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Old 22nd August 2008, 10:04 PM   #13 (permalink)
renau1g
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Join Date: Aug 2007
Location: Ontario, Canada
Posts: 1,915
renau1g Goblin Sharpshooter (Lvl 2)
A work in progress still debating on a melee-focused or ranged cleric:

Dragonborn Cleric
Code:
COLOR="DarkRed] Mordok [/color]
"It's good to see that you're still here, I'm glad your time isn't up yet. I would not have as much fun without you here"
Dragonborn Cleric 5
Alignment: Unaligned
Religion: Raven Queen
Languages: Common, Draconic
Vision: Low-light

Ability Scores:
Str 16 (+1 level)
Con 12
Dex 18 (+2 race +1 level)
Int 12
Wis 14 (+2 race)
Cha 10

Combat:
Init: +6
Pass Percep:  21   Pass Insight: 19

HP:           44   Surges/day:   6
Bloodied:     22   Surge Value:  11
  
AC   19 (+2 level +4 Dex +3 armor)
Fort 16 (+2 level +3 Str +1 amulet) 
Ref  19 (+2 level +4 Dex +2 class +1 amulet)
Will 15 (+2 level +2 Wis +1 amulet)

Speed 6
Sneak Attack: 2d8+3
Resistances: 5 necrotic, 5 poison

Action points: 1

Basic Attacks:
Melee: +2 rapier: +10 vs. AC, 1d8+5 damage
Ranged: +1 shuriken: +10 vs. AC, 1d6+5 damage

Attack Powers:
Deft Strike - Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Special: You can move 2 squares before the attack.
Attack: +11 vs. AC
Hit: 1d8+6 damage

Piercing Strike - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8+6 damage

Dazing Strike - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 1d8+6 damage, and the target is dazed until the end of
your next turn.

Topple Over - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +14 vs. AC
Hit: 1d8+6 damage, and the target is knocked prone.

Easy Target - Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage, and the target is slowed and grants combat
advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to
you until the end of your next turn.

Clever Riposte - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage.
Effect: Until the end of the encounter, the target takes 4
damage each time it attacks you, and you can shift as an
immediate reaction after such an attack.
 
 Class Features and Utility Powers:
Fleeting Ghost - Martial
Move Action; Personal
Effect: You can move your speed and make a Stealth check. You
do not take the normal penalty from movement on this check.

Elven Accuracy - Personal
Free Action
Effect: Reroll an attack roll with a +2 bonus.  Use the second
result even if it's worse.

Magic Item Powers:
+2 rapier
  Critical: +2d6 damage
+1 deathcut leather armor
  Daily (Necrotic): Immediate Reaction. You can use this power
    when an enemy hits you with a melee attack. Deal 1d10
    necrotic damage to that enemy.
  Property: Resist 5 necrotic, resist 5 poison.
 +1 safewing amulet
  Property: When falling, reduce the distance by 10 feet for
    calculating damage.  Always land on your feet after a fall.
+1 shuriken
  Critical: +1d6 damage

Race and Class Features:
Elven Accuracy
Elven Weapon Proficiency (proficient with longbow and shortbow)
Fey Origin
Group Awareness (non-elf allies in 5 gain +1 Percep)
Wild Step (ignore difficult terrain while shifting)
First Strike (combat adv vs. any creatures not acted yet)
Brutal Scoundrel (add Str mod to sneak attack damage)
Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken)
Sneak Attack (+2d8+3 damage once/round with combat adv.)

Feats:
Weapon Proficiency (rapier)
Backstabber
Elven Precision

Skills:
Acrobatics:    +11 (+2 level +4 Dex +5 trained)
Arcana:         +3 (+2 level +1 Int)
Athletics:     +10 (+2 level +3 Str +5 trained)
Bluff:          +2 (+2 level +0 Cha)
Diplomacy:      +2 (+2 level +0 Cha)
Dungeoneering:  +4 (+2 level +2 Wis)
Endurance:      +3 (+2 level +1 Con)
Heal:           +4 (+2 level +2 Wis)
History:        +3 (+2 level +1 Int)
Insight:        +9 (+2 level +2 Wis +5 trained)
Intimidate:     +2 (+2 level +0 Cha)
Nature:         +6 (+2 level +2 Wis +2 race)
Perception:    +11 (+2 level +2 Wis +2 race +5 trained)
Religion:       +3 (+2 level +1 Int)
Stealth:       +11 (+2 level +4 Dex +5 trained)
Streetwise:     +2 (+2 level +0 Cha)
Thievery:      +11 (+2 level +4 Dex +5 trained)

Equipment: 
Item                          Weight    Cost
+2 rapier
+1 deathcut leather
+1 safewing amulet
+1 shuriken
                Total Weight: 0 lbs.

Money: 

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin. 
renau1g is offline   Reply With Quote