Building Zorro..

Garthanos

Arcadian Knight
Well most of my building fictional Character X posts are challenging
perhaps somebody will go oooh you missed feature Y... or something :p
...but Zorro seems to be a little easy, maybe he needs more minion
targeting potency and should be something completely different
reskinned.

====== Created Using Wizards of the Coast D&D Character Builder ======
Zorro, level 12
Human, Rogue, Master Infiltrator
Build: Aerialist Rogue
Rogue Tactics: Artful Dodger
Background: Political Rebel (Political Rebel Benefit)

FINAL ABILITY SCORES
Str 15, Con 12, Dex 21, Int 11, Wis 9, Cha 18.

STARTING ABILITY SCORES
Str 13, Con 11, Dex 16, Int 10, Wis 8, Cha 16.


AC: 25 Fort: 21 Reflex: 26 Will: 23
HP: 79 Surges: 7 Surge Value: 19

TRAINED SKILLS
Bluff +15, Stealth +18, Thievery +16, Acrobatics +22, Athletics +19, Perception +10, Diplomacy +16

UNTRAINED SKILLS
Arcana +6, Dungeoneering +5, Endurance +7, Heal +5, History +6, Insight +5, Intimidate +10, Nature +5, Religion +6, Streetwise +11

FEATS
Human: Weapon Proficiency (Rapier)
Level 1: Whip Training
Level 2: Duelist's Panache
Level 4: Flash of the Blade
Level 6: Underhanded Tactics
Level 8: Irrefutable Blade
Level 10: Sure Climber
Level 11: Agile Athlete
Level 12: Whip Specialist

POWERS
Bonus At-Will Power: Duelist's Flurry
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Sly Flourish
Rogue encounter 1: Positioning Strike
Rogue daily 1: Duelist's Prowess
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Flamboyant Strike
Rogue daily 5: Clever Riposte
Rogue utility 6: Nimble Climb (retrained to Soothing Words at Level 10)
Rogue encounter 7: Spring the Trap
Rogue daily 9: Rogue's Recovery (retrained to Entangling Whip at Whip Specialist)
Rogue utility 10: Rapid Escape

ITEMS
Leather Armor, Adventurer's Kit, Dagger (2), Duelist's Rapier +2, Speech Without Words, Alter Ego
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I think there is a skill power that grants the ability to leap on a horse as part of a move action or something similar to that, I forget exactly. That won't even take a feat ;) Then of course you take mounted combat for various reasons.

Overall I don't see anything I'd particularly change. Even with all the various different depictions of the character over the years the whip and rapier have always been pretty consistent and the backstory is always more or less the same as well.
 

The only flaw I can find in your build is that if you have the Martial Practices Alter Ego and Speech Without Words you'll need to have the Martial Practice feat in order to use them. ;)
 

Practiced Rider ... level 6 utility.. requiring Nature skill.... replace underhanded tactics so as to get nature (another skill for the skil monger -- not sure if this one seems appropriate) then instead of retaining nimble climb with soothing words replace it with practiced rider.... in the recent movies the horse refuses to sit still for his acrobatic mounting until he establishes that yes it gets to be boss ;)

At that point I might consider irrefutable blade going on the chopping block for mounted combat or martial practices.. (he fights a lot of minions - underhanded tactics are more useful than more hp of damage really so maybe keep the UT and dit irrefutable).
 
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That alter ego one seems mighty appropriate might be worth the feat.... hmm with the duelists penache might not need agile athlete.

Hmm I can trade out agile athlete and irrefutable blade... and get

The weird part is we are at the point of just "getting picky" and fine tuning which you might do through retraining when you see how the game was playing.
I mean the character isn't even in genre really... but works so easily it makes me wonder how to do the rest of it.
 
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Adjusted version with practiced rider and mounted combat entering in the picture... eventually

====== Created Using Wizards of the Coast D&D Character Builder ======
Zorro the Horseman, level 12
Human, Rogue, Master Infiltrator
Build: Aerialist Rogue
Rogue Tactics: Artful Dodger
Background: Political Rebel (Political Rebel Benefit)

FINAL ABILITY SCORES
Str 15, Con 12, Dex 21, Int 11, Wis 9, Cha 18.

STARTING ABILITY SCORES
Str 13, Con 11, Dex 16, Int 10, Wis 8, Cha 16.


AC: 21 Fort: 19 Reflex: 24 Will: 21
HP: 79 Surges: 7 Surge Value: 19

TRAINED SKILLS
Bluff +15, Stealth +18, Thievery +16, Acrobatics +22, Athletics +19, Perception +10, Diplomacy +16, Nature +10

UNTRAINED SKILLS
Arcana +6, Dungeoneering +5, Endurance +7, Heal +5, History +6, Insight +5, Intimidate +10, Religion +6, Streetwise +11

FEATS
Human: Weapon Proficiency (Rapier)
Level 1: Whip Training
Level 2: Duelist's Panache
Level 4: Flash of the Blade
Level 6: Underhanded Tactics
Level 8: Mounted Combat
Level 10: Sure Climber
Level 11: Skill Training (Nature)
Level 12: Whip Specialist

POWERS
Bonus At-Will Power: Duelist's Flurry
Rogue at-will 1: Sly Flourish
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Positioning Strike
Rogue daily 1: Duelist's Prowess
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Flamboyant Strike
Rogue daily 5: Clever Riposte
Rogue utility 6: Nimble Climb (retrained to Sidestep Stance at Level 10)(retrained to Practiced Rider at Level 12)
Rogue encounter 7: Spring the Trap
Rogue daily 9: Rogue's Recovery (retrained to Entangling Whip at Whip Specialist)
Rogue utility 10: Rapid Escape

ITEMS
Leather Armor, Adventurer's Kit, Main Gauche, Duelist's Rapier
(assuming a low magic campaign with inherent bonuses)
 
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Eh, I think the designers have really thought about thematic feats and such. I think they consider that a LOT more than they do power balance and whatnot when they put out new stuff.

Also I think it just happens that 4e does this kind of martial theme really well. Its not quite so good at making something like Sir Launcelot.
 

I've got Lancelot in my sights (he's a namesake don't you know). Divine boon (strength of 10), raised by fey(lady of the lake), maybe wandering duelist, maybe hybrid paladin/fighter with a geasa to never loose if he fights for right?, ... with good mix'em up style (some recent martial powers 2 elements)
 


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