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An Example Character, Levels 1-30
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<blockquote data-quote="Surgoshan" data-source="post: 4260890" data-attributes="member: 61205"><p>[code][b]Darjin[/b]</p><p>Dragonborn Rogue, Daggermaster, Deadly Trickster </p><p>Level 30 Unaligned</p><p>Str 14 +17 HP: 169 (bloodied 84)</p><p>Con 13 +16 Surge: 58 hp (22 per day)</p><p>Dex 26 +23 AC: 36</p><p>Int 10 +15 Fort: 28</p><p>Wis 12 +16 Ref: 36</p><p>Cha 24 +22 Will: 29</p><p> Speed: 7</p><p> Initiative: +27</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 </p><p> 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 </p><p> turn</p><p></p><p>[b]Epic Destiny: Deadly Trickster[/b]</p><p>Sly Fortune's Favor (level 21)</p><p> Three times per day, reroll a d20</p><p>Trickster's Control (level 24)</p><p> If you roll an 18 or higher for the first attack roll</p><p> of a daily or encounter power, that power is not</p><p> expended</p><p>Trickster's Disposition (level 30)</p><p> Once per day, you tell the DM to treat a d20 roll</p><p> as a 1. No rerolls possible.</p><p></p><p>[b]Skills[/b]</p><p>Acrobatics +28</p><p>Athletics +22</p><p>Intimidate +29 (I will [i]stab[/i] you and [i]poop in the wound[/i])</p><p>Perception +22</p><p>Stealth +28</p><p>Thievery +28</p><p></p><p>[b]At-Will[/b]</p><p>Piercing Strike Dex vs Ref</p><p> 2[W] + Dex mod on hit</p><p>Sly Flourish Dex vs AC</p><p> 2[W] + Dex mod + Cha mod on hit</p><p></p><p>[b]Encounter[/b]</p><p>Dragonbreath</p><p>Dance of Death Dex vs AC, Close Burst 1</p><p> 3[W] + Dex mod, if target melee attacks you before </p><p> the end of your next turn, you can make it attack</p><p> anyone else, including itself. AD: it gains your Cha</p><p> mod as a bonus to its attack</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 </p><p> attacks</p><p>Steel Entrapment Dex vs Fort, Close Blast 5</p><p> 3[W] + Dex mod, target is immobilized until end of your </p><p> 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>Moving Target, Immediate Interrupt, Cha vs Will</p><p> Hit: You choose another creature within two squares of</p><p> you to be hit by the attack instead. Target must be </p><p> able to attack new target.</p><p> Miss: Attack aims at you, but for half damage if it </p><p> hits.</p><p>Feinting Flurry Dex vs Will</p><p> 5[W] + Dex mod, until end of your next turn, all </p><p> target's defenses take penalty equal to your Cha </p><p> mod sustain penalty minor</p><p>Ghost on the Wind Dex vs Will</p><p> Hit: 6[W] + Dex mod, you become invisible, move into </p><p> any square adjacent to target, reappear at start of </p><p> your next turn. Gain CA until end of your next turn.</p><p> Miss: Half damage, shift 1 square to another square </p><p> adjacent to target, gain CA until end of your next </p><p> 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 </p><p> at least Large in size (it gets OA for leaving </p><p> adjacent). You gain CA, it gains -4 penalties to </p><p> attack. When it moves, you move with it. It can make </p><p> Str or Dex vs Ref attack to slide you to adjacent. </p><p> Other enemies have no penalty to attack.</p><p>Meditation of the Blade </p><p> Minor action, until end of encounter, dagger's damage </p><p> die increases one size.</p><p>Leaping Dodge Immediate interrupt</p><p> When enemy targets you, make athletics check +5 to </p><p> jump and move appropriate distance.</p><p>Hide From the Light, Minor</p><p> Must be hidden to use this power, invisible until end </p><p> of encounter OR until you move more than 2 squares OR </p><p> attack with other than basic or at-will.</p><p>Epic Trick, Minor</p><p> Regain all hit points, healing surges, encounter, </p><p> and daily actions (except this one). ET cannot </p><p> be recovered except by extended rest.</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>Epic Resurgence</p><p> First time you crit during an encounter, regain an </p><p> encounter ability, only works for the first roll of </p><p> an attack with multiple targets.</p><p>Triumphant Attack</p><p> If you crit, target takes -2 to attacks and defenses </p><p> until end of encounter, save ends.</p><p>Flanking Maneuver</p><p> Can move diagonally even when wall would prevent, </p><p> can move through enemy space (still provoke OA </p><p> for doing so).</p><p>Unfettered Stride</p><p> Ignore effect of difficult terrain when moving.</p><p>Two Weapon Flurry</p><p> Following succesful OA with main hand weapon, </p><p> make OA with offhand weapon with -5 to attack</p><p>Defensive Advantage</p><p> +2 AC against enemy you have CA against</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>I decided to go heavy on powers that work on crits, because the Daggermaster Paragon Path triples the crit range of daggers.</p><p></p><p>The Deadly Trickster destiny may not give you bonuses to abilities, but damn if it isn't cool.</p></blockquote><p></p>
[QUOTE="Surgoshan, post: 4260890, member: 61205"] [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) [/code] 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. [/QUOTE]
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