24 - 4e style (closed)


log in or register to remove this ad

stonegod; AFAIK, the fact that the parrying dagger doesn't get a +1 from the rogue class feature is no bug; the +1 is specifically for daggers.
The Rogue Talent is for parrying daggers as well (AV 10). Its called out specifically for the kukri and the parrying dagger.
 




Here is Garrick - Master Infiltrator. I have removed the paladin bits and tweaked his attributes to suit. If you want to let me see the MP powers, Mal I would appreciate that but I won't bother if its going to hold things up.

Garrick the Grey, Halfling Rogue, Level 12: Master Infiltrator

HP: 80 (Bloodied 40)
Surges 7 @ 20
Save vs Fear: +5

Initiative: +13
Action points: 1
Passive Perception 22
Passive Insight 17

Move 7

Defence:
AC: 26: = 10 + 5 magic armour +6 level + 5 Dex
AC 33 vs Opportunity Attacks: = (26 + 2 race + 5 Cha)
Ref: 27: = 10 + 3 Amulet + 5 dex + 6 level + 2 class +1 armour
Fort: 21 =10 + 3 Amulet+ 2 Str + 6 level
Will: 24 = 10+ 3 Amulet + 5 Cha + 6 level

+2 AC (untyped) if adjacent to at least two larger enemies (Lost in the Crowd)
+2 AC (untyped) vs attacks from an enemy I have CA over. (Def. Advantage)
Quickling Boots: +2 item bonus to AC vs OA during encounter power move.
(All Stackable?)

Offence:
With Combat Advantage I have +3 to hit (CA and Nimble Blade)
Sneak Attack 3d8 (Level and Backstabber)

Basic melee attack:
With Footpad’s Dagger +2
+14 to hit: (+3 prof +2 str +1 class +2 magic + 6 level)
Damage = 1d4 (+2 Str +2 Feat + 2 magic) = +6:
Crit damage 2d6

Basic ranged attack
With Vicious Shuriken +3: Range 12 (Ignore cover):
+17 to hit: (+3 prof +5 Dex +3 magic + 6 level)
Damage =1d6 (+5 Dex + 2 Feat+ 3 Magic) =+10:
Crit: Damage 3d12
-----------------------------------------------------------------------------------
Alignment: Unaligned
Deity: The Raven Queen
Size: Small
Height 4’6”
Weight: 105 lbs
Age: 25
Gender: Male
Hair: Grey- streaked brown Eyes: Grey

Str 14 + 2 Con 13 +1 Dex 20 +5
Int 9 -1 Wis 13 +1 Cha 20 +5
-----------------------------------------------------------------------------------
Skills
Acrobatics +20 (T),
Arcana +5
Athletics +10
Bluff +16 (T)
Diplomacy +11
Dungeoneering +7
Endurance +7
Heal +7
History +5
Insight +7
Intimidate +16 (T)
Nature +7
Perception +12 (T)
Religion +5
Streetwise +11
Stealth +18 (T)
Thievery +18 (T)

Feats: Quick Draw;
Lost in the Crowd:
Defensive Advantage:
Backstabber:
Nimble Blade
Weapon Focus Light Blade
Fleet Footed
Distant Shot

Race, Class and PP abilities
Second Chance: (Encounter) Force attack re-roll
Nimble: + 2 bonus vs OA
Bold: +5 save vs Fear
Artful Dodger: +5 bonus vs OA
1st Strike: (Encounter) I have CA vs any creature that has not yet acted.
Weapon Talent: Shuriken damage = 1d6. Dagger attack roll = +1
Sneak Attack: 3d6 (3d8 - Backstabber)
Infiltrator’s Action: When I spend an action point to take an extra action I also gain a move action.
Skillful Infiltrator: +2 bonus to Acrobatics, Athletics and Stealth

====================================================
At-will Powers:
Deft Strike: Martial, Weapon, Standard action, Melee or Ranged weapon
Must use crossbow, sling or light blade; Can move 2 squares before attack;
Target = One creature; Attack; Dex vs AC = +14 Melee /+17 Ranged: :
Hit = 1W + Dex Mod = Damage = 1d4 + 9/1d6 +10

Sly Flourish: Martial, Weapon, Standard action, Melee or Ranged weapon
crossbow, sling or light blade; Target = One creature; Attack: Dex vs AC: +14/+17:
Hit = 1W + Dex + Cha Mods = Damage = 1d4 + 14/ 1d6 + 15

Fleeting Ghost: (Utility): Martial, Move, Personal: Must be trained in Stealth
I can move my speed and make a stealth check. I do not take the normal penalty from movement.

Shadow Stride: (Utility) Martial: Move: Personal; Must be trained in Stealth
Effect: Must be hiding to use this power. Can move my speed. At end of that movement, if I have cover, I can make a stealth check with no penalty for movement. If I make the Stealth check I remain hidden during my movement.

Chameleon: (Utility) Martial: Immediate Interrupt: Personal: Must be trained in Stealth.
Trigger: I am hidden and lose cover of concealment against an opponent
Effect: Make a stealth check. Until the end of my next turn I remain hidden if a creature that has a clear line of sight to me does not beat my check result with its Perception check. If at the end of my turn I do not have cover or concealment against a creature, that creature automatically notices me.
===========================================================
Encounter Powers:
Positioning Strike; Martial, Weapon, Standard action, Melee weapon:
Target = One creature: Attack: Dex vs Will = +17:
Hit = 1W +Dex Mod = Damage = 1d4 + 9/ 1d6 + 10 & slide target 5 squares

Bait and Switch: Martial, Weapon: Standard action: Melee weapon
Target = 1 creature: Attack: Dex vs Will= +17
Hit = 2W + Dex mod. = Damage = 2d4 + 9/ 2d6 + 10; switch places with the target and can shift <5 squares

Cloud of Steel: Martial, Weapon, Standard action; Close Blast 5
Must wield Xbow, light blade or sling; Target: Each enemy in blast I can see:
Attack = Dex vs AC: Attack = +17
Hit = 1W + Dex mod damage = Damage 1d4 + 9/ 1d6 + 10

Distracting Wound: Martial, Weapon, Standard action, Melee or ranged weapon:
Must use crossbow, sling or light blade:
Target = One creature I have CA against: Attack: Dex vs AC = +17:
Hit = 2W +Dex Mod = Damage = 1d4 + 9/ 1d6 + 10 and target grants CA to me and allies until the end of my next turn.
-------------
Second Chance: Encounter: Immediate Interrupt: When an attack hits, force enemy
to re- roll attack

Impossible to Grab: Utility Martial; Minor Action: Personal:
I become invisible until the start of my next turn

Quickling Boots (Item): Move Action: Move up to my speed +1. Gain a +2 item bonus to AC against opportunity attacks during this movement.

Elven Battle Armour level 13: (Item): Minor Action: Gain a +2 power bonus to speed until the end of my turn.

===========================================================
Daily powers
Blinding Barrage; Martial, Weapon, Standard action, Close blast 3
Must use crossbow, sling or light blade; Target: Each enemy in blast I can see
Attack: Dex vs AC; Hit = 2W + Dex Mod; targets blind till end of my next turn.
Attack = +17 Damage 2d4 + 9/ 2d6 + 10
Miss = half damage and target not blinded.

Walking Wounded; Martial, Weapon, Standard action, Melee or ranged weapon:
Must use crossbow, sling or light blade; Target = One creature
Attack: Dex vs Fort: Hit 2W +Dex Mod & target is knocked prone. Until end of encounter, if target moves more than half its speed in a single action it falls prone at end of movement.
Attack = +17 Damage 2d4 + 9/ 2d6 + 10
Miss: Half damage and target not knocked prone.

Knockout: Martial, Weapon, Standard action, Melee weapon:
Must be wielding a light blade; Target = One creature
Attack: Dex vs Fort:
Hit 2W +Dex Mod and target is knocked unconscious (save ends)
If the unconscious target takes any damage it is no longer unconscious.
Attack = +17 Damage 2d4 + 9/ 2d6 + 10
Miss: Half damage and no ongoing damage.

Utility Powers
Fleeting Ghost (At Will) see above

Chameleon (At Will) See above

Shadow Stride: (At Will) (See above)

Impossible to Grab (Encounter) see above
=============================================================
Magic Items

Quickling Boots: Level 8: Property: Gain +2 bonus to Acrobatics and Athletics checks
Power (Encounter): Move Action: Move up to my speed +1. Gain a +2 item bonus to AC against opportunity attacks during this movement..

Sure Shot Gloves: Level 9: Property: My ranged weapon attacks ignore cover (but not superior cover)

Footpad’s Friend Dagger Level 10: +2: Critical 1d6 per plus:
Property: When I hit with this weapon and deal extra damage from Sneak Attack, I can add my Charisma mod (+5) to the damage roll.

Amulet of Protection Level 11: +3 bonus to Ref, Fort and Will

Vicious Shuriken; Level 12: +3 bonus to attack and damage. Critical 3d12

Elven Battle Armour Level 13: +3 Drowmesh leather armour.
Property: Gain +5 bonus to saving throws against being slowed or immobilized.
Power (Encounter): Minor Action: Gain a +2 power bonus to speed until the end of your turn.

Prayerbook
Backpack
Bedroll
Flint and Steel
Belt Pouch
Hemp rope
2 sunrods
Waterskin
Hand crossbow +2
20 bolts
2 Potion of healing
2 Elixirs of Regeneration
 

Straightforward ; If you have used channel divinity, you can use it again. If you haven't, you can use it twice in the encounter. As for each use of channel divinity, the second use allows you to choose between the three powers you know.

Ok.

I think I'm going with the Medic's Mace then, instead of the Diamond Bracers. That will give me a magic mace for the Divine Power attack, also. :)

Bye
Thanee
 

Also switched Durable to Shield Specialization and turned the Elixir of Reflexes into another Elixir of Fortitude.

Bye
Thanee
 
Last edited:

Scale Armor Specialization and Shield specialization both provide a feat bonus to AC. This is a named bonus and so it shouldn't stack.

Admitedly, if I make the modification on the CG builder, it does stack. But then again, as I demonstrated with the Drowmesh Armor and as Stonegod demonstrated to me with the parrying dagger, the CG is not yet the final word in adding bonuses correctly; there are still plenty of glitches.

For the moment, I don't think it's supposed to stack. The compendium as of now does not state an exception in these feat's write up allowing for them to stack.

I expect the intent is to force the player to make a choice since shield specialization increases AC and reflex while all armor specialization improve AC plus mobility (except plate).
 


Remove ads

Top