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UBER Dragonborn Fighter or Paladin Defender...we can build him!
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<blockquote data-quote="Family" data-source="post: 4274908" data-attributes="member: 65014"><p>Initiative: 0</p><p>Action Points: 1</p><p>Max Hit Points: 29hp</p><p>Bloodied: 14hp</p><p>Healing: 9hp</p><p>Surges: 6/day</p><p>2nd Wind: 1/encounter</p><p></p><p>AC: 17</p><p>Fort: 17 (+2 class)</p><p>Ref: 10</p><p>Will: 11</p><p></p><p>+5 Str: 20 (+2 race)</p><p>+2 Con: 14</p><p>+0 Dex: 11</p><p>-1 Int: 8</p><p>+0 Wis: 10</p><p>+1 Cha: 12 (+2 race)</p><p></p><p>Movement: 5</p><p>Vision: Normal</p><p>Passive Insight: 10</p><p>Passive Perception: 10</p><p></p><p>Skills:</p><p>0 Acrobatics DEX</p><p>-1 Arcana INT</p><p>10 Athletics STR (+5 trnd)</p><p>1 Bluff CHA</p><p>1 Diplomacy CHA</p><p>0 Dungeoneering WIS </p><p>2 Endurance CON</p><p>0 Heal WIS </p><p>1 History INT (+2 race)</p><p>0 Insight WIS </p><p>8 Intimidate CHA (+2 race) (+5 trnd)</p><p>0 Nature WIS </p><p>0 Perception WIS </p><p>-1 Religion INT </p><p>0 Stealth DEX</p><p>6 Streetwise CHA (+5 trnd)</p><p>0 Thievery DEX</p><p>Languages: Common, Draconic.</p><p></p><p>Name: Torrin</p><p>Level: 1</p><p>XP: 0</p><p>Race: Dragonborn</p><p>Role: Defender</p><p>Class: Fighter</p><p>Build: Great Weapon</p><p>Paragon Path: -</p><p>Epic Destiny: -</p><p>Source: Martial</p><p>Gender: Male</p><p>Size: M</p><p>Age: 15</p><p>Height: 6’2”</p><p>Weight: 220lbs</p><p>Alignment: Unaligned</p><p>Deity: Kord</p><p></p><p>Proficiencies: cloth, leather, hide, chainmail, & scale armor; light & heavy shields; simple & military melee and simple & military ranged weapons.</p><p></p><p>Load: 90lbs / 200lbs</p><p>Equipment: 10g </p><p>-Maul 2d6, 12lbs </p><p>-Scale Armor +7 AC, 45lbs</p><p>-SAK: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. 33lbs</p><p></p><p>Race & Class Features: </p><p>-Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.</p><p></p><p>Combat Superiority:</p><p>An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. </p><p></p><p>Fighter Weapon Talent:</p><p>You gain a +1 bonus to 2 handed attack rolls. (Already included in calculations)</p><p></p><p>Combat Challenge:</p><p>Every time you attack an enemy (hit or miss) you can mark that target. The mark lasts until the end of your next turn. </p><p>While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A new mark supersedes a mark that was already in place. Also, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.</p><p></p><p>Feats:</p><p>- Potent Challenge</p><p>Benefit: If you hit a foe with an attack granted by your combat challenge class feature, with a two-handed weapon, add +2 damage.</p><p></p><p>AT WILL POWERS:</p><p>Cleave: martial, weapon.</p><p>standard,  melee weapon.</p><p>Target: one creature</p><p>Attack: +6 vs AC</p><p>Hit: 2d6+5, and an enemy adjacent to you takes 5 damage.</p><p></p><p>Reaping Strike: martial, weapon.</p><p>standard, melee weapon.</p><p>Target: one creature</p><p>Attack: +6 vs AC</p><p>Hit: 2d6+5</p><p>Miss: 5 damage</p><p></p><p>ENCOUNTER POWERS:</p><p>Villain’s Menace: martial, weapon.</p><p>standard, melee weapon.</p><p>Target: one creature</p><p>Attack: 6 vs AC</p><p>Hit: 4d6+5, you gain a +2 to attack and a +4 to damage against the target until the end of the encounter.</p><p>Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.</p><p></p><p>Dragon Breath: Electricity</p><p>minor action, close blast 3</p><p>Target: all creatures in area</p><p>Attack: +7 vs reflex</p><p>Hit: 1d6+3</p><p></p><p>DAILY POWERS:</p><p>Steel Serpent Strike: martial, weapon</p><p>standard, melee weapon</p><p>Target: one creature</p><p>Attack: +6 vs AC</p><p>Hit: 4d6+5, and the target is slowed and can’t shift until end of your next turn.</p><p></p><p></p><p>---</p><p>Only 56 minutes to build <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /> I pulled the name from the suggested list, I liked the sound of it.</p><p></p><p>I think that the maul will win out over the axe in game, but I do think the axe is a bit "cooler".</p><p></p><p>I think that ice breath is in line with the "Jason Dragonbourne" idea (the butt kicker with ice in his veins). Fire is nifty (and useful when adventuring) but many enemies have fire resistance.</p><p></p><p>Lastly, sorry but no I can't level out the build for you. There is only one way for an adventurer to get to level 30, 1 encounter worth of xp at a time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin    :D"  data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Family, post: 4274908, member: 65014"] Initiative: 0 Action Points: 1 Max Hit Points: 29hp Bloodied: 14hp Healing: 9hp Surges: 6/day 2nd Wind: 1/encounter AC: 17 Fort: 17 (+2 class) Ref: 10 Will: 11 +5 Str: 20 (+2 race) +2 Con: 14 +0 Dex: 11 -1 Int: 8 +0 Wis: 10 +1 Cha: 12 (+2 race) Movement: 5 Vision: Normal Passive Insight: 10 Passive Perception: 10 Skills: 0 Acrobatics DEX -1 Arcana INT 10 Athletics STR (+5 trnd) 1 Bluff CHA 1 Diplomacy CHA 0 Dungeoneering WIS 2 Endurance CON 0 Heal WIS 1 History INT (+2 race) 0 Insight WIS 8 Intimidate CHA (+2 race) (+5 trnd) 0 Nature WIS 0 Perception WIS -1 Religion INT 0 Stealth DEX 6 Streetwise CHA (+5 trnd) 0 Thievery DEX Languages: Common, Draconic. Name: Torrin Level: 1 XP: 0 Race: Dragonborn Role: Defender Class: Fighter Build: Great Weapon Paragon Path: - Epic Destiny: - Source: Martial Gender: Male Size: M Age: 15 Height: 6’2” Weight: 220lbs Alignment: Unaligned Deity: Kord Proficiencies: cloth, leather, hide, chainmail, & scale armor; light & heavy shields; simple & military melee and simple & military ranged weapons. Load: 90lbs / 200lbs Equipment: 10g -Maul 2d6, 12lbs -Scale Armor +7 AC, 45lbs -SAK: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. 33lbs Race & Class Features: -Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls. Combat Superiority: An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. Fighter Weapon Talent: You gain a +1 bonus to 2 handed attack rolls. (Already included in calculations) Combat Challenge: Every time you attack an enemy (hit or miss) you can mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A new mark supersedes a mark that was already in place. Also, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. Feats: - Potent Challenge Benefit: If you hit a foe with an attack granted by your combat challenge class feature, with a two-handed weapon, add +2 damage. AT WILL POWERS: Cleave: martial, weapon. standard, melee weapon. Target: one creature Attack: +6 vs AC Hit: 2d6+5, and an enemy adjacent to you takes 5 damage. Reaping Strike: martial, weapon. standard, melee weapon. Target: one creature Attack: +6 vs AC Hit: 2d6+5 Miss: 5 damage ENCOUNTER POWERS: Villain’s Menace: martial, weapon. standard, melee weapon. Target: one creature Attack: 6 vs AC Hit: 4d6+5, you gain a +2 to attack and a +4 to damage against the target until the end of the encounter. Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. Dragon Breath: Electricity minor action, close blast 3 Target: all creatures in area Attack: +7 vs reflex Hit: 1d6+3 DAILY POWERS: Steel Serpent Strike: martial, weapon standard, melee weapon Target: one creature Attack: +6 vs AC Hit: 4d6+5, and the target is slowed and can’t shift until end of your next turn. --- Only 56 minutes to build :) I pulled the name from the suggested list, I liked the sound of it. I think that the maul will win out over the axe in game, but I do think the axe is a bit "cooler". I think that ice breath is in line with the "Jason Dragonbourne" idea (the butt kicker with ice in his veins). Fire is nifty (and useful when adventuring) but many enemies have fire resistance. Lastly, sorry but no I can't level out the build for you. There is only one way for an adventurer to get to level 30, 1 encounter worth of xp at a time. :D [/QUOTE]
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UBER Dragonborn Fighter or Paladin Defender...we can build him!
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