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An Example Character, Levels 1-30
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<blockquote data-quote="Surgoshan" data-source="post: 4259351" data-attributes="member: 61205"><p>[code][b]Darjin[/b]</p><p>Dragonborn Rogue Level 20 Unaligned</p><p>Str 13 +11 HP: 119 (bloodied 59)</p><p>Con 12 +11 Surge: 40 hp (17 per day)</p><p>Dex 23 +16 AC: 23</p><p>Int 9 +9 Fort: 16</p><p>Wis 11 +10 Ref: 23</p><p>Cha 21 +15 Will: 19</p><p> Speed: 7</p><p> Initiative: +19</p><p></p><p>[b]Race Abilities[/b]</p><p>Dragonborn Fury (+1 att when bloodied)</p><p>Draconic Heritage (add con mod to healing surge)</p><p>Dragonbreath Encounter Power (Acid damage, </p><p> Dex +2 vs Ref att, 1d6 + Con mod dmg)</p><p></p><p>[b]Languages[/b]</p><p>Common & Draconic</p><p></p><p>[b]Rogue Features[/b]</p><p>First Strike </p><p>Rogue Tactics: Artful Dodger </p><p>Rogue Weapon Talent </p><p>Sneak Attack</p><p></p><p>[b]Paragon Path Features: Daggermaster[/b]</p><p>Daggermaster's Action (11th level)</p><p> May use action point to reroll attack or damage of dagger.</p><p>Dagger Precision (11th level)</p><p> Daggers crit on 18-20</p><p>Dagger Advantage (16th level)</p><p> When crit with a dagger, CA until end of your next turn</p><p></p><p>[b]Skills[/b]</p><p>Acrobatics +19</p><p>Athletics +16</p><p>Intimidate +20 (I will [i]stab[/i] you and [i]poop in the wound[/i])</p><p>Perception +16</p><p>Stealth +19</p><p>Thievery +19</p><p></p><p>[b]At-Will[/b]</p><p>Piercing Strike Dex vs Ref</p><p> 1[W] + Dex mod on hit</p><p>Sly Flourish Dex vs AC</p><p> 1[W] + Dex mod + Cha mod on hit</p><p></p><p>[b]Encounter[/b]</p><p>Dragonbreath</p><p>Tornado Strike Dex vs AC, one or two creatures</p><p> 2[W] + Dex mod, slide target 1 + Cha mod</p><p>Hounding Strike Dex vs Will</p><p> 3[W] + Dex mod, until end of next turn, gain CA and </p><p> Cha mod power bonus to all defenses against its attacks</p><p>Sand in the Eyes Dex vs Ref</p><p> 1[W] + Dex mod, target is blinded until end of your next turn</p><p>Critical Opportunity Dex vs AC, minor action</p><p> Must wield a dagger, must have crit the enemy this turn</p><p> 3[W] + Dex mod</p><p></p><p>[b]Daily[/b]</p><p>Bloody Path</p><p> You move your speed, every enemy that can take OA</p><p> must take basic OA, but against itself.</p><p>Feinting Flurry Dex vs Will</p><p> 5[W] + Dex mod, until end of your next turn, all target's</p><p> defenses take penalty equal to your Cha mod</p><p> sustain penalty minor</p><p>Knockout Dex vs Fort</p><p> 2[W] + Dex Mod, target is knocked unconscious </p><p> Save ends. Any damage wakes target.</p><p> Miss: Half damage and target is dazed until end of </p><p> your next turn</p><p>Deep Dagger Wound Dex vs AC</p><p> Hit: 4[W] + Dex mod, 10 ongoing. 20 ongoing on crit</p><p> Save ends ongoing</p><p> Miss: 2[W] + Dex mod, no ongoing</p><p></p><p>[b]Utilities[/b]</p><p>Fleeting Ghost At-Will</p><p> You can move your speed and make a stealth check</p><p> no penalty on check from movement</p><p>Ignoble Escape Encounter</p><p> If you are marked, end that condition</p><p> You can shift a number of squares equal to your speed</p><p>Close Quarters Daily</p><p> Move into the space of a creature larger than you and at </p><p> least Large in size (it gets OA for leaving adjacent). </p><p> You gain CA, it gains -4 penalties to attack. When it </p><p> moves, you move with it. It can make Str or Dex vs Ref </p><p> attack to slide you to adjacent. Other enemies have no </p><p> penalty to attack.</p><p>Meditation of the Blade </p><p> Minor action, until end of encounter, dagger's damage die</p><p> increases one size.</p><p>Leaping Dodge Immediate interrupt</p><p> When enemy targets you, make athletics check +5 to jump </p><p> and move appropriate distance.</p><p></p><p>[b]Feats[/b]</p><p>Two Weapon Fighting</p><p> +1 dmg when dual wielding melee</p><p>Two Weapon Defense</p><p> +1 to AC and Ref when dual wielding melee</p><p>Nimble Blade</p><p> +1 to att w/light blade when you have CA</p><p>Dragonborn Senses</p><p> Low light vision, +1 to perception</p><p>Backstabber</p><p> Sneak attack dice are d8s.</p><p>Improved Initiative</p><p> +4 to initiative</p><p>Fleet Footed</p><p> +1 to speed</p><p>Devestating Critical</p><p> When you crit, add 1d10 damage</p><p>Blood Thirst</p><p> +2 damage to bloodied foes</p><p>Great Fortitude</p><p> +2 to fortitude</p><p> </p><p></p><p>[b]Equipment[/b]</p><p>leather armor, 2 daggers, 20 shuriken (just in case) </p><p>[/code]</p><p></p><p>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.</p><p></p><p>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</p></blockquote><p></p>
[QUOTE="Surgoshan, post: 4259351, member: 61205"] [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) [/code] 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 [/QUOTE]
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