Here there be Dragons [Closed]

Also, sappire07, I have a bit of advice for you as well. Your original stats had you with an 18 dex and a 14 cha and then you spent your human bonus on cha. If you went with a dex of 16 and a cha of 16, you would gain 3 more points to spend on your other stats, and then you apply the human bonus to make the dex 18 again. Works out the same for dex and cha, and better for your other scores[/GM].

thanks i will fix and update my character later on
 

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thanks, your shifter is really interesting too. :)

I will make a suggestion to you if you'll hear me out. Feel free to ignore this if you plan on multiclassing or believe this doesn't fit with your character concept, however I noticed you took the skill training feat for stealth. If you took the multiclass feat Warrior of the Wild, you would in fact gain the exact same benefit, Stealth as a trained skill, and in addition get hunter's quarry as an encounter power. I don't know if you're interested or not, I just thought I'd mention.

wow you're good. :) Thanks for the suggestion. I'll update that for sure with the change later.
 

====== Created Using Wizards of the Coast D&D Character Builder ======
silk, level 1
Human, Rogue
Build: Trickster Rogue
Rogue Tactics: Artful Dodger
Rogue: Rogue Weapon Talent
Human Power Selection: Bonus At-Will Power
Background: Merchant Prince (Merchant Prince Benefit)

FINAL ABILITY SCORES
Str 13, Con 11, Dex 18, Int 10, Wis 8, Cha 16.

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


AC: 16 Fort: 12 Reflex: 17 Will: 14
HP: 23 Surges: 6 Surge Value: 5

TRAINED SKILLS
Bluff +8, Stealth +9, Thievery +9, Insight +6, Acrobatics +9, Perception +4, Streetwise +8

UNTRAINED SKILLS
Arcana, Diplomacy +3, Dungeoneering -1, Endurance, Heal -1, History, Intimidate +3, Nature -1, Religion, Athletics +1

FEATS
Human: Backstabber
Level 1: Weapon Proficiency (Rapier)

POWERS
Bonus At-Will Power: Deft Strike
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Sly Flourish
Rogue encounter 1: Unbalancing Shot
Rogue daily 1: Pommel Smash

ITEMS
Adventurer's Kit, Disguise Kit, Leather Armor, Rapier, Dagger (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


heres the updated silk.



btw: does the new character builder have a copy to clipboard option?
 


Korvash - Half-Elf Ardent

He often wondered, when he was able, whether things could have ended up any differently. He should have been dead many times over and, when they reached their destination, he most likely would be.

His “ability” had helped him escape the first time. His mother (he was sure it was her, wasn’t it? sister?) had told them about it so they would spare his life. He sometimes (often?) wished she hadn’t. Feeling when someone was lying – guilt, fear, embarrassment – was a very helpful thing for a bounty hunter’s pet to have. He was so young (5? 7? 9?) that, like a faithful hound, he adored – pride, self-worth, contentment - them for the scraps they gave him. And cowered – fear, shame, anger – from the punishments for failure. The Tyranny of the Lost had been his home.

Maybe base was a better word. He had travelled, that much he remembered. Where he travelled was far hazier. Following his master (masters? mistress?) from place to place, sniffing out those they hunted.
Which, he was sure, how he ended up here. A failed mission (sabotage? incompetence? by design?) in the Tyranny of Storms had found him captured. He contained a lot of information and they wanted it by any means. He was loyal (why?) and didn’t not give up anything (did he?) despite what they put him through. That year (6 months? 9? 18?) had felt the longest of his otherwise miserable, short life.

The torture had changed him, that much he knew. His body had been lost to him a long time ago (scars? reset bones? burn marks? regrown flesh? dizzy spells? loss of memory?). The only thing he had to hold on to were his emotions, and those of others that he felt. He had initially been overwhelmed by the volume but he had hung on – persistence, identity, stubbornness, anger – and something had snapped. No longer merely feeling emotion, he found control. First, he used them to help his eladrin friend. He had stuck up for him in the cells (fought? talked down? bullied?) and so he took away his pain – fear, abandonment. Then he had used them against his torturers. Feeding back pain and fear – satisfying, validating, pure – to those who inflicted it upon him. Soon they became uninterested – confused, reluctant, frightened – and he was left alone.

Until now. The price had been paid and he was being sent back. Probably to find out what he had told them (nothing? everything? truth? lies?). Or just to return their faithful hound. Either way he was a dead man. He would not be dictated to again. His life would be his own. He was broken. He was changed. He…no…Korvesh (his name? his identity?) would be free. And Korvesh would have his revenge.

[sblock=Full Character]
Korvesh, level 1
Half-Elf, Ardent
Ardent Mantle: Mantle of Elation

FINAL ABILITY SCORES
Str 10, Con 17, Dex 14, Int 11, Wis 8, Cha 18.

AC: 16 Fort: 14 Reflex: 12 Will: 15
HP: 29 Surges: 10 Surge Value: 7
PP: 2

Mantle of Elation
You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier.
In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks.

TRAINED SKILLS
Bluff +9, Endurance +7, Diplomacy +11, Insight +8

UNTRAINED SKILLS
Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1

[sblock=FEATS]
Level 1:
Wind of Sympathy
When you use your second wind, one ally within the radius of your Ardent Mantle can use their second wind as a free action[/sblock]

[sblock=POWERS]
Ardent at-will 1:
Demoralizing Strike
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Aug 1
Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to Will equal to 1 + your Constitution modifier until the end of your next turn.
Aug 2
Close: burst 1
Target: Each creature in the burst
Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to all defenses equal to 1 + your Constitution modifier until the end of your next turn.

Ardent at-will 1:
Energizing Strike
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains temporary hit points equal to one-half your level + your Charisma modifier.
Aug 1
Hit: 1[W] + Charisma modifier damage, and one dying ally within 5 squares of you regains hit points equal to your Charisma modifier.
Aug 2
Hit: 2[W] + Charisma modifier damage, and you or one ally within 5 squares of you can spend a healing surge.

Dilettante:
Eyebite
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.

Ardent daily 1:
Recursive Emotions
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The target takes ongoing 5 psychic damage (save ends). Whenever the target makes a saving throw against this effect, one enemy you can see takes psychic damage equal to your Wisdom or Constitution modifier, and one ally you can see regains the same number of hit points.[/sblock]

ITEMS
Longspear, Chainmail, Sling, Sling Bullets (20)[/sblock]

[sblock=Stat Block]
HP: 29/29
Surges: 10/10
PP: 2/2

AC: 16
Fort: 14
Ref: 12
Will: 15

Demoralizing Strike
Energizing Strike
Ardent Surge
Ardent Outrage
Eyebite
Recursive Emotions

TRAINED SKILLS
Bluff +9, Endurance +7, Diplomacy +11, Insight +8

UNTRAINED SKILLS
Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1[/sblock]
 






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