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Post by Zyraen on Aug 5, 2016 19:24:59 GMT 8
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Post by Zyraen on Aug 5, 2016 19:25:18 GMT 8
AIVEN CORLEONE - Init +6 (2hlv 4sec) Level 5 UB Human Slayer Option: Quarry +10 (4Sec 4Deadly 2L5) / 2d6+3 Defender Option: Aegis of Shielding Armor Prof: Light Armor Class Defenses: +1 to all NADs
Main Class : Warlock (Anti-Finesse)
STARTING ARRAY : 4 / 4 / 1 ; HP 25 ; WP 7
Stats : Str 12 Con 10 Dex 18 Int 10 Wis 10 Cha 20 Traits: Physique 1 / Finesse 4 (Sec) / Influence 5 (Pri)
AC FRW 19 / 17 / 20 / 21 HP 50 / Sval 12 / WP 7 / Esurge 2
SKILLS - 25 pts Str 3: Athletics Con 2: Endurance Dex 6: Acrobatics* 11 (4pt), Stealth* 13 (8pt), Thievery Int 2: Arcana, History, Religion Wis 2: Dungeoneering, Heal, Insight, Nature, Perception 0 Cha 7: Bluff* 12 (5pt), Diplomacy* 11 (4pt), Intimidate, Streetwise* 11 (4pt)
FEATS F) Expertise F) Focus F) Improved Defenses F) Cursed Quarry : When a Quarry is reduced to 0 HP, deal extra 1d8 on next damage roll to 1 target 0) Multiclass Rogue: Once per encounter when you hit, you deal extra damage equal to your Sec Trait. 1) Multiclass Druid : Extra Heal once per day 2) Brutal Advantage: +4 Sec Slayer with CA 3) Deadly Slayer: +4 SecL1 Slayer Dmg 4) Hidden Shooter: CA with concealment 5) Superior Implement : +1 Fort, +2 Empowered Radiant 6) Precise Shot : ranged attacks ignore all cover 7) Deadly Edge: +2 style bonus damage vs enemies that grant CA
TOTAL XP : 7 + 4x6 = 31 XP 10 XP : 5 Vit / 25 HP 14 XP : 7 Feats 4 XP : +1 Cha / Inf 3 XP : E1 Grasp of Iron Tower
ITEMS/GOLD (* - floating ) *L6 Armbands of Ranged Power: +2 item bonus to damage with ranged attacks *L4 Blurring Amulet +1 : Item Bonus equal to Enhancement against ranged attacks from more than 5 squares away *L4 Armor of Stalking +1 (Leather): +2 item bonus to all defenses vs Quarry
( remaining based off Cassandra 1817 Gp with L4 Gauntlets of Blood, L3 Spidersilk Mantle +1, L8 Shadow Master Ki Focus +2, L8 Crystal Ball (Rare) )
L8 Crystal Ball (Rare) L8 Staff of Unseen Death +2 (radiant) : Once per Round, when you hit with this Weapon / Implement against a Target that you are hidden from, that enemy takes extra damage of that Type equal to enhancement bonus + 4 (replaces L8 Shadow Master Ki Focus +2) L5 Debilitating Gloves: +2 dmg to attacks vs Fort : costs 1,000 Gp L4 Crimson Determination: +2 vs Bloodied (replaces L4 Gauntlets of Blood) L3 Siberys Shard of the Mage: +1 damage bonus to all Implement Attacks (replaces L3 Spidersilk Mantle) L2 Adroit Stand Boots: +1 item bonus to Acrobatics. Stand as minor action : costs 520 gp
Balance: 297 Gp
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AC 19 : 12hlv 1enh 2ac 4sec Fort 17 : 12hlv 1human 1class 1impdef 1enh 1phy Ref 20 : 12hlv 1human 1class 1impdef 1enh 4fin Ref 21 : 12hlv 1human 1class 1impdef 1enh 5inf
Attack Details 2Hlv 5cha 1exp 2enh = +10 vs Ref 1superior = +11 vs Fort
Damage Mod 1dX + 9 ( 5Pri 2enh 1focus 1shard) 2bracers-ranged 2CAdeadly-edge 2fortgloves 2crimsonbloodied Cursepact: +1d8
One Target Damage 8unseen (6unseen 2empower) Slayer Damage 1/turn: 10 (2d6+3) With CA : 4brutal
All in 1dX + 15-17 + 22one target (2d6+13)
POWERS
AW1 *Magic Stones R10 (1 2 or 3 creatures), +10 vs Reflex, Hit: 1d4 + 13-15 + 22one, & push 1 square
AW1 *Grasping Tide Area1 in 10 (all), +11 vs Fort Hit: 1d6 + 13-15 + 22one Until ENT, if target leaves the burst, you can use an Opp Action to make Sec Attack on it +12 vs Reflex, no damage & knocked prone.
AW1 *Dire Radiance R10, +11 vs Fort Hit: 1d6+17-19+20one radiant. The first time the target moves closer to you on its next turn, it takes an extra 1d6 + Pri damage (1d6+11-15 5Pri 2enh 1focus 1shars 2empower 2deadlyCA 2crimson)
AW1 *Sneak's Trick Move Action, Personal Effect: You move up to your speed -2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment.
E1 *Grasp of the Iron Tower R10, +11 vs Fort Hit: 2d10+15-17+22one Target cannot willingly move closer to you until ENT. Miss: You take damage equal to your level but can repeat the attack against a different target in Range. Hit: Half of above damage. Target cannot willingly move closer to you until ENT.
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Post by Zyraen on Aug 10, 2016 12:48:25 GMT 8
Character Suspended.
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Post by Zyraen on Aug 23, 2016 7:49:18 GMT 8
AIVEN CORLEONE - Init +8 (3hlv 5dex) Level 7 4E Warlock/Rogue Race: Human +2 Dex
START: Str 8 Con 13 Dex 17 Int 10 Wis 10 Cha 15 FINAL: Str 8 Con 13 Dex 20 Int 10 Wis 10 Cha 16
AC FRW 22 / 18 / 23 / 21 HP 62 / ESurges 2 / Sval 15
SKILLS * trained (4+1human) Str 2: Athletics Con 4: Endurance Dex 8: Acrobatics* 13, Stealth* 15, Thievery* 13 Int 3: Arcana, History, Religion Wis 3: Dungeoneering, Heal, Insight, Nature, Perception Cha 6: Bluff* 11, Diplomacy* 11, Intimidate, Streetwise
FEATS F) Expertise, Focus, ImpDef H) Hidden Sniper 1) Hybrid Talent (Cunning Stalker) 2) Shadow Initiate: You gain training in the Stealth skill. Twice per encounter, you can use the assassin’s shroud power. In addition, you can wield ki focuses. 4) Cursed Shadow 6) Nimble Blade: When you attack with a light blade and have combat advantage, you gain +1 bonus to attack rolls.
POWERS ( *-Warlock ) R) Heroic Effort AW1) Echoing Dirge* AW1) Sly Flourish E1) Unseelie Sprites* D1) Crown of Stars* U2) Agile Recovery E3) Low Slash D5) Go For the Eyes U6) Mirror Darkly* E7) Snap Shot
ITEMS * - floating gear 8*) L8 Armor of Dark Majesty (Leather) +1 7*) L7 Amulet of Physical Resolve +2 : Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized 6*) L6 Bracers of Archery 10) Footpad's Friend +2 (Dagger) 8) Shadow Master Ki Focus +2 4) Gauntlets of Blood 4) Crimson Determination 3) Boots of Stealth: +2 item bonus to Stealth (replaces Spidersilk Mantle +1) 3) Siberys Shard of the Mage
MUNDANE Hand Crossbow: 10/20, 2prof 1d6, Load Free Daggers: 5/10, 3prof 1d4 Short Sword: Melee, 3prof 1d6
NEW PURCHASES 840 Gp: Crimson Determination 680 Gp: Siberys Shard of the Mage
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DEFENSES IN DETAIL AC 22 (13Base 5Dex 2Leat 2enh) Fort 18 (13Base 1Human 1ImpDef 1Con 2enh) Reflex 23 (13Base 1Human 1Class 1ImpDef 5Dex 2Enh) Will 21 (13Base 1Human 1Class 1ImpDef 3Cha 2Enh)
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Sly Flourish (Crossbow) : +13/15 vs AC, 3d6 + 13-19 + 4bloodied 1d6 + 2d6 + 13-17 + 6unseen Sly Flourish (Dagger) : +14/17 vs AC, 1d4 + 2d6 + 12-15-18 + 4bloodied 1d4 + 2d6 + 12-16 + 6unseen OR 3charisma
Echoing Dirge (Dagger) : +9 vs Will, 1d6 + 1d6 + 6-12 + 4bloodied 1d8 + 1d6curse + 3Cha + 2enh + 1shard + 4bloodied + 6unseen
ATK IN DETAIL Base: 3Hlv 1Exp 2Enh Dex Crossbow: +13 (6Base 5Dex 2Prof) Dex Dagger/Shortsword: +14 Cha Implement: +9 (6Base 3Cha)
DAMAGE IN DETAIL Base: 2enh 1focus Dex: 8 (3base 5dex) Cha: 6 (3base 3cha) Bloodied: +4 (crimsondet gauntlets) Unseen: +6necrotic Crossbow: +2bracers Dagger: +1shard
Sly Flourish: 11 (3base 5dex 3cha) 1W + 11 + 2-6 + 6 + 2d6sneak 1W + 2d6 + 13-23
AW1) SLY FLOURISH (Rogue) At-Will Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
AW1) ECHOING DIRGE (Warlock) At-Will Arcane, Fear, Implement, Psychic, Shadow Standard Action Close blast 5 Target: One or two creatures in the blast Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares.
2/ENC) ASSASSIN'S SHROUD (from Multiclass) At Will Shadow Free Action Close burst 10 Target: One enemy you can see in the burst. Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any. Level 11: 1d6+3 damage per shroud Level 21: 1d6+6 damage per shroud. Special: You can use this power only on your turn and only once per turn.
E1) UNSEELIE SPRITES (Warlock) Encounter  Arcane, Implement, Poison, Shadow Standard Action Close burst 2 Target: Each enemy in the burst Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier damage. Fey Pact (Binder): The target also takes poison damage equal to your Intelligence modifier.
D1) CROWN OF STARS (Warlock) Daily  Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d12 + Charisma modifier radiant damage. If target is bloodied, it is blinded until the end of your next turn. Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier.
U2) AGILE RECOVERY (Rogue -> Skill Power) At Will  Minor Action Personal Effect: You stand up.
E3) LOW SLASH (Rogue) Encounter  Martial, Weapon Minor Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you’re flanking the target, the attack deals extra damage equal to your Strength modifier or Charisma modifier.
D5) GO FOR THE EYES (Rogue) Daily  Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is blinded and can’t shift until the end of your next turn. Aftereffect: Until the end of the encounter, whenever you damage the target, it takes a −2 penalty to attack rolls and can’t shift until the end of your next turn. Miss: If you were hidden from the target before the attack, you do not expend this power.
U6) MIRROR DARKLY (Warlock) Encounter Arcane, Conjuration, Shadow, Teleportation Minor Action Ranged 5 Effect: You conjure a shade in an unoccupied square within range. The shade occupies its square and lasts until the end of your next turn. The shade can be attacked. It uses your defenses and it is destroyed if it takes any damage. While the shade persists, you are insubstantial and you can use your space or the shade's space as the origin of your attacks. Aftereffect: You can teleport to a square formerly occupied by the shade.
E7) SNAP SHOT (Rogue) Encounter Martial, Weapon Minor Action, Ranged weapon Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage.
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