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Logos's The Destroyers **Recruiting**
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<blockquote data-quote="Logos7" data-source="post: 4411154" data-attributes="member: 62880"><p>Hey Everyone, </p><p> </p><p> just thought I'd share a 9th level character i idly made up if anyone wanted to have him and outline the equipment</p><p> </p><p> you are entitled to one 10th level magic item, one 8th level magic item and 3400gp that you can spend as you please (no change from the magic items, ie if you take a lower level magic item you do not receive the difference in price back) </p><p></p><p>also how do you hide quotes?</p><p></p><p>[sblock] </p><p>9th Level Dwarf Fighter Cleric</p><p></p><p>Str 17 Medium Hp 70 Surges/Day 12</p><p>Dex 11 Speed 5 (+2 if running or charging) Blood 35 Surge 17 </p><p>Con 18 Initiative +4</p><p>Int 10 Ac 14 +9 (Dwarven Scale +2) </p><p>Wis 16 Fort 14+2+3 Ref 14 Will 14+3</p><p>Cha 12 </p><p></p><p>Race</p><p>----------------------------------------------------------------------------</p><p>Cast Iron Stomach: +5 on Saves vs Poison</p><p>Dwarven Resilience: Second Wind is a minor Action</p><p>Proficient in Axes and Hammers and +2 Damage (Dwarvish Weapon Training)</p><p>Encumbered Speed, Armour and Load don't reduce speed</p><p>Stand your Ground: Push's, Pull's and Slides are reduced by one</p><p> : Save vs Falling Prone </p><p></p><p>Class</p><p>----------------------------------------------------------------------------</p><p>Great Weapon Fighter (+1 with two handers)</p><p>Combat Challenge: Creatures you attack are Marked</p><p> When Adjacent Enemies Shift or Attack someone else Immediate Interrupt</p><p>Make a Basic Melee Attack against that enemy</p><p>Combat Superiority: +3 on Oppurtunity attacks and hit enemies stop moving</p><p></p><p></p><p>Skills (trained and modified only)</p><p>------------------------------------------------------------------------</p><p>Religion +12</p><p>Endurance +15+2 (Dwarvish Scale)</p><p>Athletics + 12</p><p>Heal + 12</p><p>Dungeoneering +9</p><p></p><p>Feats</p><p>---------------------------------------</p><p>Dwarven Weapon Training (Proficiency and +2 Damage with Hammer's and Axes)</p><p>Initiate of the Faith (Religion Training and a Cleric) </p><p>Fast Runner (+2 Speed when Charging or Running)</p><p>Powerful Charge (+2 Damage and +2 Bull Rush Attempts, when charging)</p><p>Novice Power (Searing Light, encounter 7)</p><p></p><p>@ Will Powers (w/ +2 Lighting Warhammer)</p><p>--------------------------------------</p><p>Cleave, +12 vs Ac 1d10+8</p><p> and Adjacent Enemy Takes 3 damage</p><p></p><p>Reaping Strike, +12 vs Ac 1d10+8 </p><p>Miss = 3 damage </p><p></p><p>Encounter Powers (w/+2 Lighting Warhammer)</p><p>-----------------------------------------</p><p>Level 1 Steel Serpent Strike, +12 vs Ac </p><p>2d10 +8 and Target is slowed and cannot shift until the end of your next turn </p><p></p><p>Level 3 Crushing Blow +12 vs Ac</p><p>2d10+12</p><p></p><p>Level 7 (Impliment, Cleric) Searing Light, +7 vs ref</p><p>2d6+3 Radiant Damage and Target is blind until the end of your next turn</p><p></p><p>Daily Powers (w/+2 lighting Warhammer)</p><p>----------------------------------------------</p><p>Level 1 Combat strike, +12 vs Ac</p><p>2d10+8 and you can spend a healing surge</p><p></p><p>Level 5 Crack the Shell, +12 vs Ac</p><p>2d10+8 Ongoing 5 Damage and -2 Ac (save ends both)</p><p></p><p>Level 9 Victorious Surge, +12 vs Ac</p><p>3d10+8 and gain hp as if you had spend a surge</p><p></p><p>Cleric Healing Word</p><p>Minor, Close Burst 5, You or one ally may spend a healing surge and gain an addittional 1d6 gp</p><p></p><p>Equipment</p><p>--------------------------------------------</p><p>+2 Lighting Warhammer (Critical 2d6 Lighting)</p><p>Power (@Will Lighting) Free Action, All damage dealt by this weapon is lightning Damage, Another free action returns the damage to normal</p><p></p><p>+2 Dwarvish Scale</p><p>Power (Daily Healing) Free Action, Regain Hp as if you had spend a healign surge</p><p>Enhancement Bonus applies to Endurance Checks as an Item Bonus)</p><p></p><p>3400gp, </p><p></p><p>Longterm Goals Probably Pit Fighter</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Logos7, post: 4411154, member: 62880"] Hey Everyone, just thought I'd share a 9th level character i idly made up if anyone wanted to have him and outline the equipment you are entitled to one 10th level magic item, one 8th level magic item and 3400gp that you can spend as you please (no change from the magic items, ie if you take a lower level magic item you do not receive the difference in price back) also how do you hide quotes? [sblock] 9th Level Dwarf Fighter Cleric Str 17 Medium Hp 70 Surges/Day 12 Dex 11 Speed 5 (+2 if running or charging) Blood 35 Surge 17 Con 18 Initiative +4 Int 10 Ac 14 +9 (Dwarven Scale +2) Wis 16 Fort 14+2+3 Ref 14 Will 14+3 Cha 12 Race ---------------------------------------------------------------------------- Cast Iron Stomach: +5 on Saves vs Poison Dwarven Resilience: Second Wind is a minor Action Proficient in Axes and Hammers and +2 Damage (Dwarvish Weapon Training) Encumbered Speed, Armour and Load don't reduce speed Stand your Ground: Push's, Pull's and Slides are reduced by one : Save vs Falling Prone Class ---------------------------------------------------------------------------- Great Weapon Fighter (+1 with two handers) Combat Challenge: Creatures you attack are Marked When Adjacent Enemies Shift or Attack someone else Immediate Interrupt Make a Basic Melee Attack against that enemy Combat Superiority: +3 on Oppurtunity attacks and hit enemies stop moving Skills (trained and modified only) ------------------------------------------------------------------------ Religion +12 Endurance +15+2 (Dwarvish Scale) Athletics + 12 Heal + 12 Dungeoneering +9 Feats --------------------------------------- Dwarven Weapon Training (Proficiency and +2 Damage with Hammer's and Axes) Initiate of the Faith (Religion Training and a Cleric) Fast Runner (+2 Speed when Charging or Running) Powerful Charge (+2 Damage and +2 Bull Rush Attempts, when charging) Novice Power (Searing Light, encounter 7) @ Will Powers (w/ +2 Lighting Warhammer) -------------------------------------- Cleave, +12 vs Ac 1d10+8 and Adjacent Enemy Takes 3 damage Reaping Strike, +12 vs Ac 1d10+8 Miss = 3 damage Encounter Powers (w/+2 Lighting Warhammer) ----------------------------------------- Level 1 Steel Serpent Strike, +12 vs Ac 2d10 +8 and Target is slowed and cannot shift until the end of your next turn Level 3 Crushing Blow +12 vs Ac 2d10+12 Level 7 (Impliment, Cleric) Searing Light, +7 vs ref 2d6+3 Radiant Damage and Target is blind until the end of your next turn Daily Powers (w/+2 lighting Warhammer) ---------------------------------------------- Level 1 Combat strike, +12 vs Ac 2d10+8 and you can spend a healing surge Level 5 Crack the Shell, +12 vs Ac 2d10+8 Ongoing 5 Damage and -2 Ac (save ends both) Level 9 Victorious Surge, +12 vs Ac 3d10+8 and gain hp as if you had spend a surge Cleric Healing Word Minor, Close Burst 5, You or one ally may spend a healing surge and gain an addittional 1d6 gp Equipment -------------------------------------------- +2 Lighting Warhammer (Critical 2d6 Lighting) Power (@Will Lighting) Free Action, All damage dealt by this weapon is lightning Damage, Another free action returns the damage to normal +2 Dwarvish Scale Power (Daily Healing) Free Action, Regain Hp as if you had spend a healign surge Enhancement Bonus applies to Endurance Checks as an Item Bonus) 3400gp, Longterm Goals Probably Pit Fighter [/sblock] [/QUOTE]
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