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[OOC] The Missing Warlock [4e, closed]

PennStud77

First Post
Just to say I took a level 3 magic weapon (why would you go for level 2 if you had the choice?) hope that this is ok?

Well, because level 2 and 3 are slim pickings, and some of the level 3 don't really fit. And some of the level 2 fit really well and/or are pretty good.
 

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nerdytenor

First Post
AaaaaaaaaaGh! I never realised how awkward it was to start with a 2nd level character. I write up the stats then I remember about adding in half level. I just didn't realise how many things used the half level stat.

Yeah, it is annoying isn't it. Pretty much everything except damage gets a boost. Sorry for starting at 2nd level, I wanted to approximate my pen-and-paper adventure group. :angel:

Your stats look fine after a quick audit from me (which doesn't mean a lot, but hey!)

<SNIP>
So I think I have it now but I'm willing for any criticisms/ideas/suggestions. Especially as regards which Utility Power to take. Both are good, both are defensive but 1 is daily and 1 is encounter. Any comments?
I like them both. If it were me, I'd probably take shield - you're more likely to get good use out of it, and if you are ever surrounded by enemies so much that you need to shift twice your speed, you are likely !@#$ed anyway.

fwiw,
nerdytenor
 
Last edited:

nerdytenor

First Post
Hi there - stats check out mostly, I have just a couple of corrections (or correct me if I got it wrong):

- I get 37 hp for you (12 + con(15) + 5 for level + 5 for toughness)
- Dragonbreath is str + 2, so that would be str + level + 2 which gives you +5, not +4. You pretty much always add 1/2 level to all attack rolls (but not damage).

For twin strike, I get +6 to hit in main hand and +5 on off hand for melee, and +5 for bow. Agree?

Cheers,
nerdytenor


Cor took me a while but here it is:

[sblock= Rellek Spirestrike Dragonborn Ranger 2]

Initiative: +3
Senses: Low light vision
Alignment: Good
Languages: Common, Draconic

Str 15 (+3)
Dex 14 (+3)
Con 15 (+3)
Int 13 (+2)
Wis 14 (+3)
Cha 12 (+2)*
[Includes bonus for 2nd level]

HP 36; Bloodied 18 (+1 to attack when blooded);
Healing Surge 11 (8/day)
AC 16; Fort 14, Ref 14, Will 13
Speed 6
Action Points 1


Skills:
Acrobatics +2 u
History +4u
Thievery +2
Arcana +2 u
Insight +8
Athletics +2u
Intimidate +4u
Bluff +2 u
Nature +8
Diplomacy +2u
Perception +9
Dungeon +3u
Religion +2u
Endurance +7
Stealth +7
Heal +2 u
Streetwise +2
u Untrained Skill

Feats:
Dragon Sense +1 to perception and low light vision
Lethal hunter hunters quarry dice increase to d8’s
Toughness – gain an additional 5 hp per tier

Gear:
Code:
  Cost                Weight           Item
   15g                33                Adventurer's kit 
   30g                25                Hide armour
   25g                2                  Shortbow 
    1g                  3                 30 arrows
   15g                6                   Battle Axe off hand
  680g               6                   Thundering level 3 Battle Axe*     
  ???g               ?                     gold
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.


Thundering Level 3 Battle Axe +1, critical +1d6 Thunder damage, Power daily: Free Action, Use this power when hit with weapon, deal an xtra 1d8 thunder damage and push target 1 square.

Racial features:
- Vision: Low-Light
- Dragonborn Fury: When bloodied gain +1 to attack
- Draconic Heritage: Healing Surge Value = 1/4 hp +Con modifier
- Special Encounter Power:
- Dragon Breath Power: Your Breath weapon deals Lightning damage. Attack rolls are based on your Strength [+3]. You determine your damage with your Constitution [3].

Class Features
-Two-Blade Fighting Style
- Hunter's Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry (only one quarry at a time). Once per round you can deal an extra 1d8 damage to your quarry. If you have multiple attacks only one gains the extra damage.
- Prime Shot: You gain an extra +1 to attack, if none of your allies is nearer to your target than you are.
- You are proficient with following kinds of weapons: Simple Melee, Military Melee, Simple Ranged, Military Ranged


Powers

-----------------------------------------------------------------
basic melee attack (standard; at will, martial, weapon; Melee)
+6 [+3 Str +2 Prof +1 Magical bonus] vs AC, 1d10+3 Damage + on critical 1d6 Thunder damage.
basic Ranged attack (standard; at will, martial, weapon)
+5 [+3 Dex, +2 Prof] vs AC, range 15/20, 1d8+2 Damage

Dragon Breath Minor action Close blast 3 Lightening
+4 [=3 Str, +1 level] v REF, 1d6+3 (Con bonus)


Careful attack (standard; at will, martial, weapon ranged or Melee)
Str + 2 v AC Hit 1d10+ str + 1 Magical enhancement

Twin Strike (standard; at-will, martial, weapon, Melee; two weapons)
[Note one or two targets], Str v AC (melee Main and off handed weapon, Ranged two hits)
1d10+1 (magical Enhancement) and 1d10 off hand attack.

Dire Wolverine Strike (standard; encounter, martial, weapon, Melee)
Close Burst 1; Each Enemy you can see; Str v AC Hit 1d10+ 4 [Str and +1 ME]

Yield Ground (Utility, Encounter, Standard, Martial, weapon)
Trigger: Damaged by an enemy melee attack
Effect: You can shift 3 squares and get +2 power bonus to all defences until end of your next turn

Hunters Bear Trap (standard; Daily, martial, weapon Melee or Ranged)
Target 1; Str v AC (melee) or Dex v AC (ranged)
Damage: 2d10 + 3Str +1ME Melee, 2d8+3 Ranged
Target is slowed and takes ongoing 5 damage (save ends both)
Miss: Half damage, target slowed to end of your next turn, no ongoing damage

[sblock=Appearance]
[/sblock]

[/sblock]
Just to say I took a level 3 magic weapon (why would you go for level 2 if you had the choice?) hope that this is ok?
 

BlueLotus

Explorer
Okay, so after figuring how the show button works and how to format it, here’s Moreen’s character sheet. I used the generator found here http://www.pathguy.com/cg4.htm to do everything. Am I missing something on hit points? By my understanding of the rules, Moreen should have 28 hit points: 15 + 2 (con) + 5 (toughness) + 6 (level 2). But this generator gives me 40 and other characters I’ve seen have more hitpoints than they’d have based on how I understand the rules. What am I missing?

The generator also gave me +1 to fort, ref, and will for being a paladin. I don’t think that’s right.

[sblock=Moreen Lantra]Initiative: +1 = + 1 (half level) + 0 (dexterity)
Senses: Perception ++3 = 2 (wisdom) + 1 (half level)
Alignment: Unaligned
Languages: Common, Supernal
Diety: Erathis

Str 14 (+2)
Dex 10 (+0)
Con 14 (+2)
Int 11 (+0)
Wis 14 (+2)
Cha 16 (+3)

HP 40 (includes toughness); Bloodied 20; Healing Surge 10 (12/day)
AC 22 = 10 + 1 (half level) + 9 (Dwarven plate +1) + 2 (if carrying heavy shield)
Fort 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (constitution)
Ref 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (if carrying heavy shield)
Will 16 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 3 (charisma)
Speed 5 squares (includes armor penalty)
Action Points 1

Skills:
Code:
Acrobatics:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield) 
Arcana:+1 = 0 (intelligence) + 1 (half level) 
Athletics:-1 = 2 (strength) + 1 (half level)-2 (armor)-2 (shield) 
Bluff:+4 = 3 (charisma) + 1 (half level) 
Diplomacy:+9 = 3 (charisma) + 1 (half level) + 5 (class training) 
Dungeoneering:+3 = 2 (wisdom) + 1 (half level) 
Endurance:+5 = 2 (constitution) + 1 (half level) + 5 (class training)-2 (armor)-2 (shield) +1 (dwarven plate)
Heal:+8 = 2 (wisdom) + 1 (half level) + 5 (class training) 
History:+1 = 0 (intelligence) + 1 (half level) 
Insight:+8 = 2 (wisdom) + 1 (half level) + 5 (class training) 
Intimidate:+4 = 3 (charisma) + 1 (half level) 
Nature:+3 = 2 (wisdom) + 1 (half level) 
Perception:+3 = 2 (wisdom) + 1 (half level) 
Religion:+6 = 0 (intelligence) + 1 (half level) + 5 (class training) 
Stealth:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield) 
Streetwise:+4 = 3 (charisma) + 1 (half level) 
Thievery:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Feats:
Healing Hands - When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.
Human Perseverance (already included)
Toughness (already included)

Gear:
Code:
70 lb        Weapons / Armor / Shield (from above)
            Longsword
            Dwarven Plate +1
            Heavy shield
            Dagger
2 lb        Backpack
5 lb        Bedroll
0 lb         Flint and steel
1 lb        Pouch (belt) x1
10 lb        Rations (1 day) x10
10 lb        Rope (50’, hempen) x1
2 lb        Sunrods x2
4 lb        Waterskins x1
1 lb        Holy Symbol
12 lb        Fine Clothing x2
_____
117 lb        Total


        Riding Horse
        39 gold
Human
One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses (already included)

Paladin
Channel Divinity -- Divine Strength
Channel Divinity -- Divine Mettle
Divine Challenge
Lay On Hands



Powers

[sblock=At Will]Basic Melee Attack
Strength vs AC +3 = +2 (strength) +1 (half level)
By weapon, damage 1(W)+2 (strength)

Basic Ranged Attack
Dexterity vs AC +1 = +0 (dexterity) +1 (half level)
By weapon, damage 1(W)

Bull Rush
Strength vs Fortitude +3 = +2 (strength) +1 (half level)

Grab
Strength vs Reflex +3 = +2 (strength) +1 (half level)

Move grabbed target
Strength vs Fortitude +3 = +2 (strength) +1 (half level)

Escape
Acrobatics vs reflex -3 / Athletics vs fortitude -1

Divine Challenge (Paladin)(minor action)
Divine, Radiant
Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.


Lay On Hands (Paladin)(minor action)(2/day)
Divine, Healing
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Melee
touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Bolstering Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC +7 = +3 (charisma) +1 (half level) +3 (proficiency bonus)
Hit: 1d8 + 3 (charisma) damage, and you gain temporary hit points equal to your Wisdom modifier.

Holy Strike (Level 1)
Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 1d8 + 2 (strength) radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.

Valiant Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC +6 = +2 (strength) +1 (half level) +3 (proficiency bonus)
Hit: 1d8 + 2 (strength) damage.
[/sblock]

[sblock=Encounter]Channel Divinity - Divine Mettle (minor action)
Divine
Minor Action
Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

Channel Divinity - Divine Strength (minor action)
Divine
Minor Action
Personal
Effect: Apply your Strength modifier as extra damage on
your next attack this turn.

Piercing Smite (Level 1)
Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. Reflex +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 2d8 + 2 (strength) damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.
[/sblock]

[sblock=Daily Powers]
Paladin’s Judgment (Level 1)
Divine, Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 3d8 +2 (strength) damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.

Sacred Circle (Level 2 Utility)
Divine, Implement, Zone
Standard Action
Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.

Dwarven Plate +1
Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.
[/sblock]
[/sblock]
 


nerdytenor

First Post
40 hp = correct

Hey there. So you get 15 + your constitution SCORE, not your constitution bonus. So that's 15 + 14 + 5 + 6 = 40. +1 to those three defenses is correct for paladin AND human, so you get +2 total. Looks correct to me.

Only thing I notice that is wrong is your basic attacks - these gain proficiency bonus as well (+3 for longsword, +3 for dagger)

Cheers,
nerdytenor

Okay, so after figuring how the show button works and how to format it, here’s Moreen’s character sheet. I used the generator found here http://www.pathguy.com/cg4.htm to do everything. Am I missing something on hit points? By my understanding of the rules, Moreen should have 28 hit points: 15 + 2 (con) + 5 (toughness) + 6 (level 2). But this generator gives me 40 and other characters I’ve seen have more hitpoints than they’d have based on how I understand the rules. What am I missing?

The generator also gave me +1 to fort, ref, and will for being a paladin. I don’t think that’s right.

[sblock=Moreen Lantra]Initiative: +1 = + 1 (half level) + 0 (dexterity)
Senses: Perception ++3 = 2 (wisdom) + 1 (half level)
Alignment: Unaligned
Languages: Common, Supernal
Diety: Erathis

Str 14 (+2)
Dex 10 (+0)
Con 14 (+2)
Int 11 (+0)
Wis 14 (+2)
Cha 16 (+3)

HP 40 (includes toughness); Bloodied 20; Healing Surge 10 (12/day)
AC 22 = 10 + 1 (half level) + 9 (Dwarven plate +1) + 2 (if carrying heavy shield)
Fort 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (constitution)
Ref 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (if carrying heavy shield)
Will 16 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 3 (charisma)
Speed 5 squares (includes armor penalty)
Action Points 1

Skills:
Code:
Acrobatics:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield) 
Arcana:+1 = 0 (intelligence) + 1 (half level) 
Athletics:-1 = 2 (strength) + 1 (half level)-2 (armor)-2 (shield) 
Bluff:+4 = 3 (charisma) + 1 (half level) 
Diplomacy:+9 = 3 (charisma) + 1 (half level) + 5 (class training) 
Dungeoneering:+3 = 2 (wisdom) + 1 (half level) 
Endurance:+5 = 2 (constitution) + 1 (half level) + 5 (class training)-2 (armor)-2 (shield) +1 (dwarven plate)
Heal:+8 = 2 (wisdom) + 1 (half level) + 5 (class training) 
History:+1 = 0 (intelligence) + 1 (half level) 
Insight:+8 = 2 (wisdom) + 1 (half level) + 5 (class training) 
Intimidate:+4 = 3 (charisma) + 1 (half level) 
Nature:+3 = 2 (wisdom) + 1 (half level) 
Perception:+3 = 2 (wisdom) + 1 (half level) 
Religion:+6 = 0 (intelligence) + 1 (half level) + 5 (class training) 
Stealth:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield) 
Streetwise:+4 = 3 (charisma) + 1 (half level) 
Thievery:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Feats:
Healing Hands - When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.
Human Perseverance (already included)
Toughness (already included)

Gear:
Code:
70 lb        Weapons / Armor / Shield (from above)
            Longsword
            Dwarven Plate +1
            Heavy shield
            Dagger
2 lb        Backpack
5 lb        Bedroll
0 lb         Flint and steel
1 lb        Pouch (belt) x1
10 lb        Rations (1 day) x10
10 lb        Rope (50’, hempen) x1
2 lb        Sunrods x2
4 lb        Waterskins x1
1 lb        Holy Symbol
12 lb        Fine Clothing x2
_____
117 lb        Total


        Riding Horse
        39 gold
Human
One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses (already included)

Paladin
Channel Divinity -- Divine Strength
Channel Divinity -- Divine Mettle
Divine Challenge
Lay On Hands



Powers

[sblock=At Will]Basic Melee Attack
Strength vs AC +3 = +2 (strength) +1 (half level)
By weapon, damage 1(W)+2 (strength)

Basic Ranged Attack
Dexterity vs AC +1 = +0 (dexterity) +1 (half level)
By weapon, damage 1(W)

Bull Rush
Strength vs Fortitude +3 = +2 (strength) +1 (half level)

Grab
Strength vs Reflex +3 = +2 (strength) +1 (half level)

Move grabbed target
Strength vs Fortitude +3 = +2 (strength) +1 (half level)

Escape
Acrobatics vs reflex -3 / Athletics vs fortitude -1

Divine Challenge (Paladin)(minor action)
Divine, Radiant
Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.


Lay On Hands (Paladin)(minor action)(2/day)
Divine, Healing
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Melee
touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Bolstering Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC +7 = +3 (charisma) +1 (half level) +3 (proficiency bonus)
Hit: 1d8 + 3 (charisma) damage, and you gain temporary hit points equal to your Wisdom modifier.

Holy Strike (Level 1)
Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 1d8 + 2 (strength) radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.

Valiant Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC +6 = +2 (strength) +1 (half level) +3 (proficiency bonus)
Hit: 1d8 + 2 (strength) damage.
[/sblock]

[sblock=Encounter]Channel Divinity - Divine Mettle (minor action)
Divine
Minor Action
Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

Channel Divinity - Divine Strength (minor action)
Divine
Minor Action
Personal
Effect: Apply your Strength modifier as extra damage on
your next attack this turn.

Piercing Smite (Level 1)
Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. Reflex +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 2d8 + 2 (strength) damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.
[/sblock]

[sblock=Daily Powers]
Paladin’s Judgment (Level 1)
Divine, Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 3d8 +2 (strength) damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.

Sacred Circle (Level 2 Utility)
Divine, Implement, Zone
Standard Action
Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.

Dwarven Plate +1
Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.
[/sblock]
[/sblock]
 

PennStud77

First Post
Last time (hopefully); forgot armor check penalty, which doesn't affect anything noteworthy, but should be final character

[sblock=Todarr Rheland, Dragonborn Tactical Warlord 2]
Initiative: +3 [+0 Dex, +1 level, +2 class]
Senses: Perception +1 (+2 within 5 squares of Karis), Normal vision
Passive Insight: 11
Passive Perception: 11 [12 within 5 squares of Karis]
Alignment: Unaligned
Languages: Common, Draconic

Str 16 (+3) [+2 racial]
Dex 11 (+0)
Con 12 (+1)
Int 16 (+3)
Wis 8 (-1)
Cha 16 (+3) [+2 racial]

HP 29; Bloodied 14; Healing Surge 8 [+1 racial] (8/day)
AC 19 [+7 enchanted chainmail, +1 shield, +1 level]; Fort 15, Ref 14, Will 15
Speed 5 [-1 armor]
Action Points 1

Skills:
Code:
Acrobatics^ +2      [+0 Dex, -1 armor check]
Arcana^ +6            [+3 Int]]
Athletics^ +5         [+3 Str, -1 armor check]
Bluff^ +6               [+3 Cha]]
Diplomacy* +9        [+3 Cha]]
Dungeoneering^ +2    [-1 Wis]]
Endurance* +7            [+1 Con, +1 armor, -1 armor check]
Heal* +5                      [-1 Wis]
History^ +8                 [+3 Int, +2 racial]
Insight^ +2                  [-1 Wis]
Intimidate* +11          [+3 Cha, +2 racial]
Nature^ +2                 [-1 Wis]
Perception^ +2           [-1 Wis] [+1 to total when within 5 squares of Karis]
Religion^ +6              [+3 Int]
Stealth^ +2                [+0 Dex, -1 armor check]
Streetwise^ +6          [+3 Cha]
Thievery^ +2             [+0 Dex, -1 armor check]
* Trained Skill (+5 bonus)
^ Untrained Skill (+2 Jack of all Trades)

Feats:
  • Jack of All Trades: +2 feat bonus to all untrained skill checks
  • Tactical Assault: When ally in LOS uses AP to attack, +3 damage

Gear:
Code:
Cost   Weight   Item
 15g   33       Adventurer's kit
520g   40       +1 Dwarven Chainmail
 15g    6       Battleaxe
  5g    6       Light Shield
 2g   11       Climber's kit
163g    3       gold

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.
Climber's Kit: Grappling Hook, Hammer, 10 Pitons.


Racial and class features:
  • Proficiencies: simple melee, military melee, simple ranged, cloth, leather, hide, chainmail, light shields
  • Dragonborn Fury: When bloodied, +1 racial bonus to attack roll
  • Draconic Heritage: +Con modifier to Healing Surge value [already added]
  • Dragon Breath: Encounter power: close blast attack. See below.
  • Combat Leader: +2 initiative for me and all allies w/in 10 squares.
  • Commanding Presence (Tactical Presence): int bonus to attacks from Action Point.
  • Inspiring Word: words of encouragement grant inspiring word encounter power.


Powers
-----------------------------------------------------------------
:bmelee: basic melee attack (standard; at will, martial, weapon)
+6 vs AC; 1d10+3 damage [+1 damage if using 2nd hand]

:melee: Furious Smash (standard; at will, martial, weapon)
+6 vs Fortitude; 3 damage and ally adjacent to me or target gets +3 power bonus to attack and damage against next attack versus target (ends at end of ally's turn)

:melee: Wolf Pack Tactics (standard; at-will, martial, weapon)
+6 vs AC; 1d10+3 damage [+1 damage if using 2nd hand]. Before attack, one ally adjacent to me or target may shift 1 square as free action.

:melee: Hammer and Anvil (standard; encounter, martial, weapon)
+6 vs Reflex; 1d10+3 damage [+1 damage if using 2nd hand]. One ally adjacent to target makes basic melee attack against target as free action, with +3 damage.

:melee: Bastion of Defense (standard; daily, martial, weapon)
+6 vs AC; 3d10+3 damage [+1 damage if using 2nd hand]
Hit: allies within 5 squares gain +1 to all defenses until end of encounter
Effect: allies within 5 squares gain 8 temporary hit points

Aid the Injured (standard; encounter, healing, martial)
Target: you or one adjacent ally
Effect: target can spend a healing surge

Inspiring Word (minor; encounter, healing, martial)
Special: power use is twice per encounter, but only once per round.
Target: myself or one ally within 5 squares.
Effect: target can spend a healing surge and regain an additional 1d6.

Dragon Breath (minor; encounter, fire)
+6 vs Reflex; 1d6+1 damage
Target: close blast 3; all creatures in area.

"The armor must have absorbed it" (free; daily, healing)
Effect: Regain hit points as if you had spent a healing surge


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covaithe

Explorer
After some thought, I think I can't pass up the opportunity to upgrade from a level 2 weapon (+1 vicious shortsword) to a level 3 weapon (+1 duelist's shortsword). Character sheet is otherwise the same, except adds a daily power to gain combat advantage for one attack as a minor action.
 

Voidrunner's Codex

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