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Project RE•GEN
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<blockquote data-quote="Nifft" data-source="post: 4258381" data-attributes="member: 6562"><p><strong>Project RE•GEN</strong></p><p></p><p>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.</p><p></p><p>The Cleric needs <s>food</s> 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).</p><p></p><p>[sblock=Cleric]* Birel the Elf Cleric</p><p>Str: 10</p><p>Dex: 16 (14 +2 racial)</p><p>Con: 13</p><p>Int: 8</p><p>Wis: 18 (16 +2 racial)</p><p>Cha: 14</p><p></p><p></p><p>AC: 16 (hide armor; -1 ACP)</p><p>Fort: 11</p><p>Reflex: 13</p><p>Will: 16</p><p></p><p>HP: 25</p><p>Bloodied: 12</p><p>Healing Surge: 6</p><p>Surges/Day: 8</p><p></p><p>Feats: Elven Precision (included in power block).</p><p>Skills: Religion, Heal, Diplomacy, Insight, +2 Nature, +2 Perception</p><p>Acrobatics +2</p><p>Arcana -1</p><p>Athletics -1</p><p>Bluff +2</p><p>Diplomacy +7 (trained)</p><p>Dungeoneering +4</p><p>Endurance +1</p><p>Heal +9 (trained)</p><p>History -1</p><p></p><p>Insight +4</p><p>Intimidate +2</p><p>Nature +11 (trained)</p><p>Perception +6</p><p>Religion +4 (trained)</p><p>Stealth +2</p><p>Streetwise +2</p><p>Thievery +2</p><p></p><p></p><p></p><p></p><p><strong>Group Awareness</strong>: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks.</p><p></p><p><strong>Wild Step</strong> You ignore difficult terrain when you shift (even if you shift multiple squares).</p><p></p><p></p><p><strong>Elven Accuracy</strong></p><p>Encounter • Racial</p><p>Free Action • Personal</p><p>Effect: Reroll an attack roll with an additional +2 feat bonus, keeping the second result even if it is lower than the first.</p><p></p><p><strong>Healer's Lore</strong>: Your powers with the healing keyword heal an additional +4 hit points (included in power block).</p><p></p><p><strong>Healing Word</strong></p><p>Special • Divine, Healing</p><p>Minor • Close burst 5</p><p>Target: You or one ally within burst.</p><p>Effect: The target can spend a healing surge, and gains an additional 1d6+4 hit points.</p><p>Special: You can use this power 2/encounter.</p><p></p><p><strong>Lance of Faith</strong></p><p>At-Will • Divine, Implement, Radiant</p><p>Standard • Ranged 5</p><p>Target: one critter</p><p>Attack: +4 vs. Reflex</p><p>Hit: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his next attack against that target.</p><p></p><p><strong>Sacred Flame</strong></p><p>At-Will • Divine, Implement, Radiant</p><p>Standard • Ranged 5</p><p>Target: one critter</p><p>Attack: +4 vs. Reflex</p><p>Hit: 1d6+4 radiant damage, and one ally you can see gains either +2 temporary hit points or an immediate saving throw.</p><p></p><p><strong>Divine Glow</strong></p><p>Encounter • Divine, Implement, Radiant</p><p>Standard • Close blast 3</p><p>Target: each enemy in blast</p><p>Attack: +4 vs. Reflex</p><p>Hit: 1d8+4 radiant damage</p><p>Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.</p><p></p><p><strong>Cascade of Light</strong></p><p>Encounter • Divine, Implement, Radiant</p><p>Standard • Ranged 10</p><p>Target: one critter</p><p>Attack: +4 vs. Will</p><p>Hit: 3d8+4 radiant damage, and the target gains vulnerability 5 to your attacks (save ends).</p><p>Miss: You deal half damage, and the target gains no vulnerability.</p><p></p><p>- - -</p><p>Level 2:</p><p></p><p>Even Level: +1 to attacks, defenses, skills and initiative.</p><p></p><p>Feat: Astral Fire</p><p></p><p>HP: 30 (+5)</p><p>Bloodied: 15 (+3)</p><p>Healing Surge: 7 (+1)</p><p></p><p><strong>Shield of Faith</strong> -- Utility 2</p><p>Daily • Divine</p><p>Standard • Close burst 5</p><p>Targets: you and each ally in burst</p><p>Effect: Targets gain a +2 power bonus to AC until the end of the encounter.</p><p></p><p>- - -</p><p>Level 3:</p><p></p><p>HP: 35 (+5)</p><p>Bloodied: 17 (+2)</p><p>Healing Surge: 8 (+1)</p><p></p><p><strong>Command</strong></p><p>Encounter • Charm, Divine, Implement</p><p>Standard • Ranged 10</p><p>Target: one critter</p><p>Attack: +5 vs. Will</p><p>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.</p><p></p><p>Also: would it be helpful if I provided notes on HOW to play the characters in combat?</p><p></p><p>Thanks, -- N</p><p></p><p>EDIT: Updated the PDF, using a more standard (and less crowded) format.</p></blockquote><p></p>
[QUOTE="Nifft, post: 4258381, member: 6562"] [b]Project RE•GEN[/b] 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 [s]food[/s] 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 [b]Group Awareness[/b]: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks. [b]Wild Step[/b] You ignore difficult terrain when you shift (even if you shift multiple squares). [b]Elven Accuracy[/b] 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. [b]Healer's Lore[/b]: Your powers with the healing keyword heal an additional +4 hit points (included in power block). [b]Healing Word[/b] 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. [b]Lance of Faith[/b] 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. [b]Sacred Flame[/b] 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. [b]Divine Glow[/b] 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. [b]Cascade of Light[/b] 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) [b]Shield of Faith[/b] -- 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) [b]Command[/b] 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. [/QUOTE]
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