Nifft
Penguin Herder
Project RE•GEN
I'm re-doing the pre-gen characters that suck, which are all of them except the Rogue. Even the Rogue might get some attention, but he's going last.
The Cleric needsfood fixing badly, so she's first. I'll update this post as progress is made. Please also take a look at the formatting of the PDF (which only covers 1st level, since each level should have its own PDF).
[sblock=Cleric]* Birel the Elf Cleric
Str: 10
Dex: 16 (14 +2 racial)
Con: 13
Int: 8
Wis: 18 (16 +2 racial)
Cha: 14
AC: 16 (hide armor; -1 ACP)
Fort: 11
Reflex: 13
Will: 16
HP: 25
Bloodied: 12
Healing Surge: 6
Surges/Day: 8
Feats: Elven Precision (included in power block).
Skills: Religion, Heal, Diplomacy, Insight, +2 Nature, +2 Perception
Acrobatics +2
Arcana -1
Athletics -1
Bluff +2
Diplomacy +7 (trained)
Dungeoneering +4
Endurance +1
Heal +9 (trained)
History -1
Insight +4
Intimidate +2
Nature +11 (trained)
Perception +6
Religion +4 (trained)
Stealth +2
Streetwise +2
Thievery +2
Group Awareness: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks.
Wild Step You ignore difficult terrain when you shift (even if you shift multiple squares).
Elven Accuracy
Encounter • Racial
Free Action • Personal
Effect: Reroll an attack roll with an additional +2 feat bonus, keeping the second result even if it is lower than the first.
Healer's Lore: Your powers with the healing keyword heal an additional +4 hit points (included in power block).
Healing Word
Special • Divine, Healing
Minor • Close burst 5
Target: You or one ally within burst.
Effect: The target can spend a healing surge, and gains an additional 1d6+4 hit points.
Special: You can use this power 2/encounter.
Lance of Faith
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his next attack against that target.
Sacred Flame
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d6+4 radiant damage, and one ally you can see gains either +2 temporary hit points or an immediate saving throw.
Divine Glow
Encounter • Divine, Implement, Radiant
Standard • Close blast 3
Target: each enemy in blast
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Cascade of Light
Encounter • Divine, Implement, Radiant
Standard • Ranged 10
Target: one critter
Attack: +4 vs. Will
Hit: 3d8+4 radiant damage, and the target gains vulnerability 5 to your attacks (save ends).
Miss: You deal half damage, and the target gains no vulnerability.
- - -
Level 2:
Even Level: +1 to attacks, defenses, skills and initiative.
Feat: Astral Fire
HP: 30 (+5)
Bloodied: 15 (+3)
Healing Surge: 7 (+1)
Shield of Faith -- Utility 2
Daily • Divine
Standard • Close burst 5
Targets: you and each ally in burst
Effect: Targets gain a +2 power bonus to AC until the end of the encounter.
- - -
Level 3:
HP: 35 (+5)
Bloodied: 17 (+2)
Healing Surge: 8 (+1)
Command
Encounter • Charm, Divine, Implement
Standard • Ranged 10
Target: one critter
Attack: +5 vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 5 squares.[/sblock] Please let me know if you find errors. I'll be posting the Wizard, Warlock and Fighter later.
Also: would it be helpful if I provided notes on HOW to play the characters in combat?
Thanks, -- N
EDIT: Updated the PDF, using a more standard (and less crowded) format.
I'm re-doing the pre-gen characters that suck, which are all of them except the Rogue. Even the Rogue might get some attention, but he's going last.
The Cleric needs
[sblock=Cleric]* Birel the Elf Cleric
Str: 10
Dex: 16 (14 +2 racial)
Con: 13
Int: 8
Wis: 18 (16 +2 racial)
Cha: 14
AC: 16 (hide armor; -1 ACP)
Fort: 11
Reflex: 13
Will: 16
HP: 25
Bloodied: 12
Healing Surge: 6
Surges/Day: 8
Feats: Elven Precision (included in power block).
Skills: Religion, Heal, Diplomacy, Insight, +2 Nature, +2 Perception
Acrobatics +2
Arcana -1
Athletics -1
Bluff +2
Diplomacy +7 (trained)
Dungeoneering +4
Endurance +1
Heal +9 (trained)
History -1
Insight +4
Intimidate +2
Nature +11 (trained)
Perception +6
Religion +4 (trained)
Stealth +2
Streetwise +2
Thievery +2
Group Awareness: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks.
Wild Step You ignore difficult terrain when you shift (even if you shift multiple squares).
Elven Accuracy
Encounter • Racial
Free Action • Personal
Effect: Reroll an attack roll with an additional +2 feat bonus, keeping the second result even if it is lower than the first.
Healer's Lore: Your powers with the healing keyword heal an additional +4 hit points (included in power block).
Healing Word
Special • Divine, Healing
Minor • Close burst 5
Target: You or one ally within burst.
Effect: The target can spend a healing surge, and gains an additional 1d6+4 hit points.
Special: You can use this power 2/encounter.
Lance of Faith
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his next attack against that target.
Sacred Flame
At-Will • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 1d6+4 radiant damage, and one ally you can see gains either +2 temporary hit points or an immediate saving throw.
Divine Glow
Encounter • Divine, Implement, Radiant
Standard • Close blast 3
Target: each enemy in blast
Attack: +4 vs. Reflex
Hit: 1d8+4 radiant damage
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Cascade of Light
Encounter • Divine, Implement, Radiant
Standard • Ranged 10
Target: one critter
Attack: +4 vs. Will
Hit: 3d8+4 radiant damage, and the target gains vulnerability 5 to your attacks (save ends).
Miss: You deal half damage, and the target gains no vulnerability.
- - -
Level 2:
Even Level: +1 to attacks, defenses, skills and initiative.
Feat: Astral Fire
HP: 30 (+5)
Bloodied: 15 (+3)
Healing Surge: 7 (+1)
Shield of Faith -- Utility 2
Daily • Divine
Standard • Close burst 5
Targets: you and each ally in burst
Effect: Targets gain a +2 power bonus to AC until the end of the encounter.
- - -
Level 3:
HP: 35 (+5)
Bloodied: 17 (+2)
Healing Surge: 8 (+1)
Command
Encounter • Charm, Divine, Implement
Standard • Ranged 10
Target: one critter
Attack: +5 vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 5 squares.[/sblock] Please let me know if you find errors. I'll be posting the Wizard, Warlock and Fighter later.
Also: would it be helpful if I provided notes on HOW to play the characters in combat?
Thanks, -- N
EDIT: Updated the PDF, using a more standard (and less crowded) format.
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