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Dragonlance: Young Heroes 4e (Closed)
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<blockquote data-quote="BendBars/LiftGates" data-source="post: 4295166" data-attributes="member: 58779"><p><em>Here's what I've come up with for a 32-pt. Caramon. Fewmaster Toade, I'm coming for you! (In five years, that is.)</em></p><p></p><p><strong>Caramon Majere</strong></p><p>Good</p><p>male human Fighter 1</p><p></p><p>Str 19, Con 13, Dex 14, Int 8, Wis 13, Cha 16</p><p>AC: 19; Fort 17, Ref 15, Will 14</p><p></p><p><u>Skills</u>: Athletics (+8), Endurance (+5), Intimidate (+7), Streetwise (+7)</p><p><u>Feats</u>: Weapon Focus (heavy blades), Weapon Proficiency (bastard sword)</p><p></p><p><u>At-Will Exploits</u></p><p><em>Sure Strike</em>: +11 vs. AC; 1d10+4 damage</p><p><em>Tide of Iron</em>: +9 vs. AC; 1d10+4 damage, push target (Large or smaller) 1 square, can shift into square the target occupied.</p><p><em>Cleave</em>: +9 vs. AC; 1d10+4 damage, target adjacent to you and first target takes 4 damage.</p><p><u>Encounter Exploits</u></p><p><em>Covering Attack</em>: +9 vs. AC; 2d10+4 damage and an ally adjacent to target can shift 2 squares.</p><p><u>Daily Exploits</u></p><p><em>Comback Strike</em>: +9 vs. AC; 2d10+4 damage and you can spend a healing surge.</p><p></p><p><u>Class Features</u>:</p><p>Combat Challenge: When making an attack, can choose to mark an enemy until the end of your next turn. While enemy is marked, you may make an immediate interrupt basic attack against it if the enemy shifts or makes an attack that doesn't include you.</p><p>Combat Superiority: +1 on opportunity attacks. An enemy hit by your opportunity attack stops moving if move provoked, though it may spend more actions to continue moving).</p><p>Fighter Weapon Talent: +1 when fighting with one-handed weapon (included).</p><p></p><p><u>Equipment</u>: bastard sword, scale armor, heavy shield, adventurer's kit (backpack, bedroll, flint and steel, belt pouch, trail rations 10x, hemp rope 50', torches 2x, waterskin)</p></blockquote><p></p>
[QUOTE="BendBars/LiftGates, post: 4295166, member: 58779"] [I]Here's what I've come up with for a 32-pt. Caramon. Fewmaster Toade, I'm coming for you! (In five years, that is.)[/I] [B]Caramon Majere[/B] Good male human Fighter 1 Str 19, Con 13, Dex 14, Int 8, Wis 13, Cha 16 AC: 19; Fort 17, Ref 15, Will 14 [U]Skills[/U]: Athletics (+8), Endurance (+5), Intimidate (+7), Streetwise (+7) [U]Feats[/U]: Weapon Focus (heavy blades), Weapon Proficiency (bastard sword) [U]At-Will Exploits[/U] [I]Sure Strike[/I]: +11 vs. AC; 1d10+4 damage [I]Tide of Iron[/I]: +9 vs. AC; 1d10+4 damage, push target (Large or smaller) 1 square, can shift into square the target occupied. [I]Cleave[/I]: +9 vs. AC; 1d10+4 damage, target adjacent to you and first target takes 4 damage. [U]Encounter Exploits[/U] [I]Covering Attack[/I]: +9 vs. AC; 2d10+4 damage and an ally adjacent to target can shift 2 squares. [U]Daily Exploits[/U] [I]Comback Strike[/I]: +9 vs. AC; 2d10+4 damage and you can spend a healing surge. [U]Class Features[/U]: Combat Challenge: When making an attack, can choose to mark an enemy until the end of your next turn. While enemy is marked, you may make an immediate interrupt basic attack against it if the enemy shifts or makes an attack that doesn't include you. Combat Superiority: +1 on opportunity attacks. An enemy hit by your opportunity attack stops moving if move provoked, though it may spend more actions to continue moving). Fighter Weapon Talent: +1 when fighting with one-handed weapon (included). [U]Equipment[/U]: bastard sword, scale armor, heavy shield, adventurer's kit (backpack, bedroll, flint and steel, belt pouch, trail rations 10x, hemp rope 50', torches 2x, waterskin) [/QUOTE]
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