22nd August 2008, 10:04 PM
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#13 (permalink)
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| Registered User
Join Date: Aug 2007 Location: Ontario, Canada
Posts: 1,915
| 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. |
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