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

Here's a human wizard that I think is mostly complete. If Dalamar would prefer to play a wizard, I'm happy to switch to a cleric.

[sblock=Tharos Pourapanis]
Race: Human
Class: Wizard
Sex: Male
Level: 13
Paragon Path: Spellstorm mage
Initiative: +12 (+6 level, +2 dex, +4 feat)
Senses: Perception +11, normal vision
Alignment: Unaligned
Languages: Common, Draconic

Str 9 (-1) (8 starting, +1 level)
Con 11 (+0) (10 starting, +1 level)
Dex 15 (+2) (14 starting, +1 level)
Int 22 (+6) (17 starting, +2 race, +3 level)
Wis 16 (+3) (13 starting, +3 level)
Cha 13 (+1) (12 starting, +1 level)

HP 69; Bloodied 34; Healing Surge 17 (6/day)
AC 25 (+6 level, +6 int, +3 armor)
Fort 20 (+6 level, +0 con, +3 cloak, +1 race)
Ref 26 (+6 level, +6 int, +3 cloak, +1 race)
Will 25 (+6 level, +3 wis, +3 cloak, +2 class, +1 race)

Speed 6
Action Points 1

Skills: (trained skills are in bold face)
  • Acrobatics +10 (+6 level, +2 feat, +2 dex)
  • Arcana +17 (+6 level, +6 int, +5 trained)
  • Athletics +7 (+6 level, -1 str, +2 feat)
  • Bluff +9 (+6 level, +1 cha, +2 feat)
  • Diplomacy +9 (+6 level, +1 cha, +2 feat)
  • Dungeoneering +14 (+6 level, +3 wis, +5 trained)
  • Endurance +8 (+6 level, +0 con, +2 feat)
  • Heal +11 (+6 level, +3 wis, +2 feat)
  • History +17 (+6 level, +6 int, +5 trained)
  • Insight +14 (+6 level, +3 wis, +5 trained)
  • Intimidate +9 (+6 level, +1 cha, +2 feat)
  • Nature +14 (+6 level, +3 wis, +5 trained)
  • Perception +11 (+6 level, +3 wis, +2 feat)
  • Religion +14 (+6 level, +6 int, +2 feat)
  • Stealth +10 (+6 level, +2 feat, +2 dex)
  • Streetwise +9 (+6 level, +1 cha, +2 feat)
  • Thievery +10 (+6 level, +2 feat, +2 dex)

Feats:
  • (lvl 1) Improved initiative: +4 initiative
  • (human bonus) Human perseverence: +1 to saves
  • (class bonus) Ritual caster
  • (lvl 2) Jack of all trades: +2 to untrained skill checks
  • (lvl 4) Action surge: +3 to attacks when I use an action point
  • (lvl 6, retrained at 11) Arcane Reach: When using a close arcane attack power, can choose a square within 2 as the origin.
  • (lvl 8, retrained at 12) Evasion: When area or close attack vs. AC or Ref misses, take no damage.
  • (lvl 10, retrained at 13) Action Recovery: When spending an action point, can make saving throws against effects that a save can end.
  • (lvl 11) Spell Focus: creatures take -2 penalty on saves against my effects
  • (lvl 12) Resounding Thunder: Add 1 to size of blast or burst of powers with the thunder keyword.

Gear:
Code:
Cost   Weight   Item
       19       Adventurer's kit w/Journeybread instead of trail rations, silk rope instead of hemp
        4       +3 Fireburst cloth armor (lvl 13, PHB page 230)
        2       +3 Orb of Reversed Polarities (lvl 14, PHB page 238)
        ?       +3 Cloak of Resistance (lvl 12, PHB page 250)
        3       Ritual book
        3       Spellbook
        1       Dagger
 250    ?       5x potion of healing.  
2000    ?       Ritual components
6395            Rituals purchased
4355g   ?       gold

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of Journeybread, 50' of silk rope, and a Waterskin.



Racial and class features:
  • Bonus at will power, Bonus feat at level 1, Bonus trained skill
  • +1 to reflex, fort, will defenses.
  • Proficiencies: cloth, dagger, quarterstaff, orbs, staffs, wands
  • Orb of Imposition: once per encounter, impose a -3 penalty (wis mod) on one creature for saving throws against one effect.
  • Cantrips: a bunch of at-will level 0 utility powers.
  • Spellbook: One extra daily and utility power for each daily/util power known gets recorded in the spellbook. After an extended rest, I can prepare my allotment of daily/util powers from the list in the spellbook.
  • Ritual caster as a bonus feat.
  • Storm Spell: Make a wisdom check as a free action. Regain an expended daily or encounter power based on the result of the check. 1-10: encounter utility. 11-15: encounter attack. 16-20: Daily utility. 21+: daily attack.

Item special properties:
  • Orb of Reversed Polarities: +3d6 damage on criticals for attack powers with the implement keyword.
  • Fireburst armor: automatically succeed on saving throws vs. ongoing fire damage

Attacks:
  • Str vs. defense with dagger: +8 (+6 level, +3 prof, -1 str)
  • Int vs. defense, wielding orb: +15 (+6 level, +6 int, +3 enhancement)

Powers
-----------------------------------------------------------------
:bmelee: basic melee attack (standard; at will, martial, weapon)
+8 vs AC; 1d4-1 damage, and provokes derisive laughter

Ghost Sound (standard; at will, arcane, illusion)
Ranged: 10
Target: One creature or unoccupied square
Effect: Illusory nonvocal sounds

Light (minor; at will, arcane)
Ranged: 5
Target: One object or unoccupied square
Effect: bright light within 4 squares for 5 minutes
Special: Only one light at a time.

Mage Hand (minor; at will, arcane, conjuration)
Ranged: 5
Effect: Create a spectral hand that can carry up to 20lb. Sustain Minor
Special: Only one hand at a time

Prestidigitation (standard; at will, arcane)
Ranged: 2
Effect: minor magical effects.
Special: Only three effects at once.

:ranged: Magic Missile (standard; at will, arcane, force, implement)
Int vs Reflex; 2d4+9 force damage. Range 20

:area: Scorching Burst (standard; at will, arcane, fire, implement)
Int vs Reflex; 1d6+9 fire damage. Burst 1 within 10

:close: Thunderwave (standard; at will, arcane, thunder, implement)
Target: Creatures within close blast 4. Blast may originate from a square within 2.
Attack: Int vs Fortitude; 1d6+9 thunder damage and push the target 3 squares.

:ranged: Icy Rays (standard; encounter, arcane, cold, implement)
Ranged: 10
Target: One or two creatures
Attack: Int vs Reflex, one attack per target. 1d10+9 cold damage, and the target is immobilized until the end of my next turn

:area: Fire Burst (standard; encounter, arcane, fire, implement)
Area: burst 2 within 20 squares
Attack: Int vs Reflex against each creature in the area. 3d6+9 fire damage.

:close: Thunderlance (standard; encounter, arcane, thunder, implement)
Area: blast 6. blast may originate from a square within 2.
Attack: Int vs Reflex against each creature in the area. 4d6+9 thunder damage, and push the creature 4 squares.

:area: Storm Cage (standard; encounter, arcane, thunder, lightning, conjuration, implement)
Area: burst 3 within 20 squares
Attack: Int vs Reflex against each creature in the area. 4d6+9 lightning and thunder damage
Effect: A wall in the outer 24 squares of the area. Creatures that start adjacent to or move into a wall square take 10 lightning damage. Wall squares cost 1 extra square of movement, but do not grant cover or concealment. Wall disappears at the end of my next turn.

Prepared powers from spellbook:
Daily: Acid Arrow, Web, Wall of Fire
Utility: Sudden Storm, Shield, Dispel Magic, Blur

[sblock=spellbook]
[sblock=Daily powers in spellbook. Not all of these are prepared!]

:area: Sleep (standard; daily, arcane, implement, sleep)
area: burst 2 within 20
Attack: Int vs. Will
Hit: Target is slowed (save ends). If the target fails its first save, it becomes unconscious (save ends).
Miss: Target is slowed (save ends)

:ranged: Acid Arrow (standard; daily, arcane, implement, acid)
Range: 20
Attack: Int vs. Reflex.
Hit: 2d8+9 acid damage, and 5 ongoing acid damage (save ends). Secondary attacks against each creature adjacent to the target, Int vs. Reflex, 1d8+9 acid damage and 5 ongoing acid damage (save ends)
Miss: Half damage, and 2 ongoing acid damage to primary target (save ends). No secondary attacks.

:area: Fireball (standard; daily, arcane, implement, fire)
area: burst 3 within 20
Attack: Int vs. Reflex against each creature in burst. 3d6+9 fire damage.
Miss: half damage

:area: Web (standard; daily, arcane, implement, zone)
area: burst 2 within 20
Attack: Int vs. Reflex against each creature in burst.
Hit: Target is immobilized (save ends)
Effect: creates a zone of webs until the end of the encounter. Difficult terrain, and any creature that ends its turn there is immobilized (save ends)

:area: Ice Storm (standard; daily, arcane, implement, cold, zone)
area: burst 3 within 20
Attack: Int vs. Fortitude against each creature in burst.
Hit: 2d8+9 cold damage and target is immobilized (save ends)
Miss: half damage and target is slowed (save ends)
Effect: creates a zone of ice. Difficult terrain

:area: Wall of Fire (standard; daily, arcane, implement, fire, conjuration)
area: wall 8 within 20
Effect: creates a wall of flames up to 8 squares long and 4 squares high. Creatures starting adjacent take 1d6+9 fire damage. Creatures starting or moving within the wall take 3d6+9 fire damage. Entering a wall square takes 3 squares of movement. The wall blocks line of sight. It disappears at the end of your next turn.
Sustain Minor: the wall persists.

[/sblock]

[sblock=Utility powers in the spellbook. Not all of these are prepared!]

Shield (immediate interrupt; encounter, arcane, force)
Trigger: you are hit by an attack
Effect: you gain +4 bonus to AC and reflex until the end of your next turn.

Expeditious retreat (Move; daily, arcane)
Effect: As a move action, you shift up to twice your speed.

Dispel magic (standard; daily, arcane)
Target: one conjuration or zone within 10
Attack: Int vs the Will defense of the target's creator. The target is destroyed and all of its effects end.

Invisibility (standard; daily, arcane, illusion)
Range: 5
Target: you or one creature
Effect: The target is invisible until the end of your next turn or until it attacks.
Sustain Standard: target must be within range to sustain the effect.

Blur (minor; daily, arcane, illusion)
Effect: gain +2 power bonus to all defenses, and enemies 5 squares away cannot see you, until the end of the encounter.

Resistance (minor; daily, arcane)
Ranged: 10
Target: you or one creature
Effect: target gains resistance 19 to a damage type of my choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder, for five minutes or until the end of the encounter.

Sudden Storm (minor; daily, arcane, zone)
Area: burst 2 within 20
Effect: A zone of wind and rain that lasts until the end of your next turn. Can be moved up to 5 squares as a move action. Squares are lightly obscured and difficult terrain.
Sustain Minor.
[/sblock]
[/sblock]

Powers from magic items:
Fireburst Armor (minor; daily, fire)
Effect: Until the end of your next turn, any creature that hits you with a melee attack takes 2d8+1 fire damage

Orb of Reversed Polarities (minor; daily)
Effect: Treat any resistance possessed by a target as vulnerable 10 to the same damage type, until the end of your next turn.

Cloak of Resistance (minor; daily)
Effect: gain resist 10 to all damage until the start of your next turn

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

[sblock=Rituals]

Free from levels: 3x1, 2x5, 2x11
  • (1) comprehend language
  • (1) make whole
  • (1) tenser's floating disk
  • (4) enchant magic item
  • (4) knock
  • (8) raise dead
  • (8) water breathing

Paid for:
  • gentle repose (cost 50)
  • Endure elements (cost 100)
  • Eye of alarm (cost 100)
  • Water walk (cost 100)
  • detect secret doors (cost 125)
  • phantom steed (cost 360)
  • speak with dead (cost 360)
  • Drawmij's instant summons (cost 2600)
  • passwall (cost 2600)

Total paid: 6395
component cost for each ritual once, totalled: 6990 Hmm, can't afford that. I suppose I'll have to drop raise dead, putting it at 1990.

[/sblock]



[sblock=Appearance]
[/sblock]

[/sblock]
 
Last edited:

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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.

Actually, since you use Int or Dex for both of those, it wouldn't help either one. But, it would help ranged basic attacks, as well as all of the dex based skills.
 

Actually, since you use Int or Dex for both of those, it wouldn't help either one. But, it would help ranged basic attacks, as well as all of the dex based skills.

Not quite. INT doesn't help initiative.

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

Covaithe, I think your surges should be 6, not 7, with an 11 Con.

Question: Is preparation of powers restricted by level? Could I prepare 2 9th level dailies and one 5th, instead of the 9/5/1 that other classes get?
Ritual caster as a bonus feat.
Storm Spell: Make a wisdom check. Question: what kind of action is this? Free? Regain an expended daily or encounter power based on the result of the check. 1-10: encounter utility. 11-15: encounter attack. 16-20: Daily utility. 21+: daily attack.

Yes, the preparation of dailies is restricted by level. A wizard gets the same 9/5/1 Daily power uses that everyone else does.

I think the Spellstorm Mage ability is a free action too.

Storm Cage puts the Wall in the outer squares of the burst, so I think it would have a 24 square wall with Resounding Thunder.

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

Walking Dad, you probably wanted 13 WIS to qualify for the feat that adds psychic damage - Dark Fury (Con 13, Wis 13).

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

Graf, I was hoping that we could at least have preliminary sheets from everyone by Wed, and then have everyone all finished up by Friday.

BTW, I think we only have 7 interested players right now. Neither Rayex nor Evil Halfling have shown interest in renewing that I've seen. So I'd like to get 1 more; could you please edit the threat title?
 

Not quite. INT doesn't help initiative.

-----------------------------
Yes, so it is one more HP (adding to con) or one more initiative and bonus to skills

Walking Dad, you probably wanted 13 WIS to qualify for the feat that adds psychic damage - Dark Fury (Con 13, Wis 13).

----------------------------------------
Yes, that was it :)

Graf, I was hoping that we could at least have preliminary sheets from everyone by Wed, and then have everyone all finished up by Friday.

BTW, I think we only have 7 interested players right now. Neither Rayex nor Evil Halfling have shown interest in renewing that I've seen. So I'd like to get 1 more; could you please edit the threat title?
Rayex went missing after vacation. I'm in two of his games.
 

Covaithe, I think your surges should be 6, not 7, with an 11 Con.

You're right, of course. I'd had 13 con, 14 dex until I got to the feats section and realized I have several feats that require 15 dex, so had to lower con and forgot to adjust the surges/day.
 

Ok, I'm sure there are errors ;), but here's my completed draft of Torment, I focused on some of the more healing-centric powers as we are a bit short on that area w/o a cleric (after having 2 last game ;) ).

[sblock=Tiefling Warlord]
Code:
[size=5][FONT=Courier New][B][COLOR="Silver"]Torment[/size][/COLOR]
[B]Tiefling Warlord 13[/B]
Paragon Path: Knight Commander
Alignment[/B]: Good
Religion: none
Languages: Common, Draconic
Vision: Low-Light

[B]Ability Scores:[/B]
Str 20 (17 (12pts) +3 lvl)
Con 14 (13 (3 pts)+1 lvl)
Dex 12 (11 (1 pts) +1 lvl)
Int 16  (13 (3pts) +1 lvl +2 rac)
Wis 9 (+1 lvl)
Cha 18 (13 +3 lvl + 2 rac.) 

[B]Combat[/B]:
[B]Init: [/B] +12 (+2 Dex, +6 level +4 combat leader)
[B]Pass Percep[/B]: 15    [B]Pass Insight[/B]: 15

[B]HP[/B]:           96/96   [B]Surges/day[/B]:   11
[B]Bloodied[/B]:     48  [B]Surge Value[/B]:  24
  
[B]AC[/B]   25 (+6 level +6 armor +3 Int)
[B]Fort[/B] 25 (+6 level +5 Str +1 class +3 amulet) 
[B]Ref[/B]  22 (+6 level +3 Int +3 amulet)
[B]Will[/B] 24 (+6 level +4 Cha +1 class +3 amulet)

Speed 8
Resistances: 5 Ranged, 11 Fire

Action points: 1

[B]Basic Attacks:[/B]
Melee:  +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire
Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range

[B]Attack Powers:[/B]
[COLOR=Lime]Viper's Strike [/COLOR]- Martial, Weapon
Standard Action; Melee ; Target: One creature
Attack: +17 vs. AC
Hit: 2d4+8 damage
Effect: If target shifts before start of my next turn, provokes an OA from an ally 

[/FONT][FONT=Courier New][COLOR=Lime]Furious Smash[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage

[b]Encounter Powers:[/b]

[/FONT][FONT=Courier New]
[COLOR=Red]Guarding Strike[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC 

[/FONT][FONT=Courier New][COLOR=Red]Infernal Wrath[/COLOR] - 
Minor Action; Personal;
Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square [/font]

[FONT=Courier New]
[COLOR=Red]Shake it Off[/COLOR]- Martial, Weapon
Minor Action; Melee weapon; Ranged 10
Effect: Target makes a saving throw with a +4 bonus

[FONT=Courier New]
[COLOR=Red]Lion's Roar[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp)
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Beat Them Into the Ground[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Slash and Press[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage
Effect: After the attack, push all adjacent enemies 1 square
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Break Their Nerve[/COLOR]- Martial
Minor Action; Melee 1; Target: One creature
Effect: Target is marked until end of next turn
[/FONT] 

[b]Daily Powers:[/b]

[FONT=Courier New][COLOR=DimGray]Bastion of Defence[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp.

[/FONT][FONT=Courier New][COLOR=DimGray]Stand the Fallen [/COLOR] - Martial, Weapon, Healing
Standard Action; Melee Weapon; Target: One creature
Hit: 6d4+8 damage
Effect: Each ally in 10 squares can use a healing surge and gains +4 hp
 [/FONT]

[FONT=Courier New][COLOR=DimGray]Stand Tough[/COLOR] - Martial, Healing
Minor Action; Close Burst 5; Target: You & each ally in burst
Effect: Targets regain 14 hp
[/font]

[FONT=Courier New][COLOR=DimGray]Tactical Shift[/COLOR] - Martial, 
Immediate Interrupt; Ranged 10
Trigger: ally gets hit by either melee or ranged attack
Effect: The ally can shift 4 squares
 [/FONT]

[FONT=Courier New][COLOR=DimGray]Knock Them Down[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone.
Miss: Target is knocked prone & half damage
[/font]

[b]Magic Item Powers:[/B]
[COLOR=Orange]+3 Elven Battle Hide [/COLOR]
  Property: +5 on saves against slow or immobilise
  Power: Encounter: Minor: +2 power bonus to speed until end of next turn
[FONT=Courier New][COLOR=Orange]+3 amulet of false life[/COLOR]
  Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge [/FONT]
[FONT=Courier New][COLOR=Orange]+2 flaming spiked chain[/COLOR]
  Critical: +2d6 damage[B]
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font]
[FONT=Courier New][COLOR=Orange]+2 Vicious Crossbow[/COLOR]
  Critical: +2d12 damage[B][/font]
[FONT=Courier New][COLOR=Orange]Keoghtoms Ointment[/COLOR]
Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge[/font]

[b]Race and Class Features:[/B]
Bloodhunt (+1 attack bonus to hit bloodied enemies)
Fire Resistance (5 +1/2 lvl = 11)
Infernal Wrath - +1 to hit, +4 damage
Inspiring Presence - when ally spends an action point regain 10 hp
Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp
Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative
Honor and Glory - Adjacent allies gain a +2 bonus to hit 
Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn

[B]Feats[/B]:
Durable
Toughness 
Exotic Weapon Prof. (Spiked Chain)
Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword
Ferocious Rebuke (if hit with infernal wrath, push target 1 square)

Iron Will (+2 to Will)
Combat Commader (Increase combat leader bonus to +4)
Fleet Footed (+1 to speed)

[B]Skills[/B]:
Diplomacy:    +15 (+6 level +4 Cha +5 trained)
Heal:         +10 (+6 level -1 Wis +5 trained)
Athletics:     +16 (+6 level +5 Str +5 trained)
Intimidate    +15 (+6 level +4 Cha +5 trained)

[B]Equipment[/B]: 
Item                          Weight    Cost
+3 Amulet of False Life (14)
+3 Elven Battle Hide (13)
Keoghtoms Ointment (12)
+2 Flaming Spike Chain               5000gp
Boots of Striding                        4200gp
Bag of Holding                           1000gp
+2 Vicious Crossbow                  2600gp
4  x Potions of Healing                200gp

                Total Weight: 0 lbs.

Money: 10gp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
[/sblock]
 
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IG, your Healing Surge value and total don't include your Dwarven Durability feat.

Also, your skills thus far don't include your level bonus.

BTW, I had intended characters in progress to go here, and only completed ones would be in the character thread. No big deal, but I'd prefer to have all the stuff I need to comment on in one place so I can keep track of everything more easily.

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

Covaithe, looks good.
 


Work in Process: Question can we use the gold to upgrade from say a level 14 item to a level 15?

[sblock=Tiefling Warlord]
Code:
[size=5][FONT=Courier New][B][COLOR="Silver"]Torment[/size][/COLOR]
[B]Tiefling Warlord 13[/B]
Alignment[/B]: Good
Religion: none
Languages: Common, Draconic
Vision: Low-Light

[B]Ability Scores:[/B]
Str 20 (17 (12pts) +3 lvl)
Con 14 (13 (3 pts)+1 lvl)
Dex 12 (11 (1 pts) +1 lvl)
Int 16  (13 (3pts) +1 lvl +2 rac)
Wis 9 (+1 lvl)
Cha 18 (13 +3 lvl + 2 rac.) 

[B]Combat[/B]:
[B]Init: [/B] +12 (+2 Dex, +6 level +4 combat leader)
[B]Pass Percep[/B]: 15    [B]Pass Insight[/B]: 15

[B]HP[/B]:           101/101   [B]Surges/day[/B]:   11
[B]Bloodied[/B]:     50   [B]Surge Value[/B]:  25
  
[B]AC[/B]   20 (+6 level +8 armor)
[B]Fort [/B]20 (+6 level +5 Str +1 class +1 amulet) 
[B]Ref[/B]  17 (+6 level +3 Int +2 shield +1 amulet)
[B]Will [/B]15 (+6 level +4 Cha +1 class +1 amulet)

Speed 6
Resistances: 

Action points: 1

[B]Basic Attacks:[/B]
Melee: 
Ranged: 

[B]Attack Powers:[/B]
[COLOR=Lime]Tide of Iron [/COLOR]- Martial, Weapon
Standard Action; Melee ; Target: One creature
Special: You can move 2 squares before the attack.
Attack: +13 vs. AC
Hit: 1d10+7 damage & push enemy 1 square and occupy that square

[/FONT][FONT=Courier New][COLOR=Lime]Cleave [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +13 vs. AC
Hit: 1d10+7 damage + 5 damage to adjacent enemy

[b]Encounter Powers:[/b]

[/FONT][FONT=Courier New]
[COLOR=Red]Serpent Steel Strike [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +13 vs. AC
Hit: 2d10+7 damage, and the target is slower and can't shift until the end of
your next turn.

[/FONT][FONT=Courier New][COLOR=Red]Infernal Wrath[/COLOR] - 
Minor Action; Personal;
Effect: +1 to hit (+ CHA Bonus to damage) against enemy who hit me since last turn[/font]

[FONT=Courier New]
[COLOR=Red]Sweeping Blow[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Close Burst 1
Attack: +15 vs. AC
Hit: 1d10+7 damage

[b]Daily Powers:[/b]

[/FONT][FONT=Courier New][COLOR=DimGray]Villian's Menace[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +13 vs. AC
Hit: 2d10+7 damage, & gain a +2 power bonus to hit & a +4 power bonus to damage against this foe
Miss: gain a +1 power bonus to hit & a +2 power bonus to damage against this foe

[/FONT][FONT=Courier New][COLOR=DimGray]Unstoppable[/COLOR] - Martial, Healing
Minor Action; Personal
Effect: Gain 2d6+1 temp hp.[/FONT]

[FONT=Courier New][COLOR=DimGray]Rain of Steel[/COLOR] - Martial, Weapon
Minor Action; Melee weapon; Stance; Personal
Effect: Any enemy that starts adjacent to me takes 1d10+2 damage
[/font]




[b]Magic Item Powers:[/B]
[COLOR=Orange]+2 Bastard Sword[/COLOR]
  Critical: +2d6 damage
[COLOR=Orange]+1 Black Iron Scale[/COLOR]
  Property: Resist 5 necrotic, resist 5 fire.
[FONT=Courier New][COLOR=Orange]+1 amulet of Health[/COLOR]
  Property: gain resist 5 poison [/FONT]
[FONT=Courier New][COLOR=Orange]+1 flaming javelin[/COLOR]
  Critical: +1d6 damage[B]
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font]

[b]Race and Class Features:[/B]
Bloodhunt (+1 attack bonus to hit bloodied enemies)
Fire Resistance (5 +1/2 lvl = 11)
Infernal Wrath
Inspiring Presence - when ally spends an action point regain 10 hp
Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp
Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative

[B]Feats[/B]:
Durable
Toughness 
Exotic Weapon Prof. (Spiked Chain)
Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword
Ferocious Rebuke (if hit with infernal wrath, push target 1 square)

Iron Will (+2 to Will)
Combat Commader (Increase combat leader bonus to +4)
Fleet Footed (+1 to speed)

[B]Skills[/B]:
Diplomacy:    +15 (+6 level +4 Cha +5 trained)
Heal:         +10 (+6 level -1 Wis +5 trained)
Athletics:     +16 (+6 level +5 Str +5 trained)

[B]Equipment[/B]: 
Item                          Weight    Cost


                Total Weight: 0 lbs.

Money: 10gp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
[/sblock]


No, you cannot upgrade an item with your free GP.

Torment only has a +1 Dex mod, so his initiative is too high.

I only get 96 HP (12 starting +14 CON +60 level +10 Toughness), not 101.

You seem to have selected FIGHTER powers, not Warlord ones.

Defense totals don't match the breakdown.

Note: you don't have Scale proficiency, but you have selected Scale armor.
Similarly, you have Spiked Chain proficiency, but have the bastard sword as an item. Of course, you probably hadn't finalized item selection pending my answer to your question anyway.

And I have to go now.
 


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