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An Example Character, Levels 1-30
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<blockquote data-quote="ShockMeSane" data-source="post: 4251396" data-attributes="member: 64606"><p>Wow, that was more work than I thought.</p><p></p><p>Just gonna use the exact same format as the first poster to keep things consistent for the readers. Using 16,16,12,11,11,8 point buy. This might not be everyone's ideal build, but I liked it. Oh, and I didn't really get all that intense on my item selection. </p><p></p><p>Also, recall that Cursed enemies suffer +3d6 damage, and since you can curse two per round as a minor action, they should mostly be cursed!</p><p></p><p>H. P. Lovecraft, Half-Elf Warlock (Doomsayer, Demigod) 30[/b]</p><p>"When the void stares back at me, I spit in its face."</p><p>[code]STR 14 +2 HP 180 bloodied 90</p><p>CON 28 +9 surge 45 per day 15</p><p>DEX 10 +0 AC 45 Fort 41, Refl 35, Will 42</p><p>INT 13 +1 </p><p>WIS 13 +1 Init +19 Move 6</p><p>CHA 28 +9[/code]<strong>Skills:</strong> Arcana +21, Bluff +29, Intimidate +29, Streetwise +29</p><p></p><p><strong>Feats:</strong> Imp. Fate of the Void (total +2 to any roll after cursed foe dies.)</p><p>Action Surge (+3 to action point rolls)</p><p>Improved Initiative (+4 initiative)</p><p>Human Perseverance (+1 saves)</p><p>Twofold Curse (Curse effects two nearest foes)</p><p>Armor Prof. Hide</p><p>Armor Prof. Chain</p><p>Armor Prof. Scale</p><p>Armor Specialization: Scale (+1 AC, remove move penalty)</p><p>Lasting Cold (Cold dmg gives "Cold Vuln:5" to foe)</p><p>Wintertouched (Combat advantage when using Cold vs Cold vuln foe)</p><p>Psychic Lock (-2 to foe attack roll after using Psy. dmg)</p><p>Burning Blizzard (+3 cold/acid dmg)</p><p>Ritual Casting</p><p>Great Fortitude (+2 fort)</p><p>Lightning Reflexes (+2 reflex)</p><p>Iron Will (+2 will)</p><p>Devastating Critical (+1d10 crit)</p><p></p><p><strong>Race:</strong> You all know this stuff.</p><p></p><p><strong>Class:</strong> Curse (Curses two nearest foes, +3d6 dmg/hit), Star Pact Boon(+2 to any roll for the next round per Cursed foe that dies, cumulative), Prime Shot (+1 hit if no one else closer than you), Shadow Walk (concealed if move 3 squares)</p><p></p><p><strong>Paragon:</strong> doomsayer's action (all cursed foes take 3d6 when u spend an action point), doomsayer's proclamation (all foes must roll two saves and take worse roll vs your fear effects), doomsayer's oath (when bloodied, +2 to attack rolls with fear)</p><p></p><p><strong>Destiny:</strong> divine recovery (gain 90 hp when brought to 0 hp 1st time each day), divine miracle (regain one encounter power after using last encounter power)</p><p></p><p><strong>At-will Attacks:</strong> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Eldritch Blast: +30vsRef, 2d10+21 dmg </p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Dire Radiance: +30vsFort, 2d6+15 radiant dmg deals damage again if opponent moves closer on his turn</p><p></p><p><strong>Encounter Powers:</strong> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Coldfire Vortex: +30vsFort, 2d10+18 cold dmg + secondary attack on all adjacent targets, 1d10+19 cold </p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Fates Entwined (paragon): +30vsWill, 2d8+15 psychic dmg, until end of next turn target takes half dmg of any you take.</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Strands of Fate: +30vsRef, 1d8+15 dmg, gains Vuln 11 to all attacks until end of your next turn.</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Dark Transport: +30vsWill, 4d10+15 dmg; swap places with target and teleport up to 4 squares.</p><p></p><p><strong>Daily Powers:</strong> <img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> Tendrils of Thuban: Burst 1 +30vsFort, 4d10+18 cold dmg, immobilize (Save ends); Sustain Minor: attack all in area for 1d10+18 cold dmg, immobilize (Save ends)</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Long Fall into Darkness (paragon): +30vsWill, 4d8+15 psychic damage, stunned and prone; miss: half damage and dazed.</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Thirteen Baleful Stars: +30vsWill, 5d10+15 fire/psychic dmg and target is stunned; miss: half damage and dazed.</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Doom of Delban: +30vsFort, 5d10+18 cold dmg; miss: half damage. Sustain STANDARD, make another attack with this spell, adding a d10 for every time it has hit. The caster takes 2d10 dmg each time they sustain this spell.</p><p></p><p><strong>Utility Powers:</strong></p><p>Dark One's Own Luck: reroll any roll you choose (daily, interrupt)</p><p>Shield of Shades: reduce damage of any 1 attack to 0 (daily, interrupt)</p><p>Entropic Ward: All foes must reroll hits on you for one turn, +1 to any of your rolls next turn for each reroll, cumulative (encounter, minor)</p><p>Infuriating Elusiveness: teleport 4 squares, invisible until end of next turn (encounter, move)</p><p>Accursed Shroud (paragon): Curses foe; the foe targeted by this Curse must reroll all successful attack rolls for the duration of the encounter. (Daily, Standard)</p><p>Divine Regeneration (destiny): gain regen 28 (daily, minor)</p><p></p><p><strong>Equipment:</strong> rod of reaving +6 (+6d8 on crit, 6 auto damage to any foe you curse), barkskin elderscale armor +6, amulet of false life +6 (daily minor: when bloodied, gain 45 temp hp), Ioun Stone of Truesight(darkvision, +6 perception/insight; daily minor: see invis), bracers of perfect shot(+6 dmg on basic range attacks), shadowfell gloves (daily: +3d6 necrotic to any spell), belt of iron skin (daily minor: +15 resist all weapons), winged boots (daily move: fly speed=normal speed til end of turn), ring of protection (+1 saves, daily interrupt: +2 one defense; +milestone use), ring of regeneration (+3 healing surge value, daily minor: regain 1 surge; +milestone use)</p></blockquote><p></p>
[QUOTE="ShockMeSane, post: 4251396, member: 64606"] Wow, that was more work than I thought. Just gonna use the exact same format as the first poster to keep things consistent for the readers. Using 16,16,12,11,11,8 point buy. This might not be everyone's ideal build, but I liked it. Oh, and I didn't really get all that intense on my item selection. Also, recall that Cursed enemies suffer +3d6 damage, and since you can curse two per round as a minor action, they should mostly be cursed! H. P. Lovecraft, Half-Elf Warlock (Doomsayer, Demigod) 30[/b] "When the void stares back at me, I spit in its face." [code]STR 14 +2 HP 180 bloodied 90 CON 28 +9 surge 45 per day 15 DEX 10 +0 AC 45 Fort 41, Refl 35, Will 42 INT 13 +1 WIS 13 +1 Init +19 Move 6 CHA 28 +9[/code][b]Skills:[/b] Arcana +21, Bluff +29, Intimidate +29, Streetwise +29 [b]Feats:[/b] Imp. Fate of the Void (total +2 to any roll after cursed foe dies.) Action Surge (+3 to action point rolls) Improved Initiative (+4 initiative) Human Perseverance (+1 saves) Twofold Curse (Curse effects two nearest foes) Armor Prof. Hide Armor Prof. Chain Armor Prof. Scale Armor Specialization: Scale (+1 AC, remove move penalty) Lasting Cold (Cold dmg gives "Cold Vuln:5" to foe) Wintertouched (Combat advantage when using Cold vs Cold vuln foe) Psychic Lock (-2 to foe attack roll after using Psy. dmg) Burning Blizzard (+3 cold/acid dmg) Ritual Casting Great Fortitude (+2 fort) Lightning Reflexes (+2 reflex) Iron Will (+2 will) Devastating Critical (+1d10 crit) [b]Race:[/b] You all know this stuff. [b]Class:[/b] Curse (Curses two nearest foes, +3d6 dmg/hit), Star Pact Boon(+2 to any roll for the next round per Cursed foe that dies, cumulative), Prime Shot (+1 hit if no one else closer than you), Shadow Walk (concealed if move 3 squares) [b]Paragon:[/b] doomsayer's action (all cursed foes take 3d6 when u spend an action point), doomsayer's proclamation (all foes must roll two saves and take worse roll vs your fear effects), doomsayer's oath (when bloodied, +2 to attack rolls with fear) [b]Destiny:[/b] divine recovery (gain 90 hp when brought to 0 hp 1st time each day), divine miracle (regain one encounter power after using last encounter power) [b]At-will Attacks:[/b] :ranged: Eldritch Blast: +30vsRef, 2d10+21 dmg :ranged: Dire Radiance: +30vsFort, 2d6+15 radiant dmg deals damage again if opponent moves closer on his turn [b]Encounter Powers:[/b] :ranged: Coldfire Vortex: +30vsFort, 2d10+18 cold dmg + secondary attack on all adjacent targets, 1d10+19 cold :ranged: Fates Entwined (paragon): +30vsWill, 2d8+15 psychic dmg, until end of next turn target takes half dmg of any you take. :ranged: Strands of Fate: +30vsRef, 1d8+15 dmg, gains Vuln 11 to all attacks until end of your next turn. :ranged: Dark Transport: +30vsWill, 4d10+15 dmg; swap places with target and teleport up to 4 squares. [b]Daily Powers:[/b] :area: Tendrils of Thuban: Burst 1 +30vsFort, 4d10+18 cold dmg, immobilize (Save ends); Sustain Minor: attack all in area for 1d10+18 cold dmg, immobilize (Save ends) :ranged: Long Fall into Darkness (paragon): +30vsWill, 4d8+15 psychic damage, stunned and prone; miss: half damage and dazed. :ranged: Thirteen Baleful Stars: +30vsWill, 5d10+15 fire/psychic dmg and target is stunned; miss: half damage and dazed. :ranged: Doom of Delban: +30vsFort, 5d10+18 cold dmg; miss: half damage. Sustain STANDARD, make another attack with this spell, adding a d10 for every time it has hit. The caster takes 2d10 dmg each time they sustain this spell. [b]Utility Powers:[/b] Dark One's Own Luck: reroll any roll you choose (daily, interrupt) Shield of Shades: reduce damage of any 1 attack to 0 (daily, interrupt) Entropic Ward: All foes must reroll hits on you for one turn, +1 to any of your rolls next turn for each reroll, cumulative (encounter, minor) Infuriating Elusiveness: teleport 4 squares, invisible until end of next turn (encounter, move) Accursed Shroud (paragon): Curses foe; the foe targeted by this Curse must reroll all successful attack rolls for the duration of the encounter. (Daily, Standard) Divine Regeneration (destiny): gain regen 28 (daily, minor) [b]Equipment:[/b] rod of reaving +6 (+6d8 on crit, 6 auto damage to any foe you curse), barkskin elderscale armor +6, amulet of false life +6 (daily minor: when bloodied, gain 45 temp hp), Ioun Stone of Truesight(darkvision, +6 perception/insight; daily minor: see invis), bracers of perfect shot(+6 dmg on basic range attacks), shadowfell gloves (daily: +3d6 necrotic to any spell), belt of iron skin (daily minor: +15 resist all weapons), winged boots (daily move: fly speed=normal speed til end of turn), ring of protection (+1 saves, daily interrupt: +2 one defense; +milestone use), ring of regeneration (+3 healing surge value, daily minor: regain 1 surge; +milestone use) [/QUOTE]
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