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[4e] GM wanted: Paragon tier adventure?
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<blockquote data-quote="CaBaNa" data-source="post: 5007513" data-attributes="member: 82643"><p>Updated character...</p><p></p><p>Wanted to make the character more durable, much has changed since last he was posted.</p><p></p><p>He's changed his name to Vermillion.</p><p></p><p>He left his wife, in search of the means to prevent the prophesied destruction of his people. Unfortunately he was the one who had the vision, and related the prophecy. So he was labeled a mad man and excommunicated. </p><p></p><p>The prophecy is still hazy however, though he is certain his bounty hunting ways will help him to survive the hardships.</p><p></p><p>[sblock=Vermillion new CB summary]</p><p></p><p></p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Vermillion , level 11</p><p>Human, Wizard|Cleric, Divine Oracle</p><p>Hybrid Talent: Cleric Armor Proficiency</p><p>Background: Occupation - Bounty Hunter (Perception class skill)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 11, Dex 9, Int 20, Wis 20, Cha 12.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 12, Con 10, Dex 8, Int 17, Wis 15, Cha 11.</p><p></p><p></p><p>AC: 27 Fort: 21 Reflex: 25 Will: 26</p><p>HP: 62 Surges: 6 Surge Value: 15</p><p></p><p>TRAINED SKILLS</p><p>Heal +15, Insight +15, Perception +15, Arcana +15</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +4, Bluff +6, Diplomacy +6, Dungeoneering +10, Endurance +4, History +10, Intimidate +6, Nature +10, Religion +10, Stealth +3, Streetwise +6, Thievery +3, Athletics +5</p><p></p><p>FEATS</p><p>Human: Hybrid Talent</p><p>Level 1: Implement Expertise (staff)</p><p>Level 2: Coordinated Explosion</p><p>Level 4: Action Surge (retrained to Paragon Defenses at Level 11)</p><p>Level 6: Enlarge Spell</p><p>Level 8: Human Perseverance</p><p>Level 10: Stubborn Survivor</p><p>Level 11: Shield Proficiency (Light)</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Thunderwave</p><p>Hybrid Cleric at-will 1: Sacred Flame</p><p>Hybrid Wizard at-will 1: Cloud of Daggers</p><p>Hybrid encounter 1: Chill Strike</p><p>Hybrid daily 1: Font of Tears</p><p>Hybrid utility 2: Life Transference</p><p>Hybrid encounter 3: Astral Flare</p><p>Hybrid daily 5: Grasp of the Grave</p><p>Hybrid utility 6: Wizard's Escape</p><p>Hybrid encounter 7: Denunciation</p><p>Hybrid daily 9: Dismissal</p><p>Hybrid utility 10: Word of Vigor</p><p></p><p>ITEMS</p><p>Staff of Ruin +2, Feytouched Earthhide Armor +3, Periapt of Cascading Health +2, Light Shield, Coif of Mindiron (heroic tier), Acrobat Boots (heroic tier), Phylactery of Action (heroic tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p>The concepts here are simple; have a huge AC (27), perform healing adequately (3 encounter powers), daze enemies (6 powers total), and look good doing it.</p><p></p><p>Hybrids don't get the ritual caster bonus feat... It's sad, because the free rituals are one of the best parts of being a wizard. However, I could never put together this character any other way.</p><p></p><p>He also has a decent to-hit, even better if an ally is in the blast or burst.</p></blockquote><p></p>
[QUOTE="CaBaNa, post: 5007513, member: 82643"] Updated character... Wanted to make the character more durable, much has changed since last he was posted. He's changed his name to Vermillion. He left his wife, in search of the means to prevent the prophesied destruction of his people. Unfortunately he was the one who had the vision, and related the prophecy. So he was labeled a mad man and excommunicated. The prophecy is still hazy however, though he is certain his bounty hunting ways will help him to survive the hardships. [sblock=Vermillion new CB summary] ====== Created Using Wizards of the Coast D&D Character Builder ====== Vermillion , level 11 Human, Wizard|Cleric, Divine Oracle Hybrid Talent: Cleric Armor Proficiency Background: Occupation - Bounty Hunter (Perception class skill) FINAL ABILITY SCORES Str 13, Con 11, Dex 9, Int 20, Wis 20, Cha 12. STARTING ABILITY SCORES Str 12, Con 10, Dex 8, Int 17, Wis 15, Cha 11. AC: 27 Fort: 21 Reflex: 25 Will: 26 HP: 62 Surges: 6 Surge Value: 15 TRAINED SKILLS Heal +15, Insight +15, Perception +15, Arcana +15 UNTRAINED SKILLS Acrobatics +4, Bluff +6, Diplomacy +6, Dungeoneering +10, Endurance +4, History +10, Intimidate +6, Nature +10, Religion +10, Stealth +3, Streetwise +6, Thievery +3, Athletics +5 FEATS Human: Hybrid Talent Level 1: Implement Expertise (staff) Level 2: Coordinated Explosion Level 4: Action Surge (retrained to Paragon Defenses at Level 11) Level 6: Enlarge Spell Level 8: Human Perseverance Level 10: Stubborn Survivor Level 11: Shield Proficiency (Light) POWERS Bonus At-Will Power: Thunderwave Hybrid Cleric at-will 1: Sacred Flame Hybrid Wizard at-will 1: Cloud of Daggers Hybrid encounter 1: Chill Strike Hybrid daily 1: Font of Tears Hybrid utility 2: Life Transference Hybrid encounter 3: Astral Flare Hybrid daily 5: Grasp of the Grave Hybrid utility 6: Wizard's Escape Hybrid encounter 7: Denunciation Hybrid daily 9: Dismissal Hybrid utility 10: Word of Vigor ITEMS Staff of Ruin +2, Feytouched Earthhide Armor +3, Periapt of Cascading Health +2, Light Shield, Coif of Mindiron (heroic tier), Acrobat Boots (heroic tier), Phylactery of Action (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] The concepts here are simple; have a huge AC (27), perform healing adequately (3 encounter powers), daze enemies (6 powers total), and look good doing it. Hybrids don't get the ritual caster bonus feat... It's sad, because the free rituals are one of the best parts of being a wizard. However, I could never put together this character any other way. He also has a decent to-hit, even better if an ally is in the blast or burst. [/QUOTE]
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[4e] GM wanted: Paragon tier adventure?
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