[4e][Paragon] Kombat Kraziness (closed)

In progress
[sblock=Erdric]Name: Erdric
Elf Ranger 13 (Battlefield Archer)
Alignment: Good

Humanoid, tall, lbs, yrs old
hair, eyes, skin

Languages: Common, Elven
Vision: Low-Light

Ability Scores

Str: 16 (14+1 level)
Con: 13
Dex: 20 (16+2 racial+1 level)
Int: 12
Wis: 18 (13+2 racial+2 level)
Cha: 11

Basic Combat Stats

Hit Points: 85
Bloodied: 42
Healing Surges: 7/day
Healing Value: 21

Initiative: +11
Speed: 8 squares (7 Base+1 item)
Action Points: 1

Defenses

AC: 26 (+5 dex+5 armor+6 level)
Fort: 22 (+3 str+6 level+1 class+2 item)
Ref: 24 (+5 dex+6 level+1 class+2 item)
Will: 22 (+4 wis+6 level+2 item)

Basic Attacks

Melee: +1 Scimitar Hit: +12 (3 str+1 enhancement+2 proficiecy+6 level) damage: 1d8+4 (3 str+1 enhancement)
Melee: Dagger Hit +12 (3 str+3 proficiency+6 level) damage: 1d4+3 (3 str)
Ranged: +3 Dragonslayer Longbow Hit: +16 (5 dex+3 enhancement+2 proficiency+6 level) Damage: 1d10+12 (5 dex+3 enhancement+2 WF+2 item) Range: 25/45
Ranged: Hit: Damage: Range

Weapon & Implement Attack Bonuses for use with Powers

Melee: +1 Scimitar Hit: +2 (+1 enhancement+2 proficiency)
Melee: Dagger Hit: +3 (+3 proficiency)
Ranged: +3 Dragonslayer Longbow Hit: +5 (+3 enhancement+2 proficiency)

Passive Skills

Perception 30
Insight 20

Skills

Acrobatics +20 (+5 dex+6 level+5 trained+2 Feat+2 item)
Arcana +7 (+1 int+6 level)
Athletics +11 (+3 str+6 level+2 item)
Bluff +6 (+0 cha+6 level)
Diplomacy +6 (+0 cha+6 level)
Dungeoneering +10 (+4 wis+6 level)
Endurance +12 (+1 con+6 level+5 trained)
Heal +10 (+4 wis+6 level)
History +7 (+1 int+6 level)
Insight +10 (+4 wis+6 level)
Intimidate +6 (+0 cha+6 level)
Nature +17 (+4 cha+2 racial+6 level+5 trained)
Perception +20 (+4 wis+2 racial+6 level+5 trained+3 item)
Religion +7 (+1 int+6 level)
Stealth +18 (+5 dex+6 level+5 trained+2 item)
Streetwise +6 (+0 cha, +6 level)
Thievery +11 (+5 dex+6 level)

Feats
Elven Precision (1)--+2 to reroll attack with Elven Accuracy
Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks
Far Shot(2)—Increase projectile weapon range by 5 squares
Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics
Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s
Weapon Focus (Bows) (8)--+2 damage with bow attacks
Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref
Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares
Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares)


Racial Traits and Powers
Elven Weapon Proficiency
Fey Origin
Group Awareness: non-elf allies within 5 squares of you gain a +1 racial bonus to perception
Wild Step: Ignore difficult terrain when you shift
Elven Accuracy

Class Features
Archer Fighting Style
Hunter’s Quarry--+2d8 damage
Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target
Archer’s Action—Spend Action Point to reroll ranged attack or damage roll
Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them

At Will Powers
Nimble Strike--Martial, Weapon
Standard Action—Ranged Weapon
Special: Shift 1 square before or after you attack.
Target: One Creature---- +16 vs. AC
Hit: 1d10+10

Twin Strike—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Requirement: You must be wielding two melee weapons or a ranged weapon
Targets: One or Two Creatures---- +16 vs. AC, two attacks
Hit: 1d10+10 damage per attack

Encounter Powers
Evasive Strike—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Special: You can shift 5 squares either before or after the attack.
Target: One Creature---- +16 vs. AC
Hit: 2d10+10 damage

Knockdown Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature of your size or smaller---- +16 vs. Ref
Hit: 2d10+10 damage, and the target is knocked prone

Hawk’s Talon—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Target: One Creature---- +20 vs. AC, ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2d10+10 damage

Combined Fire—Martial, Weapon
Immediate Reaction—Ranged Weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally---- +16 vs. AC
Hit: 3d10+10 damage.

Daily Powers
Split the Tree—Martial, Weapon
Standard Action—Ranged Weapon
Targets: Two creatures within 3 squares of each other---- +16 vs. AC (roll twice, take the higher result and apply it to both targets)
Hit: 2d10+10 damage

Excruciating Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature---- +16 vs. AC
Hit: 3d10+10 damage, and the target is weakened (save ends).

Spray of Arrows—Martial, Weapon
Standard Action--Close Blast 3
Requirement: You must be wielding a ranged weapon
Target: Each enemy in blast that you can see---- +16 vs. AC
Hit: 2d10+10 damage
Miss: Half damage

Utility Powers
Elven Accuracy—Racial
Free Action—Personal
Effect: Reroll an attack roll. Use the second roll, even if it is lower.

Archer’s Glory—Martial
Free Action—Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer.
Effect: You gain an action point that you must spend before the end of your next turn.

Expeditious Stride—Martial
Minor Action—Personal
Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.

Evade Ambush—martial
No Acti0n—Ranged sight
Effect: At the start of a surprise round in which any allies are surprised, use this power to allow up to 4 allies to avoid being surprised.

Yield Ground—Martial
Immediate Reaction—Personal
Trigger—An enemy damages you with a melee attack
Effect: You can shift 4 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Rituals

Equipment
+3 Dragonslayer Longbow: Resist 10 vs. dragon breath attacks. Daily: Your next attack against a dragon, if made before the end of this turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has (minor action). Crit: +3d8, +3d12 vs. dragons.

+3 Elven Battle Leather Armor: +5 item bonus to saving throws against being slowed or immobilized. Encounter: +2 power bonus to speed until the ned of your next turn (minor action).

Helm of the Eagle: +3 item bonus to Perception checks. Daily: Gain a +2 power bonus to your next ranged attack roll this turn (minor action).

+2 Elven Cloak: +2 item bonus to Fort, Ref and Will defenses. Gain a +2 item bonus to stealth checks.

Dynamic Belt (Heroic Tier): +2 item bonus to Acrobatics and Athletics checks. Daily: Reroll an Acrobatics check or Athletics check you just made. Keep the new result (free action).

Gloves of Piercing: Daily: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.

Boots of Striding: Gain a +1 item bonus to speed when wearing light or no armor.

Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.

+1 Scimitar: Crit: +1d6

Coins- 280gp, 0sp, 0cp

[/sblock]
 
Last edited:

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Work in Progress

[sblock=sheet]
Reed Rowan Player: WD
Halfling Warlock (Fey) XP ? Level 13
Initiative +0 Senses Normal Vision
Passive Insight 13; Passive Perception 13
HP 29; Bloodied 14; Surge Value 7; Surges Per-Day 10
AC 25; Fortitude 21; Reflex 23; Will 25
Speed 6
Alignment Unaligned
Languages Common, Elf

Str 13 Dex 14 Wis 13
Con 14 Int 16 Cha 20

Racial Abilities
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Eldritch Blast, Eyebite

Encounter Powers
P - Will of the Feywild
13 - Bewitching Whispers
7 - Mire the mind
3 - Otherwind Stride

Daily Powers
9 - Thief of five Fates
5 - Curse of Bloody Fangs
1 - Dead Star

Utility Powers
P - Twilight Teleport (daily, free)
10 - Warlock's Leap (daily, move)
6 - Fey Switch (encounter, move)
2 - Ethereal Stride (encounter, move)

Feats
Heroic (3) Lost in the Crowd, Armor Proficiency (Chainmail)
Paragon (5)

Skills
Arcane* +8
Diplomacy* +3
Dungeoneering* +10
Nature* +8

Endurance +6
History +3
Insight +3
Perception +3

Equipment
14 -
13 - Eladrin Chain +3
12 -

+3 Neck item
[/sblock]

Question: Can I take two level 13 items instead the 13 and the 14?

Yes, you can.

Your stats seem to be built on too few points. There are other obvious errors like HP and such, but I'm assuming those are from leveling up the character only part way. Your surge total seems to be including a durable feat which you have not listed.

Redclaw said:
In progress

Erdric [sblock]
Name: Erdric
Elf Ranger 13 (Battlefield Archer)
Alignment: Good

Humanoid, tall, lbs, yrs old
hair, eyes, skin

Languages: Common, Elven
Vision: Low-Light

Ability Scores

Str: 16 (14+1 level)
Con: 13
Dex: 20 (16+2 racial+1 level)
Int: 12
Wis: 18 (13+2 racial+2 level)
Cha: 11

Basic Combat Stats

Hit Points: 75
Bloodied: 37
Healing Surges: 7/day
Healing Value: 18

Initiative: +11
Speed: 7 squares (7 Base )
Action Points: 1

Defenses

AC: (+5 dex+6 level)
Fort: (+3 st6 level)
Ref: (+5 dex+6 level)
Will: (+4 wis+6 level)

Basic Attacks

Melee: Hit: damage:
Melee: Hit: Damage:
Ranged: Hit: Damage: Range

Weapon & Implement Attack Bonuses for use with Powers

Melee: Hit:
Melee: Hit:
Ranged: Hit:
Implement: Hit:

Passive Skills

Perception 27
Insight 20

Skills

Acrobatics +18 (+5 dex+6 level+5 trained+2 Feat)
Arcana +7 (+1 int+6 level)
Athletics +9 (+3 str+6 level)
Bluff +6 (+0 cha+6 level)
Diplomacy +6 (+0 cha+6 level)
Dungeoneering +10 (+4 wis+6 level)
Endurance +12 (+1 con+6 level+5 trained)
Heal +10 (+4 wis+6 level)
History +7 (+1 int+6 level)
Insight +10 (+4 wis+6 level)
Intimidate +6 (+0 cha+6 level)
Nature +17 (+4 cha+2 racial+6 level+5 trained)
Perception +17 (+4 wis+2 racial+6 level+5 trained)
Religion +7 (+1 int+6 level)
Stealth +16 (+5 dex+6 level+5 trained)
Streetwise +6 (+0 cha, +6 level)
Thievery +11 (+5 dex+6 level)

Feats
Elven Precision (1)--+2 to reroll attack with Elven Accuracy
Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks
Far Shot(2)—Increase projectile weapon range by 5 squares
Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics
Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s
Weapon Focus (Bows) (8)--+2 damage with bow attacks
Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref
Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares
Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares)


Racial Traits and Powers

Class Features
Archer Fighting Style
Hunter’s Quarry--+2d8 damage
Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target
Archer’s Action—Spend Action Point to reroll ranged attack or damage roll
Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them

At Will Powers
Nimble Strike
Twin Strike

Encounter Powers
Evasive Strike
Knockdown Shot
Hawk’s Talon
Combined Fire
Archer’s Glory

Daily Powers
Split the Tree
Excruciating Shot
Spray of Arrows


Utility Powers
Expeditious Stride
Evade Ambush
Yield Ground
Rituals

Equipment



Coins- 0gp, 0sp, 0cp[/sblock]

I think your HP should be 85 (12+13 +5*12), not 75. So bloodied and surge values should also change.

Archer's Glory is a utility power.

Rangers have class bonuses to Fort and Ref defense.

Don't forget to write down your racial traits.

Other than that, looks pretty good.

---------------------

IG, nothing for me to comment on yet, but it's nice to see progress being made.

----------------------

Does anyone have a problem if I use your passive values for monster knowledge checks? Alternatively, I could just make the rolls for you. I'd like to be able to post what things you recognize and information is available without any additional time.
 

Thanks for the catches, Victim. I think I've fixed them, as well as adding a few new twists.

I'm fine with passive knowledge checks, and yay for passive perception 30! :D
 

The power on elven battle armor is an encounter ability, not a daily one.

With your items picked out, I think you end up with AC 26, F 22 R 24 and W 22.

I think you're pretty much done. I guess I should start a character thread.
 

Hi, fixed HP and added skills.
Still need feats and buy-equipment.

Are you sure my abilities are off? I recalculated them and they seemed fine.
 

I'm pretty sure your points are low, WD. Did you remember to add in your leveling bonuses? You should have added +1 to 2 abilities at 4th, +1 to 2 abilities at 8th and +1 to all abilities at 11th.
 

Str 13: 12 (+1 all)
Con 14: 13 (+1 all)
Dex 14: 11 (+1 all, +2 racial)
Int 16: 14 (+1 all, +1 two)
Wis 13: 10 (+1 all, +1 two, +1 two)
Cha 20: 16 (+1 all, +2 racial, +1 two)
 

Str 13: 12 (+1 all)
Con 14: 13 (+1 all)
Dex 14: 11 (+1 all, +2 racial)
Int 16: 14 (+1 all, +1 two)
Wis 13: 10 (+1 all, +1 two, +1 two)
Cha 20: 16 (+1 all, +2 racial, +1 two)

If you start with Int 13 (+1 all, +1 two, +1 two), Wis 12 (+1 all) and Cha 15 (+2 racial, +1 all, +1 two, +1 two) you would have 2 extra points to add in.
 

If you start with Int 13 (+1 all, +1 two, +1 two), Wis 12 (+1 all) and Cha 15 (+2 racial, +1 all, +1 two, +1 two) you would have 2 extra points to add in.

oops, we both were right, but you are more effective. ;)

I could buy starting dex 13 to get another point reflex save and +1 to intiative.

I have to recheck my feats why I wanted Wis 13 anyway.
 


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