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[4e][Paragon] Kombat Kraziness (closed)
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<blockquote data-quote="covaithe" data-source="post: 4701122" data-attributes="member: 46559"><p>I'm here. </p><p></p><p>[sblock=Ardek Silverhaft, Dwarven Cleric]</p><p>Name: Ardek Silverhaft</p><p>Sex: Male</p><p>Race: Dwarf</p><p>Class: Cleric 15</p><p>Paragon: Radiant Servant</p><p>Deity: Garl Glittergold</p><p>Alignment: Good</p><p></p><p>Str 13 (+1)</p><p>Con 13 (+1)</p><p>Dex 13 (+1)</p><p>Int 9 (-1)</p><p>Wis 22 (+6)</p><p>Cha 20 (+5)</p><p></p><p>HP 105 (Bloodied 52, Surge 27, Surges/day: 10)</p><p></p><p>AC 29</p><p>Fort 21</p><p>Ref 22</p><p>Will 28</p><p>(See also the following feats: Dodge Giants, Uncanny Dodge, Mettle, Combat Anticipation)</p><p></p><p>Speed: 5</p><p>Init: +8</p><p>Senses: Low-light Vision, Passive perception 23, Insight 28</p><p>Saves:+5 vs poison</p><p></p><p>Race/Class/Paragon Features: <ul> <li data-xf-list-type="ul"> Second wind as a minor action</li> <li data-xf-list-type="ul"> Proficient with hammers</li> <li data-xf-list-type="ul"> +5 to saves against poison</li> <li data-xf-list-type="ul"> armor or heavy load doesn't reduce speed</li> <li data-xf-list-type="ul"> When forced to move, move one square less. Immediate saving throw to avoid being knocked prone. </li> <li data-xf-list-type="ul"> Ritual Caster, </li> <li data-xf-list-type="ul"> Channel Divinity, </li> <li data-xf-list-type="ul"> Healer's Lore: healing powers add +6 (wis) to HP healed</li> <li data-xf-list-type="ul"> Healing Word, </li> <li data-xf-list-type="ul"> Illuminating Attacks: radiant powers score crits on 19 or 20</li> <li data-xf-list-type="ul"> Radiant action: When I spend an AP, a foe within 5 takes 15 ongoing radiant damage (save ends)</li> </ul><p></p><p>Feats <ul> <li data-xf-list-type="ul"> Glittergold's gambit </li> <li data-xf-list-type="ul"> Shield the Fallen</li> <li data-xf-list-type="ul"> Toughness</li> <li data-xf-list-type="ul"> Dodge Giants (+1 AC and reflex against large or larger enemies)</li> <li data-xf-list-type="ul"> Uncanny Dodge (no attack bonus for combat advantage)</li> <li data-xf-list-type="ul"> Mettle (no damage from missed area or close attacks against Fort or Will)</li> <li data-xf-list-type="ul"> Combat Anticipation (+1 to defenses against ranged and close attacks)</li> <li data-xf-list-type="ul"> Shield Proficiency (light)</li> <li data-xf-list-type="ul"> Dwarven Durability</li> </ul><p></p><p>Skills: +7 Acrobatics, +6 Arcana, +7 Athletics, +12 Bluff, +12 Diplomacy, +15 Dungeoneering, +9 endurance, +18 heal (t), +11 history (t), +18 Insight (t), +12 intimidate, +13 nature, +13 perception, +11 religion (t), +7 stealth, +12 streetwise, +7 thievery</p><p></p><p>Powers and attacks (only showing the variable parts): </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> basic melee attack, vengeful warhammer: +12 vs. AC, 1d10+3 </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: seagreen">Lance of Faith</span> standard, range 5, +17 vs Reflex, 1d8+10 radiant damage and +2 to next attack roll vs. that enemy to one ally I can see. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: seagreen">Sacred Flame</span> standard, range 5, +17 vs. Reflex, 1d6+10 radiant damage, one ally I can see either makes a saving throw or gains 13 temp hp. </p><p></p><p>Channel Divinity: 1/encounter, use one of the following: <ul> <li data-xf-list-type="ul"><span style="color: red">Divine Fortune</span> </li> <li data-xf-list-type="ul"><span style="color: red">Turn Undead</span></li> <li data-xf-list-type="ul"><span style="color: Red">Glittergold's Gambit</span> immediate interrupt, close burst 10. Trigger: an ally in range makes an attack roll or skill check. Effect: that ally rerolls, and keeps the second roll even if it's worse. </li> </ul><p></p><p>2/encounter: <span style="color: Red">Healing Word</span>, minor. an ally within close burst 10 spends a healing surge and gains 3d6+9 additional HP. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: Red">Daunting Light</span> +17 vs. Reflex, 2d10+10 radiant and one ally I can see gets CA against that target until end of my next turn. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: red">Searing Light</span> ranged 10, standard, +17 vs. reflex, 2d6+10 radiant damage and the target is blinded until end of my next turn</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <span style="color: red">Solar Wrath</span> standard, each enemy within close burst 8, +17 vs. Will, 3d8+10 radiant damage. If the target is undead or a demon it is stunned till ENT</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: Red">Plague of Doom</span> standard, range 10, +17 vs Fort, 3d8+10 damage and the target takes -5 (CHA) to defenses till ENT</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: gray">Spiritual Weapon</span> standard, range 10. A weapon appears in the target square and attacks, +17 vs. AC, 1d10+10 damage. Allies gain CA against the target. Weapon lasts till ENT. Sustain minor and repeat the attack and allies continue to get CA. Move the weapon 10 as a move action. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: gray">Blade Barrier</span> standard, wall 5 within 10. The wall squares are difficult terrain, and creatures who start or move into them take 3d6+6 damage plus 5 ongoing damage (save ends). Lasts till ENT, sustain minor. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <span style="color: gray">Purifying Fire</span> standard, burst 2 within 10. +17 vs. reflex. 3d10+10 fire damage and 10 ongoing fire damage (save ends). Allies regain 14 HP when starting their turn adjacent to an enemy taking ongoing damage from this power.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <span style="color: gray">Shield of Faith</span> standard, I and allies within close burst 5 gain +2 power bonus to AC for the encounter. </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <span style="color: red">Bastion of Health</span> minor, range 10. The target spends a healing surge and gains an additional 14 HP</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <span style="color: gray">Mass Cure Light Wounds</span> standard, I and allies within close burst 5 gain HP as if they had spent a surge, plus 14 additional HP</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <span style="color: gray">Healing Sun</span> standard, close burst 2, creates a zone that lasts till ENT (sustain standard, zone ends if I am bloodied). I and each ally who ends their turn in the zone regain 19 HP. Demons or undead that enter or start their turn in the zone take 1d10+5 radiant damage. </p><p></p><p>Magic Item Powers:</p><p>Exalted Braidmail +3 (level 15). Daily, healing, minor: till end of your turn, characters healed by encounter or daily powers regain 1d10+5 additional HP.</p><p></p><p>Diamond Bracers (level 9) Daily, minor: until the end of the encounter, gain resist 10 against a damage type that I took damage from since the end of my last turn. </p><p></p><p>Vengeful Warhammer +2 (level 9) Encounter, free: use when an attack hits a bloodied enemy within 10. Gain +2 to attack and +1d10 damage against that attacker until ENT</p><p></p><p>Belt of Sacrifice: Daily, healing, minor: lose 2 healing surges; an ally within 5 regains one healing surge. </p><p></p><p>Breaching Gauntlets: Daily, free: use when you hit with a weapon attack, reduces the resistance the target has against my attack by 5 (save ends)</p><p></p><p>Boots of the Fencing Master: Encounter, minor: shift two squares. </p><p></p><p></p><p></p><p>Magic item always-on properties: </p><p></p><p>Healer's Brooch +3: When I use a power that enables me or an ally to gain HP, add +3 to the HP gained. </p><p></p><p>Phrenic Crown: When my power targets Will, targets take a -1 penalty to saves against ongoing effects of that power</p><p></p><p>Belt of Sacrifice: Allies within 5 squares gain +1 item bonus to healing surge values. </p><p></p><p>Breaching Gauntlets: reduce the enemy's resistance againstmy attacks by 1</p><p></p><p>Boots of the Fencing Master: when I shift, gain +1 item bonus to AC and Reflex defense till ENT</p><p></p><p>Darkleaf shield: +1 item bonus to AC during the surprise round and 1st round of each encounter</p><p></p><p></p><p></p><p>Equipment budget: </p><p></p><p>level 16 item: Magic Holy Symbol +4</p><p>Level 15 item: Exalted Braidmail Armor +3</p><p>Level 14 item: Healer's Brooch +3</p><p></p><p>Purchased items: </p><p>diamond bracers, 4200g</p><p>Potion of Vitality, 1000g</p><p>Phrenic Crown, 2600g</p><p>Vengeful Warhammer +2, 5000g</p><p>Belt of Sacrifice, 2600g</p><p>Breaching Gauntlets, 1800g</p><p>Boots of the Fencing Master, 2600g</p><p>Darkleaf light shield 520g</p><p></p><p>total spent: 20320</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="covaithe, post: 4701122, member: 46559"] I'm here. [sblock=Ardek Silverhaft, Dwarven Cleric] Name: Ardek Silverhaft Sex: Male Race: Dwarf Class: Cleric 15 Paragon: Radiant Servant Deity: Garl Glittergold Alignment: Good Str 13 (+1) Con 13 (+1) Dex 13 (+1) Int 9 (-1) Wis 22 (+6) Cha 20 (+5) HP 105 (Bloodied 52, Surge 27, Surges/day: 10) AC 29 Fort 21 Ref 22 Will 28 (See also the following feats: Dodge Giants, Uncanny Dodge, Mettle, Combat Anticipation) Speed: 5 Init: +8 Senses: Low-light Vision, Passive perception 23, Insight 28 Saves:+5 vs poison Race/Class/Paragon Features: [list] [*] Second wind as a minor action [*] Proficient with hammers [*] +5 to saves against poison [*] armor or heavy load doesn't reduce speed [*] When forced to move, move one square less. Immediate saving throw to avoid being knocked prone. [*] Ritual Caster, [*] Channel Divinity, [*] Healer's Lore: healing powers add +6 (wis) to HP healed [*] Healing Word, [*] Illuminating Attacks: radiant powers score crits on 19 or 20 [*] Radiant action: When I spend an AP, a foe within 5 takes 15 ongoing radiant damage (save ends) [/list] Feats [list] [*] Glittergold's gambit [*] Shield the Fallen [*] Toughness [*] Dodge Giants (+1 AC and reflex against large or larger enemies) [*] Uncanny Dodge (no attack bonus for combat advantage) [*] Mettle (no damage from missed area or close attacks against Fort or Will) [*] Combat Anticipation (+1 to defenses against ranged and close attacks) [*] Shield Proficiency (light) [*] Dwarven Durability [/list] Skills: +7 Acrobatics, +6 Arcana, +7 Athletics, +12 Bluff, +12 Diplomacy, +15 Dungeoneering, +9 endurance, +18 heal (t), +11 history (t), +18 Insight (t), +12 intimidate, +13 nature, +13 perception, +11 religion (t), +7 stealth, +12 streetwise, +7 thievery Powers and attacks (only showing the variable parts): :bmelee: basic melee attack, vengeful warhammer: +12 vs. AC, 1d10+3 :ranged: [color=seagreen]Lance of Faith[/color] standard, range 5, +17 vs Reflex, 1d8+10 radiant damage and +2 to next attack roll vs. that enemy to one ally I can see. :ranged: [color=seagreen]Sacred Flame[/color] standard, range 5, +17 vs. Reflex, 1d6+10 radiant damage, one ally I can see either makes a saving throw or gains 13 temp hp. Channel Divinity: 1/encounter, use one of the following: [list] [*][color=red]Divine Fortune[/color] [*][color=red]Turn Undead[/color] [*][COLOR="Red"]Glittergold's Gambit[/COLOR] immediate interrupt, close burst 10. Trigger: an ally in range makes an attack roll or skill check. Effect: that ally rerolls, and keeps the second roll even if it's worse. [/list] 2/encounter: [COLOR="Red"]Healing Word[/COLOR], minor. an ally within close burst 10 spends a healing surge and gains 3d6+9 additional HP. :ranged: [COLOR="Red"]Daunting Light[/COLOR] +17 vs. Reflex, 2d10+10 radiant and one ally I can see gets CA against that target until end of my next turn. :ranged: [color=red]Searing Light[/color] ranged 10, standard, +17 vs. reflex, 2d6+10 radiant damage and the target is blinded until end of my next turn :area: [color=red]Solar Wrath[/color] standard, each enemy within close burst 8, +17 vs. Will, 3d8+10 radiant damage. If the target is undead or a demon it is stunned till ENT :ranged: [COLOR="Red"]Plague of Doom[/COLOR] standard, range 10, +17 vs Fort, 3d8+10 damage and the target takes -5 (CHA) to defenses till ENT :ranged: [color=gray]Spiritual Weapon[/color] standard, range 10. A weapon appears in the target square and attacks, +17 vs. AC, 1d10+10 damage. Allies gain CA against the target. Weapon lasts till ENT. Sustain minor and repeat the attack and allies continue to get CA. Move the weapon 10 as a move action. :ranged: [color=gray]Blade Barrier[/color] standard, wall 5 within 10. The wall squares are difficult terrain, and creatures who start or move into them take 3d6+6 damage plus 5 ongoing damage (save ends). Lasts till ENT, sustain minor. :area: [color=gray]Purifying Fire[/color] standard, burst 2 within 10. +17 vs. reflex. 3d10+10 fire damage and 10 ongoing fire damage (save ends). Allies regain 14 HP when starting their turn adjacent to an enemy taking ongoing damage from this power. :area: [color=gray]Shield of Faith[/color] standard, I and allies within close burst 5 gain +2 power bonus to AC for the encounter. :ranged: [color=red]Bastion of Health[/color] minor, range 10. The target spends a healing surge and gains an additional 14 HP :area: [color=gray]Mass Cure Light Wounds[/color] standard, I and allies within close burst 5 gain HP as if they had spent a surge, plus 14 additional HP :area: [color=gray]Healing Sun[/color] standard, close burst 2, creates a zone that lasts till ENT (sustain standard, zone ends if I am bloodied). I and each ally who ends their turn in the zone regain 19 HP. Demons or undead that enter or start their turn in the zone take 1d10+5 radiant damage. Magic Item Powers: Exalted Braidmail +3 (level 15). Daily, healing, minor: till end of your turn, characters healed by encounter or daily powers regain 1d10+5 additional HP. Diamond Bracers (level 9) Daily, minor: until the end of the encounter, gain resist 10 against a damage type that I took damage from since the end of my last turn. Vengeful Warhammer +2 (level 9) Encounter, free: use when an attack hits a bloodied enemy within 10. Gain +2 to attack and +1d10 damage against that attacker until ENT Belt of Sacrifice: Daily, healing, minor: lose 2 healing surges; an ally within 5 regains one healing surge. Breaching Gauntlets: Daily, free: use when you hit with a weapon attack, reduces the resistance the target has against my attack by 5 (save ends) Boots of the Fencing Master: Encounter, minor: shift two squares. Magic item always-on properties: Healer's Brooch +3: When I use a power that enables me or an ally to gain HP, add +3 to the HP gained. Phrenic Crown: When my power targets Will, targets take a -1 penalty to saves against ongoing effects of that power Belt of Sacrifice: Allies within 5 squares gain +1 item bonus to healing surge values. Breaching Gauntlets: reduce the enemy's resistance againstmy attacks by 1 Boots of the Fencing Master: when I shift, gain +1 item bonus to AC and Reflex defense till ENT Darkleaf shield: +1 item bonus to AC during the surprise round and 1st round of each encounter Equipment budget: level 16 item: Magic Holy Symbol +4 Level 15 item: Exalted Braidmail Armor +3 Level 14 item: Healer's Brooch +3 Purchased items: diamond bracers, 4200g Potion of Vitality, 1000g Phrenic Crown, 2600g Vengeful Warhammer +2, 5000g Belt of Sacrifice, 2600g Breaching Gauntlets, 1800g Boots of the Fencing Master, 2600g Darkleaf light shield 520g total spent: 20320 [/sblock] [/QUOTE]
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[4e][Paragon] Kombat Kraziness (closed)
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