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This thread can be used for any level build you want to post, critiques welcome.

Name: Azi
Race: Teifling
Class: Warlock
Role: Striker
Source: Arcane
Build: Infernal

Exp: 0
Level: 1
Action Points: 1
Heals: 6
HP: 15

Str: 10
Con: 10
Dex: 14 (+2)
Int: 11 (0)
Wis: 10 (0)
Cha: 20 (+5)

Ref: 11 (+1)
Will: 11 (+1)
Fort: 15

AC: 15= +10 +1(Class)+2(Dex)+2(Armor)

Armor: leather (+2)
Weapon: dagger (+3 attack bonus)

RACIAL:
Bloodhunt
+1 to attack rolls against bloodied foes

Fire Resistance
Resist fire 5+1/2 your level

Dagger: 1d4 damage

Movement: 5
Languages: Common, +1 (Infernal?)

SKILLS (Bluff, Stealth +2)
AR Check:
Sight: Low-Light Vision

C Bluff (Cha) +7
C Streetwise (Cha)+5
C Thievery (Dex) +2
U Acrobatics (Dex) 0
U Athletics (Str) 0
U Insight (Wis) 0 (10)
U Perception (Wis) 0 (10)
U Stealth (Dex) +4

CLASS FEATURES
-Inspiring Presence
When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.

-Inspiring Word
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

FEATS (1)
-Toughness (Heroic)
Benefit: When you take this feat, you gain additional hit points equal to your level +3. You also gain 1 additional hit point every time you gain a level.

UTILITY (0)

AT WILL (?)
-Fey Pact: Misty Step – when you reduce an enemy under your Warlock’s Curse to 0 hit points or fewer, you can teleport 3 squares as a free action.

-Prime Shot: if none of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target.

-Shadow Walk: move 3+ squares away on your turn, gain concealment until the end of your next turn.

-Warlock’s Curse: once per turn as a minor action, place a curse on the enemy nearest you; you do [an additional] +1d6 damage to an enemy [on a successful attack]; lasts until end of encounter or enemy is defeated.

-AT WILL (2)?
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Cha vs. Reflex
Hit: 1d10 + Cha damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Cha vs. Will
Hit: 1d6 + Cha psychic damage, and you are invisible to the target until the start of your next turn.

ENCOUNTER (1)
From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy’s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts.
Encounter ✦ Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Cha vs. Reflex
Hit: 2d6 + Cha fire damage, and the target takes a -4 [- Cha?]
penalty to attack rolls until the end of your next turn.

DAILY (1)
You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary
heights or stepping on unreal serpents.
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +Cha vs. Will
Hit: 3d8 + Cha psychic damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends
 

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Francis, the Dragonborn Warlord

Name: Captain Francis Umbrage
Race: Dragonborn
Class: Warlord
Role: Leader
Source: Martial
Build: Inspiring

Level: 1
Exp: 0
Action Points: 1
Heals: 8
HP: 28

Str: 18 (+4)
Con: 12 (+1)
Dex: 10 (0)
Int: 10 (0)
Wis: 10 (0)
Cha: 18 (+4)

Fort: 15
Ref: 11 (includes L Shield)
Will: 15

AC: 17= +10 +6(AR) +1(L Shield)

Armor: upto chainmail, light shield
Weapon: military melee, simple ranged

RACIAL: If he’s bloodied he gets +1 to hit

Longsword: (versatile) (+2 accuracy)
To Hit: +6 = +4 Str, +2 accuracy
Damage: 1D8+4 Str

Bow: (+2 accuracy)
To Hit: +2 = +0 Dex, +2 accuracy
Damage: 1D8

Movement: 5 (in heavy armor)
Languages: Common, Draconic
Sight: ?

SKILLS (History, Intimidate, +2)
AR Check: -1

C Athletics (Str) 9
C Diplomacy (Cha) 9
C History (Int) 7
C Intimidate (Cha) 11
U Acrobatics (Dex) 0
U Athletics (Str) 4
U Insight (Wis) 0 (10)
U Perception (Wis) 0 (10)
U Stealth (Dex) 0

CLASS FEATURES
-Inspiring Presence
When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Cha modifier.

-Inspiring Word
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

FEATS (1)
-Toughness (Heroic)
Benefit: When you take this feat, you gain additional hit points equal to your level +3. You also gain 1 additional hit point every time you gain a level.

UTILITY (0)

AT WILL (?)
-1 Breakthrough TLW (Class)
Standard Action, Martial, Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] +Str modifier and you may target a willing ally within 5 squares and pull him 1 square.

ENCOUNTER (1)
-Dragon Breath (Racial)
Minor action, Close blast 3
Target: All creatures in blast
Damage: 1D8+Str (Fire)

-1 Hammer and Anvil TLW (Class)
Standard Action, Martial, Melee Weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] +Str modifier damage and an adjacent ally may make a basic melee attack.
Inspiring Word: Your ally may add your Cha modifier as a bonus to the basic attack.

DAILY (1)
-1 Bastion of Defense (Class)
Standard Action, Martial, Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] +Str modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal to 5+ your Cha modifier.
 

Name: Elenhith
Race: Elf
Class: Rogue (Striker, Martial)
Level: 1

Str: 14 (+2), Con: 12 (+1), Dex: 18 (+4)
Int: 9 (-1), Wis: 12 (+1), Cha: 14 (+2)

AC: 16, Fort: 12, Ref: 16, Will: 12
HP: 29 (bloodied 14)
Healing surges/day: 7
Healing surge healing: 7 HP
Initiative: +4
Movement: 7
Sight: Low-Light Vision
Languages: Common, Elven

Equipment: Leather armor, dagger (w/ spares), longbow (+6 ranged (20/40), 1d10+4 damage, free action to reload), “rations”

RACIAL:
Elven Weapon Proficiency – Proficient with shortbow and longbow.
Wild Step – Ignore difficult terrain when shifting.
Group Awareness – Aura: grant non-elf allies within 5 squares +1 racial bonus to Perception checks.
Elven Accuracy – Power: Encounter, Free Action (Personal) – Reroll an attack action. Use the second roll, even if it’s lower.

CLASS FEATURES:
First Strike – At the start of an encounter, you have combat advantage against any creatures that have not yet acted in the encounter.
Brutal Scoundrel – You gain +2 bonus to Sneak Attack damage.
Rogue Weapon Talent – +1 bonus to attack roles made with a dagger.
Sneak Attack (2d8) – When you have combat advantage and are using a light blade, crossbow or sling, your attacks are Sneak Attacks doing an additional 2d8 damage.

SKILLS (Nature/Perception +2)
[Passive] Insight 12
[Passive] Perception 19 (trained)
Acrobatics +9 (trained), Athletics +2, Bluff +7 (trained), Dungeoneering +1, Intimidate +2, Stealth +9 (trained), Streetwise +7 (trained), Thievery +9 (trained)

FEAT
Backstabber – Increases Sneak Attack damage from d6 to d8.

AT-WILL EXPLOITS
Deft Strike (Martial, Weapon) – Standard Action
Requirement – Must be wielding a crossbow, light blade or sling.
Target: One creature.
Special: You may move up to two squares before the attack.
Attack: +8 vs. AC (dagger)
Hit: 1d4+4 damage (dagger)

Piercing Strike (Martial, Weapon) – Standard Action
Requirement – Must be wielding a light blade.
Target: One creature.
Attack: +8 vs. Reflex
Hit: 1d4+4 damage

ENCOUNTER EXPLOIT
Tortuous Strike (Martial, Weapon) – Standard Action
Requirement – Must be wielding a light blade.
Target: One creature.
Attack: +8 vs. Reflex
Hit: 2d4+6 damage

DAILY EXPLOIT
Easy Target (Martial, Weapon) – Standard Action
Requirement – Must be wielding a light blade.
Target: One creature.
Attack: +8 vs. Reflex
Hit: 3d4+4 damage and target grants combat advantage to you (save ends).
Miss: Half damage and no combat advantage is granted.
 

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