIAL TRAITS Average Height: 6' 0" - 7' 3" Average Weight: 160 - 280
Ability scores: +2 Strength, +2 Constitution OR Wisdom Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial Skill Bonuses: +2 Endurance, +2 Intimidate Weapon training: You gain proficiency with all simple and military axes, hammers and maces. Woad: +1 racial bonus to AC and Fortitude Cold Resist: 5 + 1/2 level Nordic Resilience: Your surge value is increased by your strength modifier, minimum 1. Nordic Frost: You can use the Nordic Frost power at will. Nord Racial Power -- Nordic Frost At-Will Cold Minor Action Personal Effect: All attacks you perform and all damage you deal is cold damage. You can end this effect as a minor action.
Orc
RACIAL TRAITS Average Height: 6' 0" - 7' 3" Average Weight: 160 - 280
Ability scores: +2 Constitution, +2 Strength OR Dexterity Size: Medium Speed: 5 squares. Vision: Normal
Languages: Orcish, One other Skill Bonuses: +2 Endurance, +2 Nature Orcish Resilience: +1 racial bonus to Fortitude and Willpower defense Cumbersome: Armor doesn't reduce speed or impose armor check penalties to strength or constitution related skills. Toughness: Whenever an orc is slid, pushed or pulled, reduce that movement by 1, minimum 0. If an Orc would be knocked prone, he may roll a saving throw against it as a free action. Berserk: You can use the Berserk power as an encounter power. Orc Racial Power -- Berserk Encounter Minor Action Personal Effect: You gain resist all equal to your constitution modifier until the end of your next turn and may roll a saving throw. Increase damage resistance to 5 plus consitution modifier at 11th level and 10 plus constitution modifier at 21st level. The first melee attack that inflicts damage while under this effect inflicts an additional 1[W] damage.
Redguard RACIAL TRAITS Average Height: 5' 6" - 6' 6" Average Weight: 130 - 220
Ability scores: +2 Strength, +2 Constitution OR Dexterity Size: Medium Speed: 6 squares. Vision: Normal
Languages: Imperial Skill Bonuses: +2 Athletics, +2 Endurance Melee mastery: You gain proficiency with all simple and martial melee weapons. Fortified Resistances: +2 bonus to saving throws against disease, necrotic and poison effects. Quick to Act: You gain a +2 racial bonus to initiative checks Agile Defense: If you use total defense or second wind you may shift 3 squares as a free action. Adrenaline Rush: Redguards may use Adrenaline Rush as an encounter power Redguard Racial Power -- Adrenaline Rush Encounter Minor Action Personal Effect: Perform a basic attack and shift 3 squares before or after the attack.
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Post by Rainbow Rage on Jun 7, 2010 8:14:45 GMT -5
Summoning
Powers that have the summoning keyword bring creatures magically from elsewhere, often from other planes, to serve you.
SUMMONED CREATURE A creature you summon uses these rules, unless a power description says otherwise.
• Allied Creature: When you use a summoning power, you create a creature that is an ally to you and your allies. The power determines where the summoned creature appears.
• Your Defenses: The summoned creature’s defenses equal yours when you summon it, not including any temporary bonuses or penalties.
• Hit Points: The summoned creature’s maximum hit points equal your bloodied value. When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value.
• No Healing Surges: The summoned creature lacks healing surges, but if a power allows it to spend a healing surge, you can spend a healing surge for it. The summoned creature, rather than you, then gains the benefit of the healing surge.
• Speed: The summoning power determines the summoned creature’s speed.
• Commanding the Creature: The summoned creature has no actions of its own; you spend actions to command it mentally. You can command the creature only if you have line of effect to it. When you command the creature, the two of you share knowledge but not senses. As a minor action, you can command the summoned creature to take one of the following actions, if it is physically capable of taking that action: crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift, squeeze, or walk. The summoning power determines any special commands you can give the summoned creature and gives an action type for each command. If a special command is a minor action, you can give that command only once during each of your turns.
• Attacks and Checks: If a summoning power allows the summoned creature to attack, you make an attack through the creature, as specified in the power description. If the summoned creature can make a skill check or an ability check, you make the check. Attacks and checks you make through the creature do not include temporary bonuses or penalties to your statistics.
• Duration: Unless the summoning power states otherwise, the summoned creature lasts until the end of the encounter and then disappears. As a minor action, you can dismiss the summoned creature.
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Post by Rainbow Rage on Jun 16, 2010 20:18:47 GMT -5
====== Created Using Wizards of the Coast D&D Character Builder ====== Krog, level 11 Half-Orc, Rogue, Blade Bravo Rogue Tactics: Brutal Scoundrel Rogue: Rogue Weapon Talent
FINAL ABILITY SCORES Str 21, Con 13, Dex 21, Int 11, Wis 13, Cha 9.
STARTING ABILITY SCORES Str 16, Con 12, Dex 16, Int 10, Wis 12, Cha 8.
AC: 25 Fort: 22 Reflex: 25 Will: 18 HP: 75 Surges: 8 Surge Value: 18
TRAINED SKILLS Stealth +15, Thievery +15, Athletics +15, Acrobatics +15, Intimidate +11, Perception +11
UNTRAINED SKILLS Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +6, Endurance +8, Heal +6, History +5, Insight +6, Nature +6, Religion +5, Streetwise +4
FEATS Level 1: Versatile Duelist Level 2: Weapon Expertise (Heavy Blade) Level 4: Shield Proficiency (Light) Level 6: Backstabber Level 8: Thirst for Battle Level 10: Menacing Thug Level 11: Heavy Blade Opportunity
POWERS Rogue at-will 1: Riposte Strike Rogue at-will 1: Deft Strike Rogue encounter 1: Dazing Strike Rogue daily 1: Blinding Barrage Rogue utility 2: Fleeting Ghost Rogue encounter 3: Low Slash Rogue daily 5: Bloodbath Rogue utility 6: Ignoble Escape Rogue encounter 7: Imperiling Strike Rogue daily 9: Knockout Rogue utility 10: Executioner's Mien
ITEMS Light Shield, Pinning Longsword +3, Elven Boots (paragon tier), Battle Harness Leather Armor +2, Cape of the Mountebank +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Got bored and made a rogue. Keep up flanking -- 4d8+8 at will
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Post by Rainbow Rage on Jun 17, 2010 16:48:11 GMT -5
====== Created Using Wizards of the Coast D&D Character Builder ====== Broken Spellsword Plan, level 18 Eladrin, Swordmage, Ghost Blade Swordmage Aegis: Aegis of Assault Student of the Sword: Student of Two-Handed Weapons
FINAL ABILITY SCORES Str 15, Con 15, Dex 15, Int 24, Wis 15, Cha 9.
STARTING ABILITY SCORES Str 13, Con 12, Dex 12, Int 17, Wis 13, Cha 8.
AC: 34 Fort: 26 Reflex: 30 Will: 28 HP: 132 Surges: 10 Surge Value: 33
TRAINED SKILLS Perception +16, Arcana +23, History +23, Insight +16, Endurance +16, Intimidate +13
UNTRAINED SKILLS Acrobatics +11, Bluff +8, Diplomacy +8, Dungeoneering +11, Heal +11, Nature +11, Religion +16, Stealth +11, Streetwise +8, Thievery +11, Athletics +11
FEATS Level 1: Eladrin Soldier Level 2: Intelligent Blademaster Level 4: Eladrin Swordmage Advance Level 6: Student of the Sword Level 8: Hafted Defense (retrained to Polearm Gamble at Level 11) Level 10: Weapon Expertise (Heavy Blade) Level 11: Fey Charge Level 12: Heavy Blade Opportunity Level 14: Double Aegis Level 16: White Lotus Riposte Level 18: White Lotus Master Riposte
POWERS Swordmage at-will 1: Booming Blade Swordmage at-will 1: Sword Burst Swordmage encounter 1: Foesnare Swordmage daily 1: Frost Backlash Swordmage utility 2: Channeling Shield Swordmage encounter 3: Dimensional Vortex Swordmage daily 5: Swordmage Shielding Fire Swordmage utility 6: Armathor's Step Swordmage encounter 7: Thunderclap Strike Swordmage daily 9: Troll Rampage Swordmage utility 10: Impenetrable Warding Swordmage encounter 13: Binding Light (replaces Thunderclap Strike) Swordmage daily 15: Burning Mantle (replaces Swordmage Shielding Fire) Swordmage utility 16: Elemental Barrier Swordmage encounter 17: Firelasher's Lunge (replaces Foesnare)
ITEMS Opportunistic Glaive +4, Warmage's Uniform Feyleather Armor +4, Cloak of Resistance +4, Bracers of Mighty Striking (paragon tier), Avalanche Boots (heroic tier), Belt of Vim (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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Post by DEATH PONY on Oct 22, 2010 22:37:23 GMT -5
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Post by Rainbow Rage on Nov 11, 2010 12:55:21 GMT -5
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