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What CAN'T you do with 4e?
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<blockquote data-quote="Ginnel" data-source="post: 4295560" data-attributes="member: 66058"><p>Okay lets see the specifics then</p><p></p><p>Errol Flynn</p><p></p><p>"Daring do is my forte"</p><p></p><p>Human 1st level <s>Rogue</s> Swashbuckler</p><p></p><p>[SBLOCK]</p><p></p><p>Str 14</p><p>Con 14</p><p>Dex 16 (18 with stat boost)</p><p>Int 8</p><p>Wis 10</p><p>Cha 13</p><p></p><p>Initiative = +4 Hp = 26/ Bloodied 13 Healing surges = 8</p><p></p><p>(human defence bonus +1 to fort ref and will defences included here)</p><p>AC = 16 (17 with light shield)</p><p>Fort = 13</p><p>Reflex = 17 (18 with light shield)</p><p>Will = 12</p><p></p><p>Skills:</p><p>Acrobatics 9</p><p>Athletics 7</p><p>Bluff 6</p><p>Insight 5 </p><p>Stealth 9</p><p>Thievery 9</p><p>Streetwise 6</p><p></p><p>Feat:</p><p>Weapon Proficiency Rapier, (you become proficient with a rapier which is a +3 prof, 1D8 damage light blade)</p><p>Shield Proficiency (Light) Light shield is +1 AC and Reflex defense</p><p></p><p>Equipment</p><p></p><p>Rapier, Leather Armor.</p><p></p><p>Attacks (all attacks assume a rapier is used)</p><p>(Sneak attack damage +3D6 when you have combat advantage)</p><p></p><p>At Wills</p><p>Deft Strike</p><p>"Your deft footwork leads you forward into the strike"</p><p>Move 2 squares before the attack</p><p>target = 1 creature/ Attack = +7 Vs AC / Hit = 1D8 + 4 damage</p><p></p><p>Piercing Strike</p><p>"you find a chink in the enemies armor aiming your blow towards that point"</p><p>Target = 1 creature/ Attack = +7 Vs Reflex/ Hit = 1D8 + 4 damage</p><p></p><p>Riposte Strike</p><p>"You strike an enemy with a darting attack daring him to retaliate"</p><p>Target = 1 creature/ Attack = +7 Vs AC/ Hit = 1D8 + 4 damage</p><p>if target attacks you before your next turn take an immeadiate interupt action of Attack = +5 Vs AC/ Hit 1D8 +2 damage</p><p></p><p>Encounter</p><p></p><p>Positioning Strike</p><p>"A quick flourish of your blade and a shove positions the target right where you want it"</p><p>Target = 1 creature/ Attack = +7 Vs Will/ Hit = 1D8 + 4 damage plus slide the target one square</p><p></p><p>Daily</p><p></p><p>Easy Target</p><p>"A skillful blow leaves the enemy reeling setting him up for a viscous blow"</p><p>Target 1 creature/ Attack = +7 Vs AC/ Hit = 2D8 + 4 damage and target is slowed and gives combat advantage (save ends)</p><p>/ Miss target takes half damage and grants combat advantage till the end of your next turn.</p><p></p><p>[/sblock]</p><p></p><p>Ok thats a level one swash his attack is really quite nice he can do some lunging strikes and painful ones to manouver his enemies lets see what he comes out at level 11 then</p><p></p><p></p><p></p><p>Errol Flynn 11th level <s>Rogue</s> Swashbuckler/ <s>Shadow assassin</s> Duelist</p><p></p><p>If you want you can add +3 to all saves including AC and +3 to all attacks and all damage on attacks to take into account a magic +3 rapier which is justifiable at this level</p><p>[sblock]</p><p>Str 16</p><p>Con 16</p><p>Dex 21 </p><p>Int 9</p><p>Wis 11</p><p>Cha 14</p><p></p><p>Initiative = +7 Hp = 76/ Bloodied 38 Healing surges = 11</p><p></p><p>AC = 22 (24 with a light shield) +1 when adjacent to a wall</p><p>Fort = 19</p><p>Reflex = 23 (25 with a light shield)</p><p>Will = 18</p><p></p><p>Skills:</p><p>Acrobatics 15</p><p>Athletics 15</p><p>Bluff 12</p><p>Insight 10 </p><p>Stealth 15</p><p>Thievery 15</p><p>Streetwise 12</p><p></p><p>Feats:8 total </p><p>Weapon Proficiency Rapier = what it says on the tin</p><p>Shield Proficiency (Light) = what it says on the tin</p><p>Human perseverance = +1 feat bonus to saving throws</p><p>Durable = increase number of your healing surges by 2</p><p>Action surge = +3 bonus to attack rolls you make during any action you gained by spending an action point</p><p>Quick Draw = draw a weapon or object/potion stored in a pouch as part of the same action as you attack with it or use it +2 initiative</p><p>Shield Specialization = +1 feat bonus to AC and Reflex defense while using a shield</p><p>Back to the Wall +1 bonus whenever you are adjacent to a wall to melee attack rolls melee damage rolls and AC</p><p></p><p><s>Shadow Assassin</s> Duelists abilities</p><p>Duelists Action: when you spend an action point you gain +4 to attack rolls until the start of your next turn.</p><p>Duelist's Riposte: any adjacent enemy that misses you with a melee attack takes damage equal to your dex mod (which is +5)</p><p></p><p>Attacks (all attacks assume a rapier is used)</p><p>(Sneak attack damage +3D6 when you have combat advantage)</p><p></p><p>At-Will attacks (same as 1st level Errol) </p><p>Attack +13(+5 Dex +5 Level + 3 weapon prof rapier)/ Hit 1D8 + 5 damage with additional effects for the at will power</p><p></p><p>Encounter</p><p>Bait and Switch, attack +13 Vs Will/ Hit 2D8 + 5 damage in addition switch places with target and shift one square</p><p></p><p>Sand in the eyes attack +13 Vs Reflex/ Hit 1D8 +5 damage also the target is blinded until end of your next turn</p><p></p><p>Killers Eye +13 Vs Reflex/ Hit 2D8 damage +5 increase damage to 3D8 +5 if the creature you target hasn't acted in the encounter yet.</p><p></p><p>Daily</p><p></p><p>Clever Riposte</p><p>"you concentrate a barrage of blows on your enemy"</p><p>+13 Vs AC/ Hit 2D8 + 5 damage, effect until end of the encounter target takes 5 damage each time it attacks you and you can shift as an immeadiate reaction after such an attack</p><p></p><p>Knockout</p><p>"A swift blow with your pommel takes the enemy out of the fight"</p><p>Target = 1creature/ attack +13 Vs Fortitude/ Hit 2D8 + 5 and target is knocked unconcious (save ends) any damage to the target removes this unconcious effect.</p><p></p><p>Utilities</p><p>Tumble</p><p>"you dodge and weave through your enemies deflecting blows as you go"</p><p>Encounter power/move action = shift 1/2 your speed </p><p></p><p>Ignoble escape</p><p>"You lose your foes and move to a more advantageous position"</p><p>Encounter power/move action = remove mark if you are marked and shift your speed</p><p></p><p>Certain Freedom</p><p>"A low blow or a nimble duck enables you to escape the foes grapple"</p><p>Daily/Move action = automatically suceed on acrobatic check to escape grab or restraints.</p><p>[/sblock]</p><p></p><p>The powers let him run about with impunity and his powers can strike any defence, next to a wall he becomes even meaner with +1 to melee attack and dam and AC. This Rogue could stand at the front of party with this AC taking the fighters role and holding the line also he would be quite happy running about to get his sneak attack. His saves are also pretty good.</p><p></p><p>Swashbuckler AC 24 = base 10, 2 leather, 5 dex 5 half level, 1 light shield, 1 shield specialization</p><p></p><p>Paladin in plate AC 26 = base 10, 8 plate, 5 half level, 2 heavy shield, 1 either plate or shield specialization (shield and plate specialization doesn't stack)</p><p></p><p>of course the swash could take hide for 25 AC and the paladin or fighter could be in scale for one less AC, so your pretty much top of your class for this.</p></blockquote><p></p>
[QUOTE="Ginnel, post: 4295560, member: 66058"] Okay lets see the specifics then Errol Flynn "Daring do is my forte" Human 1st level [S]Rogue[/S] Swashbuckler [SBLOCK] Str 14 Con 14 Dex 16 (18 with stat boost) Int 8 Wis 10 Cha 13 Initiative = +4 Hp = 26/ Bloodied 13 Healing surges = 8 (human defence bonus +1 to fort ref and will defences included here) AC = 16 (17 with light shield) Fort = 13 Reflex = 17 (18 with light shield) Will = 12 Skills: Acrobatics 9 Athletics 7 Bluff 6 Insight 5 Stealth 9 Thievery 9 Streetwise 6 Feat: Weapon Proficiency Rapier, (you become proficient with a rapier which is a +3 prof, 1D8 damage light blade) Shield Proficiency (Light) Light shield is +1 AC and Reflex defense Equipment Rapier, Leather Armor. Attacks (all attacks assume a rapier is used) (Sneak attack damage +3D6 when you have combat advantage) At Wills Deft Strike "Your deft footwork leads you forward into the strike" Move 2 squares before the attack target = 1 creature/ Attack = +7 Vs AC / Hit = 1D8 + 4 damage Piercing Strike "you find a chink in the enemies armor aiming your blow towards that point" Target = 1 creature/ Attack = +7 Vs Reflex/ Hit = 1D8 + 4 damage Riposte Strike "You strike an enemy with a darting attack daring him to retaliate" Target = 1 creature/ Attack = +7 Vs AC/ Hit = 1D8 + 4 damage if target attacks you before your next turn take an immeadiate interupt action of Attack = +5 Vs AC/ Hit 1D8 +2 damage Encounter Positioning Strike "A quick flourish of your blade and a shove positions the target right where you want it" Target = 1 creature/ Attack = +7 Vs Will/ Hit = 1D8 + 4 damage plus slide the target one square Daily Easy Target "A skillful blow leaves the enemy reeling setting him up for a viscous blow" Target 1 creature/ Attack = +7 Vs AC/ Hit = 2D8 + 4 damage and target is slowed and gives combat advantage (save ends) / Miss target takes half damage and grants combat advantage till the end of your next turn. [/sblock] Ok thats a level one swash his attack is really quite nice he can do some lunging strikes and painful ones to manouver his enemies lets see what he comes out at level 11 then Errol Flynn 11th level [S]Rogue[/S] Swashbuckler/ [S]Shadow assassin[/S] Duelist If you want you can add +3 to all saves including AC and +3 to all attacks and all damage on attacks to take into account a magic +3 rapier which is justifiable at this level [sblock] Str 16 Con 16 Dex 21 Int 9 Wis 11 Cha 14 Initiative = +7 Hp = 76/ Bloodied 38 Healing surges = 11 AC = 22 (24 with a light shield) +1 when adjacent to a wall Fort = 19 Reflex = 23 (25 with a light shield) Will = 18 Skills: Acrobatics 15 Athletics 15 Bluff 12 Insight 10 Stealth 15 Thievery 15 Streetwise 12 Feats:8 total Weapon Proficiency Rapier = what it says on the tin Shield Proficiency (Light) = what it says on the tin Human perseverance = +1 feat bonus to saving throws Durable = increase number of your healing surges by 2 Action surge = +3 bonus to attack rolls you make during any action you gained by spending an action point Quick Draw = draw a weapon or object/potion stored in a pouch as part of the same action as you attack with it or use it +2 initiative Shield Specialization = +1 feat bonus to AC and Reflex defense while using a shield Back to the Wall +1 bonus whenever you are adjacent to a wall to melee attack rolls melee damage rolls and AC [S]Shadow Assassin[/S] Duelists abilities Duelists Action: when you spend an action point you gain +4 to attack rolls until the start of your next turn. Duelist's Riposte: any adjacent enemy that misses you with a melee attack takes damage equal to your dex mod (which is +5) Attacks (all attacks assume a rapier is used) (Sneak attack damage +3D6 when you have combat advantage) At-Will attacks (same as 1st level Errol) Attack +13(+5 Dex +5 Level + 3 weapon prof rapier)/ Hit 1D8 + 5 damage with additional effects for the at will power Encounter Bait and Switch, attack +13 Vs Will/ Hit 2D8 + 5 damage in addition switch places with target and shift one square Sand in the eyes attack +13 Vs Reflex/ Hit 1D8 +5 damage also the target is blinded until end of your next turn Killers Eye +13 Vs Reflex/ Hit 2D8 damage +5 increase damage to 3D8 +5 if the creature you target hasn't acted in the encounter yet. Daily Clever Riposte "you concentrate a barrage of blows on your enemy" +13 Vs AC/ Hit 2D8 + 5 damage, effect until end of the encounter target takes 5 damage each time it attacks you and you can shift as an immeadiate reaction after such an attack Knockout "A swift blow with your pommel takes the enemy out of the fight" Target = 1creature/ attack +13 Vs Fortitude/ Hit 2D8 + 5 and target is knocked unconcious (save ends) any damage to the target removes this unconcious effect. Utilities Tumble "you dodge and weave through your enemies deflecting blows as you go" Encounter power/move action = shift 1/2 your speed Ignoble escape "You lose your foes and move to a more advantageous position" Encounter power/move action = remove mark if you are marked and shift your speed Certain Freedom "A low blow or a nimble duck enables you to escape the foes grapple" Daily/Move action = automatically suceed on acrobatic check to escape grab or restraints. [/sblock] The powers let him run about with impunity and his powers can strike any defence, next to a wall he becomes even meaner with +1 to melee attack and dam and AC. This Rogue could stand at the front of party with this AC taking the fighters role and holding the line also he would be quite happy running about to get his sneak attack. His saves are also pretty good. Swashbuckler AC 24 = base 10, 2 leather, 5 dex 5 half level, 1 light shield, 1 shield specialization Paladin in plate AC 26 = base 10, 8 plate, 5 half level, 2 heavy shield, 1 either plate or shield specialization (shield and plate specialization doesn't stack) of course the swash could take hide for 25 AC and the paladin or fighter could be in scale for one less AC, so your pretty much top of your class for this. [/QUOTE]
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