It allows you to search the
messageboards, send and receive private messages, give yourself a
custom usertitle, turn ads on or off, create a custom style for your
profile, get a nifty badge under your username, and gives you a special
warm glowy feeling! Oh, and it gets rid of this annoying message, too!
Hi everybody, I want to run a Beer-and-Bretzel D&D 4e.
It will be a conversion (with some changes) of the Savage World adventure Against the Orcs.
I search for some brave adventurers to stop the orc meneance. A long-time RL friend and first time PbPer will play an Eladrin Wizard. Who wants to join him?
Rules:
5 players
one of each role and a joker.
Ability generation method 1 or 2 (22points).
Only PHB Races and Classes.
Powers, rituals and items from dragon on case-by-case.
Starting level: 5
Standard wealth.
Players so far:
Padreigh - Eladrin Wizard (Controller)
Niehaus - Halfling Paladin (Defender) - MIA, played currently by onlythestrong
Lord Sessadore - Elf Rogue (Striker)
Insight - Dragonborn Warlord (Leader)
renau1g - Dragonborn Fighter (Defender) - MIA; played in current combat by garyh
Alt: Atanatotatos
----------
Background
The Eastern Marches of Aspiria are a land of high, rolling hills littered with dense copses. As one progresses east, the hills form the foothills of the mighty Granite Mountains. Decades ago the land was inhabited by fierce tribes of orcs. A crusade led by the then-king of Aspiria, Halgroth IV, drove the orcs from the Marches.
Slowly at first, but with gathering speed, new villages sprang up on the many hills once held by the orcs. For the most part the villages grew and prospered, and within a few years the memory of the orcs was all but forgotten.
For the first time in centuries, the land was peaceful. All that changed several months ago, when trappers and hunters spotted large parties of orcs roaming the borders of the Marches. Shortly afterward, the orcs began
attacking remote villages and farms, slaughtering all who stood in their path. After almost half a human lifetime, the orcs had returned.
Halgroth V, the current king, lacks his father’s ambition and foresight. He would rather hunt than plan a military campaign, dance with ladies of the court than soil his blade in war, and hide among his books than admit the orcs are returning.
Even the recent tide of refugees streaming in from the Eastern Marches has done nothing to stir his hand. The Eastern lands are awash with human blood and echo to the war cries of the savage orcs. Though loyal to the crown, Baron Kyle Loxlyn, a powerful noble with lands in the Eastern Marches, has decided to take action. While Loxlyn musters his troops for war, he plans to send hired adventurers to evacuate a village lying in the path of the advancing orcs.
Enter the heroes.
Hi everybody, I want to run a Bear-and-Bretzel D&D 4e.
???
Is one of us playing a Bear?
I'm saving this space to submit a character idea and stats etc.
Ideas:
Dwarf Fighter
HARVEY HAMMERSTONE
Dwarf Fighter 5 - 5500xp
Good
ABILITY SCORES STR 17 CON 16 DEX 11 INT 10 WIS 16 CHA 12
DEFENSES & HP AC 22 FORT 20 REFLEX 13 WILL 16 HP 55 BLOODIED 27 SURGE VALUE 14 SURGES/DAY 12 INITIATIVE +2
BASIC ATTACKS MELEE Greataxe: +9 vs AC, 1d12+8 dmg, crit 32. RANGED Sling: +4 vs AC, 1d6 dmg, range 10/20, crit 6.
SKILLS TRAINED Athletics +8, Endurance +10, and Intimidate +8. UNTRAINED Acrobatics +0, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +7, Heal +5, History +2, Insight +5, Nature +5, Perception +5, Religion +2, Stealth +0, Streetwise +3, and Thievery +0. PASSIVE Insight 15, Perception 15 LANGUAGES Common and Dwarven
FEATS
Armor Proficiency - Plate
Dwarven Weapon Training
Potent Challenge
RACIAL & CLASS ABILITIES
Speed 5
Low-Light Vision
+2 to Dungeoneering and Endurance (added above)
+5 racial bonus to saving throws against poison
Second Wind as a minor action
Proficiency with Throwing Hammer and Warhammer
Move at normal speed when speed would be reduced by armor or heavy load
Move 1 less square under forced movement
Armor Proficiency: Cloth, leather, hide, chainmail, and scale; light shield, and heavy shield
Weapon Proficiency: Simple melee, military melee, simple ranged, and military ranged
Combat Challenge
Combat Superiority (+3 to opportunity attacks)
Fighter Weapon Talent - 2H
POWERS AT WILL Cleave (1) and Reaping Strike (1). ENCOUNTER Crushing Blow (3) and Steel Serpent Strike (1). DAILY Rain of Steel (5) and Villain's Menace (1). UTILITY Boundless Endurance (2).
EQUIPMENT & WEALTH
+2 Plate Armor, +1 Terror Greataxe, Bracers of Mighty Striking, +1 Amulet of Protection, Sling, Belt of Vigor, 20 Sling Bullets, and Std Adventurer's Kit.
Consumables: 2 Potions of Healing.
Money: 28gp
Human Warlock
ALVERNAR NIHILUS
Human Warlock 5 - 5500xp
Good
ABILITY SCORES STR 10 CON 15 DEX 13 INT 12 WIS 11 CHA 19
DEFENSES & HP AC 17 FORT 16 REFLEX 17 WILL 19 HP 47 BLOODIED 23 SURGE VALUE 11 SURGES/DAY 8 INITIATIVE +7
BASIC ATTACKS MELEE +1 Pact Dagger: +5 vs AC, 1d4 dmg, crit 4. RANGED Eldritch Blast: +8 vs Reflex, 1d10+6 dmg, R 10, crit 14.
SKILLS TRAINED Arcana +8, Bluff +11, Intimidate +11, Stealth +8, Streetwise +11, and Thievery +9. UNTRAINED Acrobatics +3, Athletics +2, Diplomacy +6, Dungeoneering +2, Endurance +4, Heal +2, History +3, Insight +2, Nature +2, Perception +2, and Religion +3. PASSIVE Insight 12, Perception 12 LANGUAGES Common and Elven
FEATS
Human Perseverence
Improved Fate of the Void
Improved Initiative
Skill Training - Stealth
RACIAL & CLASS ABILITIES
Speed 6
Bonus At-Will (added below)
Bonus Feat (added above)
Bonus Skill (added above)
+1 to Fort, Reflex, and Will defenses (added above)
Armor Proficiency: Cloth and leather.
Weapon Proficiency: Simple melee and simple ranged.
Implements: Rods and wands.
Eldritch Blast
Eldritch Pact - Star
Fate of the Void
Prime Shot
Shadow Walk
Warlock's Curse
POWERS AT WILL Dire Radiance (1), Eldritch Blast (class), Eyebite (1), and Hellish Rebuke (1). ENCOUNTER Dreadful Word (1) and Frigid Darkness (3). DAILY Crown of Madness (5) and Dread Star (1). UTILITY Shadow Veil (2).
edit: I've removed the Ranger and Rogue since someone seems interested in playing one of those. No need for 2 of them.
edit 2: If we end up being striker heavy and I'm playing the Fighter, I may switch him to a 'sword and board' fighter rather than 2H.
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Last edited by Insight; 23rd August 2008 at 03:24 PM..
Reason: Changed some magic items
I've had an idea running around in my head for an Elven Brutal Rogue, or maybe a Human Rogue or TWF Ranger.
Edit: I think I'll go with the elf rogue (below). If the party needs something else, I'd be glad to do something else, too.
Elf Rogue - in progress
Code:
Nervir aka "Nerve"
Elf Rogue 5
Alignment: Unaligned
Languages: Common, Elven
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 frost shuriken: +10 vs. AC, 1d6+5 damage, range 6/12
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 frost shuriken
Critical: +1d6 cold damageAt-Will (Cold): Free Action. All damage dealt by this weapon
is cold. Free action to return to normal.
Daily (Cold): Free Action. Use this power when you hit with the
weapon. The target takes 1d8 cold damage and is slowed until
the end of your next turn.
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 2 1800gp*
+1 deathcut leather 15 1000gp*
+1 safewing amulet -- 680gp*
+1 frost shuriken 0.5 680gp
Adventurer's kit 33 15gp
2 potions of healing -- 50gp ea.
Everburning torch 1 50gp
Total Weight: 50.5 lbs.
Money: 90gp, 0sp, 0cp
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.
Edit: Finished up equipment buying, no other changes.
Well, Walking Dad basically said everything already.
First time playing PbP, Eladrin Wizard yadda-yadda-yadda and so on and so forth.
I'll just add that I'm on GMT and probably only able to post during the week between 10am and 6pm GMT. So don't worry (or in case of Walking Dad: don't be too relieved ) if you don't hear from me for a while. I'll be around eventually.
Last edited by Padreigh; 22nd August 2008 at 06:32 PM..
Reason: Being too stupid for proper punctuation. Also added GMT a second time.
I would love the chance to play a Halfling Paladin of Sehanine, but I'm open to playing some other characters that I have ideas for, whatever the party needs. This would also be my first pbp game.
Last edited by Niehaus; 22nd August 2008 at 07:29 PM..
Welcome, Padreigh! *gasp* does that mean you're posting from work?! For shame!
I've put my idea for a rogue in my original post; if anyone spots any errors let me know. Still a couple small details (like equipment) to nail down, but for the most part it's all there.
I stole the idea to put it all in a code block, and some of the formatting, from DEFCON 1. I like having things aligned by using whitespace, I guess I get that from programming... It's always annoyed me how ENWorld obliterates any 'extra' spaces you put in, so I beat the system.
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.
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.
Odd... this 'dragonborn cleric' of yours looks a little familiar...
I can play a Warlord if you'd rather not play a Cleric. A Dragonborn Warlord might be kinda neat!
Dragonborn Warlord
PARANTHRAXUS INIL
Dragonborn Warlord 5 - 5500xp
Lawful Good
ABILITY SCORES STR 16 CON 14 DEX 11 INT 12 WIS 10 CHA 19
DEFENSES & HP AC 22 FORT 15 REFLEX 14 WILL 17 HP 46 BLOODIED 23 SURGE VALUE 13 SURGES/DAY 9 INITIATIVE +4
BASIC ATTACKS MELEE Longsword: +9 vs AC, 1d8+4 dmg, Crit 12. RANGED Sling: +4 vs AC, 1d6 dmg, Crit 6, R 10/20.
SKILLS TRAINED Athletics +7, Diplomacy +11, History +10, and Intimidate +13. UNTRAINED Acrobatics -1, Arcana +3, Bluff +6, Dungeoneering +2, Endurance +3, Heal +2, Insight +2, Nature +2, Perception +2, Religion +3, Stealth -1, Streetwise +6, and Thievery -1. PASSIVE Insight 12, Perception 12 LANGUAGES Common and Draconic
FEATS
Dragonborn Frenzy
Inspired Recovery
Shield Proficiency - Heavy
RACIAL & CLASS ABILITIES
Speed 6 (5 modified)
+2 to History and Intimidate (added above)
Dragonborn Fury: +1 racial bonus to attack rolls when bloodied
Draconic Heritage: add Con modifier to surge value (added above)
Dragon Breath as encounter power (added below)
Armor Proficiencies: Cloth, leather, hide, and chainmain; Light shield
Weapon Proficiencies: Simple Melee, Military Melee, and Simple Ranged
Combat Leader: +2 power bonus to initiative for self and all allies within 10sq (added above for self)
Commanding Presence - Inspiring
Inspiring Word as encounter power (added below)
POWERS AT WILL Furious Smash (1) and Wolf Pack Tactics (1). ENCOUNTER Dragon Breath (racial), Guarding Attack (1), Inspiring Word (class), and Warlord's Strike (3). DAILY Bastion of Defense (1) and Stand the Fallen (5). UTILITY Shake it Off (2).
EQUIPMENT & WEALTH
+2 Chainmail Armor, Heavy Shield of Protection, +1 Terror Longsword, Sling, 20 Sling Bullets, Ironskin Belt, and Std Adventurer's Kit.
Consumables: 5 Potions of Healing.
Money: 70gp
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Last edited by Insight; 23rd August 2008 at 06:30 PM..