[OOC] A Paid Trip to Spellhold - Page 30




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  1. #291
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    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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    I updated Kaedyn's sheet. I also posted in the RG thread so it should pop back up on the first 2 pages and be visible again.
    Playing & DMing: PF and SWSE

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    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!
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

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    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.
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    Quote Originally Posted by Voda Vosa View 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!
    i will probably build my character later or tomorrow

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    Quote Originally Posted by Walking Dad View Post
    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~

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    Quote Originally Posted by tiornys View Post
    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~
    What he said
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #298
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    For vetting; once approved I'll post to the RG.

    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 ======
    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~

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

    Rodric the Bright

    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

    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).



    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

    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.



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


    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.
    Last edited by Walking Dad; Friday, 4th March, 2011 at 11:58 AM.
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  • #300
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    I forgot my 6th level magic item. Took Iron Armbands of Power from the Adv Vault. +2 Damage with Melee Weapons.
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