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General Tabletop Discussion
Character Builds & Optimization
How would you build the Fonz
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<blockquote data-quote="malcolm_n" data-source="post: 5196101" data-attributes="member: 63154"><p>I went with Valorous Bard. Although he's not a skill monster like you'd picture most bards, the Fonz does have a couple skills under his belt; particularly those I chose for him. Also, his constant encouragement fits nicely into the role and general powers of the class, while he can also demoralize somebody equally fast. He's not particularly smart, regardless of going on to be a teacher later on, but he's tough as nails.</p><p></p><p>I gave him two rituals which, when reskinned, fit his character as well. Although he doesn't use it to fight with, he has a rapier in honor of his fight with one during the show.</p><p></p><p>The Fonz uses the rules for inherent bonuses in the DM2</p><p></p><p>[sblock=The Fonz]====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Arthur Fonzarelli, level 2</p><p>Human, Bard</p><p>Build: Valorous Bard</p><p>Bardic Virtue: Virtue of Valor</p><p>Background: Society - Poor, Early Life - Invited Underground (+2 to Streetwise)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 11, Con 14, Dex 10, Int 8, Wis 10, Cha 20.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 11, Con 14, Dex 10, Int 8, Wis 10, Cha 18.</p><p></p><p></p><p>AC: 13 Fort: 14 Reflex: 13 Will: 18</p><p>HP: 31 Surges: 9 Surge Value: 7</p><p></p><p>TRAINED SKILLS</p><p>Diplomacy +11, Arcana +5, Streetwise +13, Athletics +6, Intimidate +11, Insight +6</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Bluff +7, Dungeoneering +2, Endurance +4, Heal +2, History +1, Nature +2, Perception +2, Religion +1, Stealth +2, Thievery +2</p><p></p><p>FEATS</p><p>Bard: Ritual Caster</p><p>Human: Weapon Proficiency (Rapier)</p><p>Level 1: Melee Training (Charisma)</p><p>Level 2: Skill Swap</p><p></p><p>POWERS</p><p>Bard at-will 1: Vicious Mockery</p><p>Bard at-will 1: Cutting Words</p><p>Bonus At-Will Power: Guiding Strike</p><p>Skill Swap: Ominous Threat</p><p>Bard encounter 1: Fast Friends</p><p>Bard daily 1: Malevolent Mischief</p><p>Bard utility 2: Nose for Trouble</p><p></p><p>ITEMS</p><p>Ritual Book, Riding Horse, Riding Shark, Rapier, Leather Armor, Demonskin Tattoo (heroic tier)</p><p>RITUALS</p><p>Glib Limerick (3), Make Whole</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p>[/sblock]</p><p></p><p>As to characters getting better at thievery, I can see it as being accomplished a couple different ways when you don't actively work to steal, open locks, etc</p><p></p><p>1) by the higher levels, you've seen enough locks opened that you kinda picked up on it, even if you're still not amazing.</p><p>2) nobody would expect that character to steal something, so most don't think twice when he tries to.</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 5196101, member: 63154"] I went with Valorous Bard. Although he's not a skill monster like you'd picture most bards, the Fonz does have a couple skills under his belt; particularly those I chose for him. Also, his constant encouragement fits nicely into the role and general powers of the class, while he can also demoralize somebody equally fast. He's not particularly smart, regardless of going on to be a teacher later on, but he's tough as nails. I gave him two rituals which, when reskinned, fit his character as well. Although he doesn't use it to fight with, he has a rapier in honor of his fight with one during the show. The Fonz uses the rules for inherent bonuses in the DM2 [sblock=The Fonz]====== Created Using Wizards of the Coast D&D Character Builder ====== Arthur Fonzarelli, level 2 Human, Bard Build: Valorous Bard Bardic Virtue: Virtue of Valor Background: Society - Poor, Early Life - Invited Underground (+2 to Streetwise) FINAL ABILITY SCORES Str 11, Con 14, Dex 10, Int 8, Wis 10, Cha 20. STARTING ABILITY SCORES Str 11, Con 14, Dex 10, Int 8, Wis 10, Cha 18. AC: 13 Fort: 14 Reflex: 13 Will: 18 HP: 31 Surges: 9 Surge Value: 7 TRAINED SKILLS Diplomacy +11, Arcana +5, Streetwise +13, Athletics +6, Intimidate +11, Insight +6 UNTRAINED SKILLS Acrobatics +2, Bluff +7, Dungeoneering +2, Endurance +4, Heal +2, History +1, Nature +2, Perception +2, Religion +1, Stealth +2, Thievery +2 FEATS Bard: Ritual Caster Human: Weapon Proficiency (Rapier) Level 1: Melee Training (Charisma) Level 2: Skill Swap POWERS Bard at-will 1: Vicious Mockery Bard at-will 1: Cutting Words Bonus At-Will Power: Guiding Strike Skill Swap: Ominous Threat Bard encounter 1: Fast Friends Bard daily 1: Malevolent Mischief Bard utility 2: Nose for Trouble ITEMS Ritual Book, Riding Horse, Riding Shark, Rapier, Leather Armor, Demonskin Tattoo (heroic tier) RITUALS Glib Limerick (3), Make Whole ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] As to characters getting better at thievery, I can see it as being accomplished a couple different ways when you don't actively work to steal, open locks, etc 1) by the higher levels, you've seen enough locks opened that you kinda picked up on it, even if you're still not amazing. 2) nobody would expect that character to steal something, so most don't think twice when he tries to. [/QUOTE]
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