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An Example Character, Levels 1-30

Ah, I see. I was trying to calculate for all of the example templates and I was coming up short on every one by a couple.

So, being proficient with a weapon gives you a weapon specific bonus to attack? That's interesting.

Thanks!
 

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I thought I'd post up a less predictable character.

Code:
[b]Effyooup McGee[/b]
Dwarf Wizard 1

Str 11  +0     HP: 27 (bloodied 13)
Con 17  +3     Surge: 6hp (9 per day)
Dex 13  +1     AC 14
Int 16  +3     Fort 13
Wis 14  +2     Reflex 13
Cha 8   -1     Will 14
               Speed 5

Race Abilities
Cast Iron Stomach
Dwarven Resiliance
Dwarven Weapon Proficiency
Encumbered Speed
Stand Your Ground

Languages
Common & Dwarven

Wizard Features
Implement Mastery (Staff)
* +1 AC
* 1/encounter gain +3 to one defense for a round
Ritual Casting
Cantrips & Spells
Spellbook

Feat
Burning Blizzard (+1 dmg on acid/cold)

Skills
Arcana +8
Dungeoneering +9
History +8
Religion +8

At Will
:ranged: Magic Missile +3 vs. Reflex, 2d4+3 damage
:ranged: Ray of Frost +3 vs. Fortitude, 1d6+4 cold damage, and target is slowed until the end of your next turn

Encounter
:area: Icy Terrain +3 vs. Reflex, 1d6+4 damage and target is knocked prone, effect: area is difficult terrain until the end of your next turn

Daily (choose one)
:area: Freezing Cloud +3 vs. Fortitude, 1d8+4 cold damage, miss: half damage, effect: cloud remains, dealing damage to enemies who enter it, until the end of your next turn
:area: Sleep +3 vs. Will, Slowed (save ends), if fail unconscious (save ends), miss: slowed (save ends)

Rituals
Comprehend Languages
Silence
Tenser's Floating Disk


____

I like him. He hampers enemies more than deals raw damage (though he doesn't deal horrible damage). Being a dwarf, he's got good defense, just in case. I don't see him being a flashy PC, but I do see him being a great crowd controller and debuffer.
 

So I decided that "screw dragonborn nobility". I made a dragonborn rogue. I figure she's from a fallen empire, right? She sees the current society as just a pale imitation, a fungus growing on the corpse of a once mighty past, blah blah blah. Laconic, doesn't like people. Anywho.

Code:
[b]Darjin[/b]
Dragonborn Rogue Level 1    Unaligned
Str 12  +1    HP: 23  (bloodied 11)
Con 11  +0    Surge: 5 hp (6 per day)
Dex 18  +4    AC: 16
Int  8  -1    Fort: 10
Wis 10  +0    Ref: 16
Cha 16  +3    Will:13
          Speed: 6

[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage, 
     Dex +2 vs Ref att, 1d6 + Con mod dmg)

[b]Languages[/b]
Common & Draconic

[b]Rogue Features[/b]
First Strike 
Rogue Tactics: Artful Dodger 
Rogue Weapon Talent 
Sneak Attack

[b]Skills[/b]
Acrobatics +9
Athletics +6
Intimidate +10 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Stealth +9
Thievery +9

[b]At-Will[/b]
Piercing Strike Dex vs Ref
     1[W] + Dex mod on hit
Sly Flourish Dex vs AC
     1[W] + Dex mod + Cha mod on hit

[b]Encounter[/b]
Dragonbreath
Positioning Strike Dex vs Will
     1[W] + Dex mod and slide target 
       number of squares equal to Con mod on hit

[b]Daily[/b]
Easy Target  Dex vs AC
     Hit: 2[W] + Dex mod, target is slowed, grants CA 
       Save ends both
     Miss:  Half damage, target grants CA until end of 
       your next turn

[b]Feats[/b]
Two Weapon Fighting

[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)

Obviously she's a little unbalanced (getting that 18 was costly), but I like him. I like that she's a 6'6", 300 pound dragonperson who's just as sneaky as some 4' nothing, 90 pound halfling. Maybe you could fluff it that she's mildly chameleonic. Or just that good.

I went with Artful Dodger because duh. I pumped up Charisma. Then I balanced it out a bit with two weapon fighting. I figure two weapon defense as the next feat would be really nice, giving a shield bonus on top of a little bit of damage. So she moves in and out and, occasionally, gets combat advantage.

I think sly flourish will be her main attack. +4 from rogue tactics and +4 from dex means a +8 to hit, then 1d4 +4 +3 +1 to hit means 9-12 damage.

Now I'll start leveling her up.
 

Nice! I pieced together a 10th level Dragonborn Rogue myself, but I went with the Brutal Scoundrel route. Here he is

Code:
Velak, Level 10 Dragonborn Rogue

Ability Scores
Str 18		Dex 18		Wis 10
Con 13		Int 11		Cha 14

HP 70 Bloodied 35
Surge 17, per day 7
AC 23, Fort 22, Rex 24, Will 20,
Speed 7
Init + 13

Skills
Stealth + 16
Thievery + 17
Acrobatics + 14
Athletics + 7
Dungeoneering + 10
History + 7
Intimidate + 14
Perception + 10


Feats
Backstabber (2d8 with SA)
Improved Initiative (+4 to Init)
Nimble Blade (+1 to attacks with light blade, CA)
Surprise Knockdown
Weapon Proficiency (Rapier)
Weapon Focus (light blades, +1 damage)

Equipment
Adventurer’s kit
Boots of Striding (+1 Speed in light/no armor)
Rogue’s Gloves (+3 Thievery, Daily [min] roll Thievery checks twice, take better result)
Sylvan Armor (+4 AC, +2 to Athletics/Stealth Checks)
Duelist’s Rapier (+3 att/dmg, 3d6/(CA 3d8) crit, Daily [min], CA against next targeted creature)
Cloak of Resistance (+3 Fort, Ref, Will, Daily [min] – Resist 10 until start of next turn)
 
Powers

At Will

Piercing Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +15 vs. Reflex
Hit: 1d8 + 8 (crit 16 + 3d6) damage

Riposte Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an
adroit riposte should he dare attack you.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. AC
Hit: 1d8 + 8 (crit 16 + 3d6) damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a +12 vs. AC attack that deals 1d8 + 4 damage.

Encounter

Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter ✦ Lightning
Minor Action Close blast 3
Targets: All creatures in area
Attack: + 11 vs. Reflex
Hit: 1d6 + 1 (crit 7) damage.

Imperiling Strike Rogue Attack 7
You deal a staggering blow, opening a hole in your enemy’s
defenses.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. Fortitude
Hit: 1d8 + 8 (crit 16 + 3d6) damage, and the target takes a –4 penalty to AC and Reflex defense until the end of your next turn.

Setup Strike Rogue Attack 3
You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. AC
Hit: 2d8 + 8 damage (crit 24 + 3d6), and the target grants combat advantage to you until the end of your next turn.

Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your
enemy howl in pain.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 12 vs. AC
Hit: 2d8 + 12 (crit 28 + 3d6) damage

Daily

Clever Riposte Rogue Attack 5
You follow up a fierce attack with a series of quick, painful strikes woven between your enemy’s attacks.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 12 vs. AC
Hit: 2d8 + 8 (crit 24 + 3d6) damage.
Effect: Until the end of the encounter, the target takes 4 damage each time it attacks you, and you can shift as an immediate reaction after such an attack.

Crimson Edge Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed,
and like a shark, you circle in for the kill.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. Fortitude
Hit: 2d8 + 8 (crit 24 + 3d6) damage, and the target takes 9 ongoing damage and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.

Trick Strike Rogue Attack 1
Through a series of feints and lures, you maneuver your foe right where you want him.
Daily ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: + 15 vs. AC
Hit: 3d8 + 8 (crit 24 + 3d6) damage, and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the
target you slide it 1 square.

Utility

Dangerous Theft Rogue Utility 10
You snatch an item from an enemy during combat.
Encounter ✦ Martial
Free Action Personal
Prerequisite: You must be trained in Thievery.
Effect: On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat.

Ignoble Escape Rogue Utility 6
With nimble ease, you sidestep one perilous situation after
another.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.

Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: Shift 3 squares.
 

Code:
[b]Darjin[/b]
Dragonborn Rogue Level 10    Unaligned
Str 12  +6    HP: 68  (bloodied 34)
Con 11  +5    Surge: 22 hp (11 per day)
Dex 20  +10   AC: 23
Int  8  +4    Fort: 16
Wis 10  +5    Ref: 23
Cha 18  +9    Will: 19
          Speed: 6
          Initiative: +14

[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage, 
     Dex +2 vs Ref att, 1d6 + Con mod dmg)

[b]Languages[/b]
Common & Draconic

[b]Rogue Features[/b]
First Strike 
Rogue Tactics: Artful Dodger 
Rogue Weapon Talent 
Sneak Attack

[b]Skills[/b]
Acrobatics +14
Athletics +11
Intimidate +15 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Perception +6
Stealth +14
Thievery +14

[b]At-Will[/b]
Piercing Strike Dex vs Ref
     1[W] + Dex mod on hit
Sly Flourish Dex vs AC
     1[W] + Dex mod + Cha mod on hit

[b]Encounter[/b]
Dragonbreath
Positioning Strike Dex vs Will
     1[W] + Dex mod and slide target 
       number of squares equal to Con mod on hit
Trickster's Blade Dex vs AC
     2[W] + Dex mod, add Cha mod to AC until end of your next turn
Sand in the Eyes Dex vs Ref
     1[W] + Dex mod, target is blinded until end of your next turn

[b]Daily[/b]
Easy Target  Dex vs AC
     Hit: 2[W] + Dex mod, target is slowed, grants CA 
       Save ends both
     Miss:  Half damage, target grants CA until end of 
       your next turn
Walking Wounded Dex vs Fort
     2[W] + 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 the end of movement
     Miss:  Half damage and target is not knocked prone.
Knockout Dex vs Fort
     2[W] + Dex Mod, target is knocked unconscious 
       Save ends.  Any damage wakes target.
     Miss:  Half damage and target is dazed until end of 
       your next turn

[b]Utilities[/b]
Fleeting Ghost At-Will
     You can move your speed and make a stealth check
       no penalty on check from movement
Ignoble Escape Encounter
     If you are marked, end that condition
       You can shift a number of squares equal to your speed
Close Quarters Daily
     Move into the space of a creature larger than you and at 
       least Large in size (it gets OA for leaving adjacent).  
       You gain CA, it gains -4 penalties to attack.  When it 
       moves, you move with it.  It can make Str or Dex vs Ref 
       attack to slide you to adjacent. Other enemies have no 
       penalty to attack.

[b]Feats[/b]
Two Weapon Fighting
     +1 dmg when dual wielding melee
Two Weapon Defense
     +1 to AC and Ref when dual wielding melee
Nimble Blade
     +1 to att w/light blade when you have CA
Dragonborn Senses
     Low light vision, +1 to perception
Backstabber
     Sneak attack dice are d8s.
Improved Initiative
     +4 to initiative
  

[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)

At level 10, she should have some magic weapons and armor +2, so her defenses should be a touch higher.
 

Since there are no level 31 items I equiped Elic with additonal GP gear equal to a level 30 instead of a 29 and replaced the 31 with a 30.

Because of all of the extra gold we get a bit of a chrismas tree effect (and I get some powers I can fill in a name for). But given that at this point there are priests making their own pearl white seashell holy symbols of Elic I don't think that's such a big deal.


Elic Moongrove Elf Demigod of the Wilds, right hand and radiant servant of Melora (level 30)
"You, a weapon of the Orcus? His forgework is poorer than I imagined..."
Code:
Str 14 +2    HP: 171 (bloodied:85)        Speed 9 squares
Dex 18 +4    Healing surges/day: 9(42 hp) Init +19
Con 14 +2    AC: 42 (& evasion)
Int 12 +1    Fort: 32 Refl: 37 Will: 42
Wis 28 +9    Passive Perception: 39 Intuition: 39
Cha 22 +6    Resist Fire & Cold 15
Languages: Common, Elven
Skills: Religion +29, Heal +29, Diplomacy +21, Insight +24, Nature +31, Perception +26
Armor Check -1
At Will
Longbow :ranged: +25 vs AC: 2d10+16 damage. Range 20/40. +6d12 on a crit
Spear :bmelee: +something small. 2dsomething + something else
:ranged: Lance of Faith*: +30 vs reflex: 2d8+18 radiant damage, one ally within sight gets +2 to next attack against same foe
:ranged: Sacred Flame*: +30 vs reflex: 1d6+18 radiant, one ally within sight gains 21 temp HP or can make a saving throw

Encounter
Elven Accuracy: Reroll attack at +2(free, elf racial)
Hunter's Quarry: +3d6 damage vs nearest foe for one round (minor, ranger multiclass)
:close: Healing Word: burst 10 - Grant a healing surge +6d6+9 healing (minor, cleric feature, 2/encounter)
:ranged: Plague of Doom*: +30 vs Fort: 3d8+15 damage, -4 to all defenses (one turn)
:ranged: Arrow of Vengeance: +34 vs AC: 2d10+13 damage (immediate reaction to an attack against an ally within range, ranger 17)
:ranged: Astral Blades of Death*: +30 vs Reflex: 6d6+18 radiant damage (cleric 23)
:area: Sunburst*: burst 2 - +30 vs Reflex: 4d8+18 radiant damage, all allies in the area healed 25 HP(cleric 27)
Channel Divinity [choose 1 / encounter (cleric feature)]
  • Divine Fortune: +1 to one attack or save (free)
  • :close: Turn Undead: burst 8 - +30 vs will; Undead hit are dealt 6d10+18 radiant damage, pushed 10 squares, immobilized (1 turn); half damage on a miss (standard)
  • :ranged: Melora's Tide: The target must be bloodied. They gain regeneration 6 until they are no longer bloodied (minor)

Daily
:ranged: Knight of Glory*: conjures a ghostly knight until the end of the encounter - +30 vs AC: 3d10+18 radiant damage. The knight can move 5 squares (move), attack once per round (minor). (standard, cleric 19)
:ranged: Radiant Brilliance*: +30 vs Reflex: 3d10+18 radiant damage. Hit or miss at the start of next turn ::area:: burst 5 at target (foes only) - +30 vs Wis: 3d10+9 radiant damage; half on a miss (standard, radiant servent 20)
:close: Sacred Word*: Burst 5 - +30 vs Fort: 4d10+15 psychic damage, stuns (half damage, no stun on a miss) (standard, cleric 25)
:area: Astral Storm*: Burst 5 - Zone, +30 vs Reflex: 6d10+18 cold, fire, lightning and thunder damage (treated as the most favirable of the four. Sorry Mr. Pit Fiend, you should have picked up a ring of thunder resistance...) Half damage on a miss. (Standard. Sustain minor: the zone persists and deals 2d10+wis lightning, half on a miss. Cleric 29)

Utility
:ranged: Divine aid:[encounter] You or an ally within 5 makes a saving throw with a +6 bonus (standard, cleric 2)
:close: Divine vigor:[daily] burst 5 - All allies regain the use of their second wind (minor, cleric 6)
:close: Mass cure light wounds:[daily] burst 5 - All allies regain HP as if they had spent a healing surge +15 (standard, cleric 10)
:close: Healing sun:[daily] burst 2, zone - All allies who end their turn in the zone regain 20 HP. Demons or undead that enter or start their turn in the zone 1d10+18 radiant damage. Ends when bloodied. (Standard - sustain standard, radiant servant 12)
:close: Divine armor:[daily] burst 3 - +2 power bonus to AC for you, all allies gain resist 5 to all damage until the end of the encounter (standard, cleric 16)
:close: Purify:[daily] burst 5 - All effects that a save can remove is ended for all allies(standard, cleric 22)
Divine Regeneration[daily]: Regeneration 28 (for encounter) (minor, demigod 26)

Misc

Barkskin:[daily] +4 power bonus to AC until end of encounter, -1 each time AC is hit (minor, armor)
Eye of Melora:[daily] Automatically pinpoint all creatures within 10 squares, ignore all cover and concealment (until end of next turn), make a basic attack with a +5 bonus (standard, bow)
Wrath of the night sky:[daily] In response to a melee or ranged attack, attacker takes 5d6+7 radiant damage, blinded (save ends) (Imediate interrupt, halo)
Moongate:[daily] Teleport 10 squares. If mileston original position has a :close: burst 3 Cha +27 vs. reflex attack: deals 4d8+9 damage, half on a miss (move, ring)
Gale's Grace:[daily] Fly at speed until end of turn. If milestone until end of next turn (minor, ring)
Blood of the Land:[daily] Costs 2 healing surges, an ally within 5 squares regains 1 healing surge (minor, belt)

Race/Class/Path/Desteny/Items
+2 Nature, Perception
Prof: Longbow, shortbow, simple melee, & simple ranged weapons; cloth, leather, hide & chain armor
Wild Step: Shift into difficult terrain
Healer's Lore: +9 healing with powers that have the healing keyword
Divine Spark: +2 Cha, +2 Wis
Divine Recovery: Recover 1/2 HP first time reduced to 0 each day
Illuminating Attacks: Radiant keyword powers crit on a 19-20 (paragon 11)
Radiant Action: When spending an action point a foe within 5 squares takes ongoing radiant damage 30 (save ends) (paragon 11)
Lasting Light: Undead and Demons -2 to save (paragon 15)
Implement powers, marked with a *, deal +6d6 damage on a crit (holy symbol)
Divine Miracle: Recover an encounter each time the last is used

Feats
  • Warrior of the Wild: Nature trained, hunter's quarry 1/encounter
  • Astral Fire: +3 damage with radiant & fire powers
  • Weapon Focus(Bows): +3 to damage with bows
  • Skill Training (Perception): +5 and can use trained only
  • Melora’s Tide: channel divinity
  • Novice Power: Exchanged cleric encounter for ranger
  • Point Blank Shot: Ignore cover within 5 squares
  • Evasion: Half damage on a miss vs. AC or Reflex for area and close attacks
  • Fleet Footed: +1 speed
  • Sly Hunter: +3 damage to attacks with bows against targets with no other creature within 3 squares
  • Elven Precision: +2 to rerolls with Elven Accuracy
  • Blind Fight: Ignore concealment & invisibility
  • Epic Resurgance: Regain an ecounter power with the first crit in an encounter
  • Font of Radiance: Targets criticaled by radiant powers glow (save ends). All adjecent squares ignore invis and concealment, all foes who end turn in the area take 3d6 radiant damage
  • Irriestable Flame: Ignore 20 points of fire resist
  • Psychic Lock: targets hit with psychic power take -2 on next attack roll
  • Lightning Reflexes: +2 reflex

Equipment
  • Holy Symbol +6 (+6d6 on a crit) [1125k gp] (Pearl white seashell broach with an embossed silver moon)
  • Perfect Hunter's Longbow +6 (daily power, +6d12 on a crit) [level 30]
  • Barkskin Elderhide Armor +6 (daily power, +12 AC, -1 check) [level 30]
  • Cloak of Survival +6 (resist cold, fire 15) [level 29]
  • Ritual prayer book with Animal Messenger, Gentle Repose, Brew Potion [75gp], Commune with Nature [360gp], Cure Disease [360gp], Make Whole[50gp], Remove Affliction[680gp], Raise Dead[680gp], Water Breathing [680gp], Consult Oracle [9000gp], Endure Elements[100gp], Water Walk[100gp], Cure Disease [680 gp], Sending [680 gp], Magic Circle [250gp], Traver's Feast [175gp], Voice of Fate[225k gp], Loremaster's Bargin [65k gp], Discern Lies[360gp]
  • Bracers of the Prefect Shot (+3 item bonus to basic ranged attack damage) [425k gp]
  • Gauntlets of the Ram (+1 square on pushes)[3.4k gp] q
  • Halo of Falen Stars (daily power, +5 item bonus to Heal, Nature, Religion)(625k gp)
  • Star Opal Ring [1125k gp] (daily power, +1 item bonus to speed)
  • Ring of Flight [125k gp] (daily power, immune to falling damage)
  • Belt of Sacrifice (daily power, +1 item bonus to allies within 5 squares healing surges[2.6k gp]
  • 10k
 
Last edited:

Code:
[b]Darjin[/b]
Dragonborn Rogue Level 20    Unaligned
Str 13  +11   HP: 119  (bloodied 59)
Con 12  +11   Surge: 40 hp (17 per day)
Dex 23  +16   AC: 23
Int  9  +9    Fort: 16
Wis 11  +10   Ref: 23
Cha 21  +15   Will: 19
          Speed: 7
          Initiative: +19

[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage, 
     Dex +2 vs Ref att, 1d6 + Con mod dmg)

[b]Languages[/b]
Common & Draconic

[b]Rogue Features[/b]
First Strike 
Rogue Tactics: Artful Dodger 
Rogue Weapon Talent 
Sneak Attack

[b]Paragon Path Features: Daggermaster[/b]
Daggermaster's Action (11th level)
     May use action point to reroll attack or damage of dagger.
Dagger Precision (11th level)
     Daggers crit on 18-20
Dagger Advantage (16th level)
     When crit with a dagger, CA until end  of your next turn

[b]Skills[/b]
Acrobatics +19
Athletics +16
Intimidate +20 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Perception +16
Stealth +19
Thievery +19

[b]At-Will[/b]
Piercing Strike Dex vs Ref
     1[W] + Dex mod on hit
Sly Flourish Dex vs AC
     1[W] + Dex mod + Cha mod on hit

[b]Encounter[/b]
Dragonbreath
Tornado Strike Dex vs AC, one or two creatures
     2[W] + Dex mod, slide target 1 + Cha mod
Hounding Strike Dex vs Will
     3[W] + Dex mod, until end of next turn, gain CA and 
       Cha mod power bonus to all defenses against its attacks
Sand in the Eyes Dex vs Ref
     1[W] + Dex mod, target is blinded until end of your next turn
Critical Opportunity Dex vs AC, minor action
     Must wield a dagger, must have crit the enemy this turn
     3[W] + Dex mod

[b]Daily[/b]
Bloody Path
     You move your speed, every enemy that can take OA
       must take basic OA, but against itself.
Feinting Flurry Dex vs Will
     5[W] + Dex mod, until end of your next turn, all target's
       defenses take penalty equal to your Cha mod
       sustain penalty minor
Knockout Dex vs Fort
     2[W] + Dex Mod, target is knocked unconscious 
       Save ends.  Any damage wakes target.
     Miss:  Half damage and target is dazed until end of 
       your next turn
Deep Dagger Wound Dex vs AC
     Hit: 4[W] + Dex mod, 10 ongoing.  20 ongoing on crit
       Save ends ongoing
     Miss: 2[W] + Dex mod, no ongoing

[b]Utilities[/b]
Fleeting Ghost At-Will
     You can move your speed and make a stealth check
       no penalty on check from movement
Ignoble Escape Encounter
     If you are marked, end that condition
       You can shift a number of squares equal to your speed
Close Quarters Daily
     Move into the space of a creature larger than you and at 
       least Large in size (it gets OA for leaving adjacent).  
       You gain CA, it gains -4 penalties to attack.  When it 
       moves, you move with it.  It can make Str or Dex vs Ref 
       attack to slide you to adjacent. Other enemies have no 
       penalty to attack.
Meditation of the Blade 
     Minor action, until end of encounter, dagger's damage die
       increases one size.
Leaping Dodge Immediate interrupt
     When enemy targets you, make athletics check +5 to jump 
       and move appropriate distance.

[b]Feats[/b]
Two Weapon Fighting
     +1 dmg when dual wielding melee
Two Weapon Defense
     +1 to AC and Ref when dual wielding melee
Nimble Blade
     +1 to att w/light blade when you have CA
Dragonborn Senses
     Low light vision, +1 to perception
Backstabber
     Sneak attack dice are d8s.
Improved Initiative
     +4 to initiative
Fleet Footed
     +1 to speed
Devestating Critical
     When you crit, add 1d10 damage
Blood Thirst
     +2 damage to bloodied foes
Great Fortitude
     +2 to fortitude
  

[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)

Wow. It's late, I'm tired, Darjin is awesome. I'm thinking a better build might include increasing the range and power of the dragonbreath so that it can be used at the beginning of an encounter against a group of foes. Move up, you have combat advantage, bam you hit 20 guys for 2d10. You crit on three of them, adding another d10 each, and you can go ahead and throw 3d8 sneak attack damage at some other poor bastard.

And, seriously, how awesome is that close quarters power? Oh noes! A black dragon ambushed us! BAM! I'm hiding under you! stabstabstab Where am I? stabstabstab
 

Provalor the Proficient
Level 1 Halfling Wizard
"Look, this is going to be a comfortable adventure, alright? I'm not leaving my chair. And somebody had better carry it along with us."

Code:
Str 8 -1     HP: 21 (bloodied:11)        Speed 6 squares
Dex 14 +2    Healing surges/day: 6(5 hp) Initiative +2
Con 11 +0    AC: 12
Int 16 +3    Fort: 10 Ref: 12 Will: 15
Wis 16 +3    Passive Perception: 13 
Cha 13 +1    Passive Intuition: 18

Halfling:
  • +2 on Thievery and Acrobatics
  • +5 on saving throws against fear effects
  • Second Chance encounter power
  • Nimble Reacion (+2 AC against opportunity attacks)

Wizard:
  • Orb of Imposition - Once per encounter, enemies take a -3 penalty on a saving throw against a spell effect or a spell effect lasts for an additional round
  • Cantrips: Ghost Sound, Light, Mage Hand, and Prestidigitation
  • Rituals: Tenser's Floating Disk, Make Whole, Comprehend Languages

Skills:
+4 Acrobatics
+8 Arcana (trained)
+6 Diplomacy (trained)
+8 History (trained)
+8 Insight (trained)
+4 Thievery

Feats:
Burning Blizzard (+1 damage on acid and cold)

Equipment:
Fine cloth armor (30 gp - Provalor wears finely-embroidered silks and a white turban on his head)
Dagger (1 gp)
Spellbook (free)
Chair (20 gp - Provalor owns a finely-made cushioned chair)
Adventurer's Kit (15 gp)

34 gold pieces loose change


At Will Powers:
:close: Thunderwave - +3 vs Fort - Close Burst 3 - 1d6+3 damage and enemies are moved three squares.
"Ahh! Wretches! Get your hands off the finery! Do you know how expensive these robes are?"

:area: Scorching Burst - +3 vs Ref - Range 10 Burst 1 - 1d6+3 damage
"I think I prefer you rabble to be dead, thank you."


Encounter Powers:
:1: Second Chance - Racial Power - When an enemy attack would hit you, you may force them to reroll. They must use the second result.
"Did you just cut open my hat? That was Eladrin silk! Gah!"

:area:Icy Terrain - +3 vs Ref - Range 10 Burst 1 - 1d6+4 cold damage and target is knocked prone. The terrain is difficult terrain until the end of the caster's next turn.
"Not so fast! I have to finish these grapes before I can kill you."


Daily Powers:
:area: Sleep - +3 vs Will - Range 20 Burst 2 - Creatures are slowed. On the creature's turn, they make a saving throw or fall asleep.
"I can't be bothered with this right now."

:area: Freezing Cloud - +3 vs Fort - Range 10 Burst 2 - 1d8+4 cold damage. The cloud lasts until the end of the caster's next turn.
"Chilling, isn't it? I can make things very uncomfortable for you if you persist in interrupting me."
 

And now for something completely different.

Code:
Darkshadow, Drow Ranger 1

Str 17 +3	HP    31 (15 bloodied)
Con 14 +2	Surge 7 (8 per day)
Dex 15 +2	AC    15
Int 10 +0	Fort  14
Wis 11 +0	Refl  13
Cha 10 +0	Will  10
		Speed 6 sq.

Languages
Common, Elven

Drow Features
+2 Intimidate +2 Stealth
Lolthtouched
- Cloud of Darkness (Close busrt 1)
- Darkfire (Wisdom vs. Reflex; combat advantage)

Ranger Features
Hunter's Quarry (+1d8)
Fighting Style (two-blade)
- can wield one handed weapon off hand
- gain Toughness feat

Feats
Lethal Hunter

Skills
Acrobatics +7
Athletics +8
Dungeoneering +5
Perception +5
Stealth +7

At Will
:melee: Hit and Run, +5 vs. AC, 1d8+3 damage, effect: if you move first square does not count for OA
:melee: Twin Strike, +5/+5 vs. AC twice, 1d8/1d8 damage

Encounter
:close: Dire Wolverine Strike, +5 vs. AC, 1d8+3 in Close burst 1

Daily
:melee: Jaws of the Wolf, +5/+5 vs. AC, 2d8+3/2d8+3 damage, miss: half damage

Equipment
Scimitar (2), Hide Armor
 

Code:
[b]Darjin[/b]
Dragonborn Rogue, Daggermaster, Deadly Trickster 
Level 30    Unaligned
Str 14  +17   HP: 169  (bloodied 84)
Con 13  +16   Surge: 58 hp (22 per day)
Dex 26  +23   AC: 36
Int 10  +15   Fort: 28
Wis 12  +16   Ref: 36
Cha 24  +22   Will: 29
          Speed: 7
          Initiative: +27

[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage, 
     Dex +2 vs Ref att, 1d6 + Con mod dmg)

[b]Languages[/b]
Common & Draconic

[b]Rogue Features[/b]
First Strike 
Rogue Tactics: Artful Dodger 
Rogue Weapon Talent 
Sneak Attack

[b]Paragon Path Features: Daggermaster[/b]
Daggermaster's Action (11th level)
     May use action point to reroll attack or damage of 
       dagger.
Dagger Precision (11th level)
     Daggers crit on 18-20
Dagger Advantage (16th level)
     When crit with a dagger, CA until end  of your next 
       turn

[b]Epic Destiny: Deadly Trickster[/b]
Sly Fortune's Favor (level 21)
     Three times per day, reroll a d20
Trickster's Control (level 24)
     If you roll an 18 or higher for the first attack roll
       of a daily or encounter power, that power is not
       expended
Trickster's Disposition (level 30)
     Once per day, you tell the DM to treat a d20 roll
       as a 1.  No rerolls possible.

[b]Skills[/b]
Acrobatics +28
Athletics +22
Intimidate +29 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Perception +22
Stealth +28
Thievery +28

[b]At-Will[/b]
Piercing Strike Dex vs Ref
     2[W] + Dex mod on hit
Sly Flourish Dex vs AC
     2[W] + Dex mod + Cha mod on hit

[b]Encounter[/b]
Dragonbreath
Dance of Death Dex vs AC, Close Burst 1
     3[W] + Dex mod, if target melee attacks you before 
       the end of your next turn, you can make it attack
       anyone else, including itself.  AD: it gains your Cha
       mod as a bonus to its attack
Hounding Strike Dex vs Will
     3[W] + Dex mod, until end of next turn, gain CA and 
       Cha mod power bonus to all defenses against its 
       attacks
Steel Entrapment Dex vs Fort, Close Blast 5
     3[W] + Dex mod, target is immobilized until end of your 
       next turn
Critical Opportunity Dex vs AC, minor action
     Must wield a dagger, must have crit the enemy this turn
     3[W] + Dex mod

[b]Daily[/b]
Moving Target, Immediate Interrupt, Cha vs Will
     Hit:  You choose another creature within two squares of
       you to be hit by the attack instead.  Target must be 
       able to attack new target.
     Miss:  Attack aims at you, but for half damage if it 
       hits.
Feinting Flurry Dex vs Will
     5[W] + Dex mod, until end of your next turn, all 
       target's defenses take penalty equal to your Cha 
       mod sustain penalty minor
Ghost on the Wind Dex vs Will
     Hit:  6[W] + Dex mod, you become invisible, move into 
       any square adjacent to target, reappear at start of 
       your next turn.  Gain CA until end of your next turn.
     Miss:  Half damage, shift 1 square to another square 
       adjacent to target, gain CA until end of your next 
       turn.
Deep Dagger Wound Dex vs AC
     Hit: 4[W] + Dex mod, 10 ongoing.  20 ongoing on crit
       Save ends ongoing
     Miss: 2[W] + Dex mod, no ongoing

[b]Utilities[/b]
Fleeting Ghost At-Will
     You can move your speed and make a stealth check
       no penalty on check from movement
Ignoble Escape Encounter
     If you are marked, end that condition
       You can shift a number of squares equal to your speed
Close Quarters Daily
     Move into the space of a creature larger than you and 
       at least Large in size (it gets OA for leaving 
       adjacent).  You gain CA, it gains -4 penalties to 
       attack.  When it moves, you move with it.  It can make 
       Str or Dex vs Ref attack to slide you to adjacent. 
       Other enemies have no penalty to attack.
Meditation of the Blade 
     Minor action, until end of encounter, dagger's damage 
       die increases one size.
Leaping Dodge Immediate interrupt
     When enemy targets you, make athletics check +5 to 
       jump and move appropriate distance.
Hide From the Light, Minor
     Must be hidden to use this power, invisible until end 
       of encounter OR until you move more than 2 squares OR 
       attack with other than basic or at-will.
Epic Trick, Minor
     Regain all hit points, healing surges, encounter, 
       and daily actions (except this one).  ET cannot 
       be recovered except by extended rest.

[b]Feats[/b]
Two Weapon Fighting
     +1 dmg when dual wielding melee
Two Weapon Defense
     +1 to AC and Ref when dual wielding melee
Nimble Blade
     +1 to att w/light blade when you have CA
Dragonborn Senses
     Low light vision, +1 to perception
Backstabber
     Sneak attack dice are d8s.
Improved Initiative
     +4 to initiative
Fleet Footed
     +1 to speed
Devestating Critical
     When you crit, add 1d10 damage
Blood Thirst
     +2 damage to bloodied foes
Great Fortitude
     +2 to fortitude
Epic Resurgence
     First time you crit during an encounter, regain an 
       encounter ability, only works for the first roll of 
       an attack with multiple targets.
Triumphant Attack
     If you crit, target takes -2 to attacks and defenses 
       until end of encounter, save ends.
Flanking Maneuver
     Can move diagonally even when wall would prevent, 
       can move through enemy space (still provoke OA 
       for doing so).
Unfettered Stride
     Ignore effect of difficult terrain when moving.
Two Weapon Flurry
     Following succesful OA with main hand weapon, 
       make OA with offhand weapon with -5 to attack
Defensive Advantage
     +2 AC against enemy you have CA against
  

[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)

I decided to go heavy on powers that work on crits, because the Daggermaster Paragon Path triples the crit range of daggers.

The Deadly Trickster destiny may not give you bonuses to abilities, but damn if it isn't cool.
 
Last edited:

Into the Woods

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