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An Example Character, Levels 1-30
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<blockquote data-quote="Destil" data-source="post: 4252331" data-attributes="member: 1980"><p>Awesome thread, Spatula. You beat me too it, I was planning on hammering one of these out once I got home.</p><p></p><p>Well, better late to the party than never.</p><p></p><p>I couldn't confirm where you add Str to basic attacks with a bow anywhere, I know I'm just missing it someplace. Likewise I still haven't tracked down where damage dice double at 21 for non at-wills...</p><p></p><p>I originally went with Skill Training: Nature at 1st (the animal messenger ritual uses this, for example), and the guy in the paper hat handing at the counter of the cheep feat joint I frequent asked if wanted Hunter's Quarry with that...</p><p></p><p><strong>Elic Moongrove, Elf Cleric of Melora (level 1)</strong></p><p>"Desecrate one more inch of my forest, and you won't live to see sunlight again..."</p><p>[code]Str 12 +1</p><p>Dex 15 +2</p><p>Con 11 0</p><p>Int 10 0</p><p>Wis 18 +4</p><p>Cha 14 +2</p><p></p><p>HP: 23 Speed 7 squares</p><p>Healing surges/day: 7 Languages: Common, Elven</p><p>AC: 15 Vision: low light</p><p>Fort: 11 Refl: 12 Will: 16 Armor Check -1 </p><p>Skills: Religion +9, Heal +9, Diplomacy +7, Insight +9, </p><p> Nature +11, Perception +6(untrained)</p><p>Passive Perception: 16, Intuition: 16[/code]</p><p></p><p><strong>Basic Attacks</strong></p><p>Longbow. +4 vs. AC; 1d10+2 damage. Range 20/40.</p><p>Spear. +3 vs. AC; 1d8+1 damage or 1d8+2 two-handed (Versatile)</p><p></p><p><strong>At Will</strong></p><p><strong>Lance of Faith </strong>(Standard): +4 vs. Reflex; 1d8+4 radiant damage and one ally within sight gets +2 to next attack against same foe</p><p><strong>Sacred Flame</strong> (standard): +4 vs. Reflex; 1d6+4 radiant and one ally within sight gains 2 temp HP or can make a saving throw</p><p></p><p><strong>Encounter</strong></p><p><strong>Elven Accuracy </strong>(free, elf racial): Reroll 1 attack</p><p><strong>Hunter's Quarry </strong>(minor, ranger multiclass): choose nearest foe, +1d6 damage vs</p><p><strong>Healing Word </strong>(minor, cleric feature): 2/encounter. Grant a healing surge +1d6+4 healing</p><p><strong>Divine Glow</strong> (standard, cleric attack 1): close blast 3; +4 vs. reflex; allies within the area get +2 to attack rolls until the end of next turn</p><p><strong>Channel Divinity </strong> [choose 1 / encounter (cleric feature)]</p><p> <strong>Divine Fortune</strong>(free): +1 to one attack or save.</p><p> <strong>Turn Undead</strong>(standard): +4 vs. will; Undead hit are dealt 1d10+4 damage, pushed 5 squares, immobilized until the end of next turn</p><p></p><p><strong>Daily</strong></p><p><strong>Guardian of Faith</strong> (standard, cleric attack 1): Conjure a ghostly guardian within 5 squares, it occupies one square. For the remainder of the encounter any creature that ends it's turn in an adjecent square is attacked. Move action to move the guardian up to 3 squares. +4 vs fortitude, dealing 1d8+4 raidiant damage.</p><p></p><p><strong>Race/Class Misc.</strong></p><p>+2 Nature, Perception</p><p>Prof: Longbow, shortbow, simple melee, & simple ranged weapons; cloth, leather, hide & chain armor</p><p>Wild Step: Shift into difficult terrain</p><p>Healer's Lore: +4 healing with powers that have the healing keyword</p><p></p><p><strong>Feats</strong></p><p>Warrior of the Wild (Nature as a trained skill, can take ranger feats & paragon paths, hunter's quarry 1/encounter)</p><p></p><p><strong>Equipment</strong></p><p>Holy Symbol (Pearl white seashell broach with an embossed silver moon)</p><p>Ritual prayer book with Animal Messenger & Gentle Repose</p><p>Hide Armor (-1 check, +3 AC 30gp)</p><p>25gp</p><p></p><p>EDIT: I keep getting a fatal error when viewing the smiley index, what are the codes for these things again?</p></blockquote><p></p>
[QUOTE="Destil, post: 4252331, member: 1980"] Awesome thread, Spatula. You beat me too it, I was planning on hammering one of these out once I got home. Well, better late to the party than never. I couldn't confirm where you add Str to basic attacks with a bow anywhere, I know I'm just missing it someplace. Likewise I still haven't tracked down where damage dice double at 21 for non at-wills... I originally went with Skill Training: Nature at 1st (the animal messenger ritual uses this, for example), and the guy in the paper hat handing at the counter of the cheep feat joint I frequent asked if wanted Hunter's Quarry with that... [b]Elic Moongrove, Elf Cleric of Melora (level 1)[/b] "Desecrate one more inch of my forest, and you won't live to see sunlight again..." [code]Str 12 +1 Dex 15 +2 Con 11 0 Int 10 0 Wis 18 +4 Cha 14 +2 HP: 23 Speed 7 squares Healing surges/day: 7 Languages: Common, Elven AC: 15 Vision: low light Fort: 11 Refl: 12 Will: 16 Armor Check -1 Skills: Religion +9, Heal +9, Diplomacy +7, Insight +9, Nature +11, Perception +6(untrained) Passive Perception: 16, Intuition: 16[/code] [b]Basic Attacks[/b] Longbow. +4 vs. AC; 1d10+2 damage. Range 20/40. Spear. +3 vs. AC; 1d8+1 damage or 1d8+2 two-handed (Versatile) [b]At Will[/b] [b]Lance of Faith [/b](Standard): +4 vs. Reflex; 1d8+4 radiant damage and one ally within sight gets +2 to next attack against same foe [b]Sacred Flame[/b] (standard): +4 vs. Reflex; 1d6+4 radiant and one ally within sight gains 2 temp HP or can make a saving throw [b]Encounter[/b] [b]Elven Accuracy [/b](free, elf racial): Reroll 1 attack [b]Hunter's Quarry [/b](minor, ranger multiclass): choose nearest foe, +1d6 damage vs [b]Healing Word [/b](minor, cleric feature): 2/encounter. Grant a healing surge +1d6+4 healing [b]Divine Glow[/b] (standard, cleric attack 1): close blast 3; +4 vs. reflex; allies within the area get +2 to attack rolls until the end of next turn [b]Channel Divinity [/b] [choose 1 / encounter (cleric feature)] [b]Divine Fortune[/b](free): +1 to one attack or save. [b]Turn Undead[/b](standard): +4 vs. will; Undead hit are dealt 1d10+4 damage, pushed 5 squares, immobilized until the end of next turn [b]Daily[/b] [b]Guardian of Faith[/b] (standard, cleric attack 1): Conjure a ghostly guardian within 5 squares, it occupies one square. For the remainder of the encounter any creature that ends it's turn in an adjecent square is attacked. Move action to move the guardian up to 3 squares. +4 vs fortitude, dealing 1d8+4 raidiant damage. [b]Race/Class Misc.[/b] +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: +4 healing with powers that have the healing keyword [b]Feats[/b] Warrior of the Wild (Nature as a trained skill, can take ranger feats & paragon paths, hunter's quarry 1/encounter) [b]Equipment[/b] Holy Symbol (Pearl white seashell broach with an embossed silver moon) Ritual prayer book with Animal Messenger & Gentle Repose Hide Armor (-1 check, +3 AC 30gp) 25gp EDIT: I keep getting a fatal error when viewing the smiley index, what are the codes for these things again? [/QUOTE]
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