[4e][OOC] Clash of Steel [13th level]


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Walking Dad

First Post
Alright, I will write down my decisions here and will later convert it to a full sheet.

---

Name: Teclis Stormborn
Race: Half-Elf
Class: Sorcerer (air elementalist)
Paragon Path: Lyrandar Wind Rider


Theme: Tuathan
1.) You gain a +1 bonus to death saving throws. In addition, whenever you make an Endurance check, you can roll twice and use either result.
5.) When you use your second wind, enemies gain no benefit from any cover or concealment against you until the end of your next turn.
10.) If you have the tuathan animal shape power, you can use it to assume the form of a Tiny fey or natural beast that can fly (such as a bird or butterfly). In this form, you have a fly speed of 6.


FINAL ABILITY SCORES
Str 11, Con 20, Dex 14, Int 11, Wis 9, Cha 22.

STARTING ABILITY SCORES
Str 10, Con 15, Dex 13, Int 10, Wis 8, Cha 17.

Trained Skills:
Arcana, Bluff, Endurance, Intimidate


Bonus Feat: Improved Defenses
Bonus Feat: Staff Expertise
1: Mark of Storm
2: Unarmored Agility
4: Hafted Defense
6: Superior Implement Training (Quickbeam Staff)
8: Sorcerous Vision (retrained)
10: Versatile Master (retrained)
11: Arcane Admixture (Ignition / Thunder)
12: Resounding Thunder

Powers
At-Will: Elemental Bolt
At-Will: Howling Zephyr
At-Will: Ignition
At-Will: Eldritch Strike
Encounter: Elemental Escalation
Utility 2: Tuathan Animal Shape
Utility 6: Lightning Shift
Utility 10: Fog Form
Encounter 11: Wind Burst
Utility 12: Zephyr Wings

Background: On another Plane (+2 Arcane)

Items:
12 Robe of Scintillation +3 AV1
13 Quickbeam Staff of Ruin +3 AV1
14 Cloak of Distortion +3 AV1

13,000 gp
___680 gp Bracers of Perfect Shot (3) PH1
___680 gp Syberis Shard of the Mage (3) Eb

_1,000 gp Bag of Holding (5)
PH
___680 gp Rhythm Blade Dagger +1 (3)

___680 gp Gloves of Piercing (3) PH1

___520 gp Eagle Eye goggles (2) AV1
_5,000 gp
Diamond Cincture (10) MME
_1,800 gp Boots of Free Movement (6) AV1

1960
Consumables

---

Elemental Bolt damage:
1d12+ 6 (Cha) + 2 + 10 (2xCon) + 1 (shard) + 2 (bracers) + 6 (staff) =
1d12+ 27 as his RBA, and slide 2

Ignition (Thunder) damage:
1d10+ 6 (Cha) + 2 + 10 (2xCon) + 1 (shard) + 6 (staff) + 3 (Quickbeam) =
1d10+ 28 in a ranged burst 1/2, leaving a zone and slide 2

Howling Zephyr damage:
1d10+ 6 (Cha) + 2 + 10 (2xCon) + 1 (shard) + 6 (staff) + 3 (Quickbeam) =
1d10+ 28 in a close burst 1/2, and slide 3

Eldritch strike damage:
1d8+ 6 (Cha) + 2 + 5 (Con) + 6 (staff) =
1d8+ 19 as his MBA, reach, slide 1
 
Last edited:

drothgery

First Post
Alright, I will write down my decisions here and will later convert it to a full sheet.
FYI - if you're using the D&Di character builder, it would help me if you attached a .dnd4e file (use the export option). I don't think there's any way to import from the copy and paste / plane text sheet in the online builder.
 





Phaezen

First Post
An initial build for Vanri Desertstrider

Code:
====== Created Using Wizards of the Coast D&D Character Builder ======
Vanri, level 13
Genasi, Swordmage, Elemental Tempest
Swordmage Aegis Option: Aegis of Ensnarement
Elemental Manifestation Option: Sandsoul
Extra Manifestation Option: Cindersoul
Extra Manifestation II Option: Windsoul
Parentage - Noble (+2 to Diplomacy)
Theme: Janissary
 
FINAL ABILITY SCORES
STR 11, CON 19, DEX 12, INT 21, WIS 9, CHA 16
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 16, WIS 8, CHA 15
 
 
AC: 29 Fort: 25 Ref: 27 Will: 26
HP: 106 Surges: 12 Surge Value: 26
 
TRAINED SKILLS
Arcana +16, Diplomacy +16, Endurance +17, Insight +10
 
UNTRAINED SKILLS
Acrobatics +7, Athletics +6, Bluff +9, Dungeoneering +5, Heal +5, History +11, Intimidate +9, Nature +7, Perception +5, Religion +11, Stealth +7, Streetwise +9, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Janissary Attack: Janissary Charge
Sandsoul Genasi Racial Utility: Sandslide
Swordmage Feature: Aegis of Ensnarement
Genasi Racial Power: Firedeath
Genasi Racial Power: Windwalker
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Arcane Lance
Swordmage Attack 1: Vanishing Blade
Janissary Utility 2: Janissary's Shield
Swordmage Attack 3: Unseen Gauntlet
Swordmage Attack 5: Elemental Foible
Swordmage Utility 6: Armathor's Step
Swordmage Attack 7: Rejuvenating Strike
Swordmage Attack 9: Isolating Aegis
Swordmage Utility 10: Impenetrable Warding
Elemental Tempest Attack 11: Tempest Burst
Elemental Tempest Utility 12: Absorb Elements
Swordmage Attack 13: Master Dimensional Cleave
 
FEATS
Level 1: Extra Manifestation
Level 2: Grasping Ensnarement
Level 4: Extra Manifestation II
Level 6: Eyes of Dying Light
Level 8: Versatile Resistance
Level 10: Manifest Resistance
Level 11: Ensnaring Flourish
Level 12: Deadly Immobilization
Level 13: Heavy Blade Expertise
Level 13: Improved Defenses
Level 13: Intelligent Blademaster
 
ITEMS
Adventurer's Kit
Longsword of Arcane Bonds +3 x1
Drowmesh of Sudden Recovery +3 x1
Deep-Pocket Cloak +3 x1
Baldric of Tactical Positioning (heroic tier) x1
Luckbender Gloves (heroic tier) x1
Warded Vambraces x1
Greaves of Fortunate Falling x1
Eternal Chalk
Aldron's Firebox
Restful Bedroll
Battle Standard of Honor
Everlasting Provisions
====== End ======
Background is subject to change to bring it more in line with the setting and module

[sblock=background]
Vanri appeared from the desert a many years ago, traveling alone. Claiming to be a servent of the djin dwelling deep within the desert this mysterious genasi had been seen walking around town talking with various sages, information brokers and rumormongers before approaching some adventurers.

OVer the course of several quests with his new companions Vanri has proved to be loyal to those he considers allies, often throwing himself in harms way to protect them. Like the sand and wind of his desert homeland the genasi flows around a skirmish hindering foes with his blade and spells, often causing them to stumble into less advantageous positions.[/sblock]
 

Attachments

  • Vanri13.dnd4e
    274.3 KB · Views: 78
Last edited:


drothgery

First Post
One quick note on background - your characters should have been adventuring together for some time at this point. You might not have been together since first level, but you've been together long enough to be familiar with each others' abilities.
 

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