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  1. #41
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    Chauzu's Avatar

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    ø Ignore Chauzu
    Yeah, we ended up getting an interesting set of stat rolls lol...

    In addition to copying all your guys' information on paper, I'm thinking of starting a rogue's gallery thread for the game's character info. I'll bring that up when we got our characters finished and got game rollin' of course.

    The Digger - if you're unsure of a second language to pick, just go with Chondathan, since that's the local language.

    Quote Originally Posted by Leif
    Sunuvagun, you're right!! That's what I get for going from memory. The adjustments have been made, thanks, WD!
    Haha, yeah I've still got some habits that want to die hard as well. I still catch myself including the racial negatives to ability scores.
    Milk is for babies! Men drink beer!

    Secret War Campaign
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  • #42
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    ø Ignore Redclaw
    Digger: That works, and thank you.

    Here is a first draft of Rangok. I'm happy to have any feedback. I have to admit, I stuck very close to the Protecting Paladin build. I usually try to be more original, but that build just makes a lot of sense.

    stats
    Name: Rangok

    Alignment: Lawful Good
    Male Dwarf Paladin 1
    Medium Humanoid, tall, lbs, yrs old
    hair, eyes, skin

    Languages: Dwarven, Chondathan
    Vision: Low-Light

    Ability Scores

    Str: 16
    Con: 14
    Dex: 7
    Int: 11
    Wis: 16
    Cha: 17

    Basic Combat Stats

    Hit Points: 29
    Bloodied: 14
    Healing Surge: 12/day
    Healing Value: 7

    Initiative: +0
    Speed: 5 squares (5 Base )
    Action Points: 1

    Defenses

    AC: 10
    Fort: 14
    Ref: 11
    Will: 14
    Saving Throws: +5 vs Poison (racial). +2 vs. Fear (region)

    Basic Attacks

    Melee: Hit: damage:
    Melee: Hit: Damage:
    Ranged: Hit: Damage: Range

    Weapon & Implement Attack Bonuses for use with Powers

    Melee: Hit:
    Melee: Hit:
    Ranged: Hit:
    Implement: Hit:

    Passive Skills

    Perception 13
    Insight 20

    Skills

    Acrobatics (-2 dex)
    Arcana (+0 int)
    Athletics (+3 str)
    Bluff (+3 cha)
    Diplomacy (+3 cha, +5 trained)
    Dungeoneering (+3 wis, +2 racial)
    Endurance (+2 con, +5 trained, +2 racial)
    Heal (+3 wis)
    History (+0 int)
    Insight (+3 wis, +5 trained, +2 region)
    Intimidate (+3 cha)
    Nature (+3 wis)
    Perception (+3 wis)
    Religion (+0 int, +5 trained)
    Stealth (-2 str)
    Streetwise (+3 cha)
    Thievery (-2 dex)

    Feats
    Healing Hands


    Racial Traits and Powers
    Cast Iron Stomach: +5 bonus to saving throws vs. poison
    Dwarven Resilience: Use second wind as a minor action
    Dwarven Weapon Proficiency
    Encumbered Speed: move at normal speed even when it would normally be reduced by armor or a heavy load.
    Stand Your Ground: When effects push, pull or slide you, you can reduce the number of squares by 1.

    Class Features
    Channel Divinity: 1/Encounter, either Divine Mettle or Divine Strength
    Divine Challenge
    Lay on Hands
    Implement

    At Will Powers
    Divine Challenge: Diving, Radiant
    Minor Action Close Burst 5
    Target: One creature.
    Target is marked and remains marked until you use this power on a different target, or you fail to engage the target. While marked, it takes a -2 penalty to attack rolls for any attack that doesn’t target you, and also takes 6 radiant damage.

    Lay on Hands: Divine, Healing 3/day
    Minor Action Melee touch
    Target: One creature
    Effect: You spend a healing surge but regain no hit points. Instead the target regains hit points as if it had spent a healing surge (+3 from Healing Hands).

    Bolstering Strike: Divine, Weapon
    Standard Action Melee weapon
    Target: One Creature Cha vs. AC
    Hit: 1[W]+3 damage, and you gain 3 temporary hit points

    Enfeebling Strike: Divine, Weapon
    Standard Action Melee Weapon
    Target: One Creature Cha vs. AC
    Hit: 1[W] +3 damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.

    Encounter PowersChannel Divinity
    --Divine Mettle: Divine
    Minor Action Close burst 10
    Target: One creature in burst
    Effect: The target makes a saving throw with a +3 bonus
    --Divine Strength: Divine
    Minor Action Personal
    Effect: Apply a +3 bonus to damage on your next attack this turn.

    Shielding Smite: Divine, Weapon
    Standard Action Melee Weapon
    Target: One Creature Cha vs. AC
    Hit: 2[W] +3
    Effect: Until the end of your next turn, one ally within 5 squares of you gains a +3 power bonus to AC.

    Daily Powers
    Radiant Delirium: Divine, Implement, Radiant
    Standard Action Ranged 5
    Target: One Creature Cha vs. Reflex
    Hit: 3d8 +3 radiant damage and the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC (save ends).

    Utility Powers

    Rituals

    Equipment

    Coins- 0gp, 0sp, 0cp
    Last edited by Redclaw; Saturday, 16th August, 2008 at 09:13 PM.

  • #43
    Quote Originally Posted by Graf View Post
    Lickspit actually works well disadvantaged of course. It's just one more thing for him to be bitter about.
    Yeah, I like Morrim's low Dex, it is part of the reason he tripped and fell down that big hole , and why they had him guard the back door during the attack, you can't have some clumsy dwarf getting in the way.

  • #44
    Sorry to everyone for me playing the one CHA ditching dwarf.

    But I think this will reflect his elte aptitute and his feel of mental superiority. At least he works against this character traits (has learned the 'diplomacy' skill).
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  • #45
    Bah, no need to apologize WD, I need to have a decent CHA (or at least that's what the PHB tells me ), but Wizards don't need no stinking charisma.

  • #46
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    Hi Redclaw
    I spent a lot of time working on a protecting paladin for another game (which seems to have stalled completely even before we got started) and I wonder if you really need both high Str and Cha. A paladin needs to be able to take a lot of punishment and he can use Cha almost exclusively for damage.

    Have you considered the following

    Str 12
    Con 16+2 = 18 (think of the HP and Surges!)
    Dex 7
    Int 11
    Wis 14+2 = 16
    Cha 17

    for a proper defensive build you should probably reverse Int and Dex but that is sort of min-maxing and personally I love the idea of a clumsy paladin.

    I've never really looked at higher level builds but loads of people go on about 'Hammer Rhythm' which needs High Con. And Dwarves and hammers just go together!

  • #47
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    Hi Redclaw
    I spent a lot of time working on a protecting paladin for another game (which seems to have stalled completely even before we got started) and I wonder if you really need both high Str and Cha. A paladin needs to be able to take a lot of punishment and he can use Cha almost exclusively for damage.

    Have you considered the following

    Str 12
    Con 16+2 = 18 (think of the HP and Surges!)
    Dex 7
    Int 11
    Wis 14+2 = 16
    Cha 17

    for a proper defensive build you should probably reverse Int and Dex but that is sort of min-maxing and personally I love the idea of a clumsy paladin.

    I've never really looked at higher level builds but loads of people go on about 'Hammer Rhythm' which needs High Con. And Dwarves and hammers just go together!

  • #48
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    ø Ignore Redclaw
    I thought about lowering Str for Con, but there are a few big advantages. First of all, Hammer Rhythm requires both Str 15 and Con 17, so either build needs three points added to one of the stats, and Bludgeon Mastery requires Str 19, Con 19. I realize we'll never get to epic levels with these characters, but it's fun to plan ahead.

    Secondly, Str is going to be important with any basic attacks Rangok makes, as well as allowing me to choose some of the other powers. I'm tempted by Martyr's Retribution at 5th level, for example. I'll definitely lean to the Cha powers, but it's nice to have a few options.

    The Dex-Int switch makes a lot of sense. There a couple of Dex 13 feats that interest me (Astral Fire and Raging Storm), and Shield Specialization at the paragon level reuires a 15. On the other hand, I just can't see the low Int, but the clumsy hammer-swinger is kind of fun.

  • #49
    But if Redclaw does that, Rangok won't be able to use any of the STR based powers... there are some decent ones.

    Although 4 more hp & 2 more surges... & a +1 to Fort Def.

  • #50
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    Lama (Lvl 13)

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    ø Ignore Leif
    I'm hoping to make significant progress on my cleric build today after work.

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