[OOC] A Paid Trip to Spellhold

tiornys

Explorer
I'd be willing to pick up Asterion. Runepriest looks very interesting. Alternately, if Walking Dad's Warpriest is accepted, I think a ranged striker adds more to the group than a melee leader; I have a couple of Warlock ideas bouncing around.

t~
 

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Voda Vosa

First Post
For a change, I think two leaders would be good. I'll allow the warpriest, and let you take Asterion, rebuilding him as you see fit.
Also, Saphire, you can have the last spot!
 

Walking Dad

First Post
So, I will have to retrofit the minotaur as a warpriest, right?

Reading the background...

Hm, the powers and built are very similar to one of my L4W character and the fluff about his great physical strength isn't that good for a non-strength based class...

Or did I misunderstood you and the rebuilding comment was directed at another player? I would be really interested in a human sun warpriest of Lathander/Amaunator.
 


tiornys

Explorer
Or did I misunderstood you and the rebuilding comment was directed at another player? I would be really interested in a human sun warpriest of Lathander/Amaunator.
I think he meant I could pick up Asterion, since I volunteered for that. You should be good with your original idea, and I'll see about tweaking the Minotaur Runepriest.

t~
 


tiornys

Explorer
For vetting; once approved I'll post to the RG.

[sblock=Asterion, tweaked]====== Created Using Wizards of the Coast D&D Character Builder ======
Asterion, level 5
Minotaur, Runepriest
Runic Artistry: Wrathful Hammer
Background: Minotaur - Silenced Beast (+2 to Insight)

FINAL ABILITY SCORES
Str 19, Con 16, Dex 14, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 10, Wis 14, Cha 8.


AC: 14 Fort: 16 Reflex: 14 Will: 16
HP: 48 Surges: 11 Surge Value: 12

TRAINED SKILLS
Religion +7, Heal +9, Athletics +11, Insight +11

UNTRAINED SKILLS
Acrobatics +4, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +5, History +2, Intimidate +1, Nature +6, Perception +6, Stealth +4, Streetwise +1, Thievery +4

FEATS
Level 1: Weapon Proficiency (Craghammer)
Level 2: Shield Proficiency: Heavy
Level 4: Weapon Expertise (Hammer)/Bludgeon Expertise

POWERS
Runepriest at-will 1: Word of Diminishment
Runepriest at-will 1: Word of Exchange
Runepriest encounter 1: Flames of Purity
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Word of the Blinding Shield
Runepriest daily 5: Rune of the Final Act

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]Tweaked stats, changed an at-will power, added a level 5 daily (I should be level 5, yes?), and took Craghammer instead of Plate armor. I really dislike having a -4 to mobility skills, but I can live with -2. Should I keep his eq the same, enchantment-wise? Should I add a L6 item (probably Gloves of the Forgemaster)?

Also, do we know which language he has? Or his alignment? His deity?

t~
 

Walking Dad

First Post
Rough draft. I'm not sure how do you handle items:

Rodric the Bright

[sblock=Sheet]
Rodric the Bright
level 5
Human, Warpriest
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Aglarond (Aglarond Benefit)
Deity: Amaunator
Alignment: Lawful Good


FINAL ABILITY SCORES
Str 13, Con 15, Dex 14, Int 8, Wis 19, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 14, Int 8, Wis 16, Cha 10.


AC: 24 Fort: 17 Reflex: 18 Will: 19
HP: 47 Surges: 9 Surge Value: 11

TRAINED SKILLS
Perception +12, Religion +6, Insight +11, Diplomacy +7, Heal +11

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +2, Dungeoneering +6, Endurance +2, History +1, Intimidate +2, Nature +6, Stealth +2, Streetwise +2, Thievery +2, Athletics +1

FEATS
Human: Human Perseverance
Level 1: Versatile Expertise
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Scale Proficiency

[sblock=Class Features]
(I will not list features that give powers. The powers are listed below.)

Sun Domain Features
You gain a +2 bonus to death saving throws. While within 5 squares of you, your allies also gain this bonus.
In addition, when you use your healing word, you or an ally in the burst regains 2 hit points.

Level 5 Sun Domain Feature
When you use healing word, the target of the power gains temporary hit points equal to your Constitution modifier (2).

[/sblock]

POWERS
Channel Divinity: Smite Undead
Channel Divinity: Soothing Light
Cleric at-will: Blessing of Battle
Cleric at-will: Brand of the Sun
Cleric at-will: Sun's Glow
Cleric at-will: Lance of Faith
Cleric encounter 1: Sun Burst
Cleric daily 1: Moment of Glory
Cleric utility 2: Bless
Cleric encounter 3: Resurgent Sun
Domain Utility 4: Holy Cleansing
Cleric daily 5: Inspire Fervor

[sblock=Power details]
Basic attacks

Ranged (none)

Melee (Bastard Sword +1)
Melee, 1d20+8, 1d10+2 damage


At-Will Powers

Blessing of Battle:
standard, melee, +11 vs AC - 1d10+5 damage.
Effect: You or one ally within 5 squares of you gains resistance 2 to all damage until the end of your next turn.

Brand of the Sun: standard, melee, +11 vs AC - 1d10+5 radiant damage.
Effect: You or one ally within 5 squares of you can make a saving throw.

Lance of Faith: standard, ranged 5, +8 vs Reflex - 1d8+5 damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Sun's Glow: minor, melee 1
Target: One object or unoccupied square
Effect: The target sheds bright light that fills its space and squares within 4 squares of it. The light lasts for 1 hour, until you use this power again, or until you end the light as a free action.


Encounter Powers

CD - Smite Undead:
standard, melee (can only target undead), +11 vs Will - 2d10+5 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn.
Miss: Half damage.
Special: You can use only one channel divinity power per encounter.

CD - Soothing Light: standard, close burst 2
Effect: The target makes a saving throw with a +2 power bonus.
Special: You can use only one channel divinity power per encounter.

Healing Word: minor, close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round.

Sun Burst: standard, melee, +11 vs AC - 1d10+5 radiant damage.
Effect: You and each ally within 5 squares of you gain 5 temporary hit points and can make a saving throw.

Resurgent Sun: standard, melee, +11 vs AC - 2d10+5 radiant damage.
Effect: You or one ally within 5 squares of you can spend a healing surge.


Daily Powers

Moment of Glory:
standard, close blast 5, +8 vs Will
You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until t he end of your next turn.
Sustain Minor: The effect persists.

Bless: minor, close burst 20
Target: You and each ally in the burst
Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter.

Holy Cleansing: minor, close burst 5
Target: You or one ally in the burst
Effect: The target makes a saving throw with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges.

Inspire Fervor: standard, melee, +11 vs AC - 2d10+5 radiant damage
Miss: Half damage.
Effect: Each ally within 2 squares of you can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action.

[/sblock]

ITEMS
Imposter's Drakescale Armor +2, Healer's Brooch +1, Astral symbol of Life +1, Heavy Shield, Sunblade Bastard sword +1[/sblock]

[sblock=Background]
Rodric the Bright hasn't got his nickname for his mental powers. Not really dumb, just trusting his intuition and faith more than intellect, he is a true warrior for the light of Amaunator.
A prophcy forced him to the island, he now explores it by himself, after his vessel and other travelers crashed here.
[/sblock]
 
Last edited:


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