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Friday, July 22, 2011, 6:43 AM
Just a reference list of articles while working on something.
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Monday, January 11, 2010, 10:11 PM
In my last blog I mentioned how I found that the basic 4E Treasure Parcel system is one that creates unnecassary administrative work for the DM and then I suggested some raw ideas for alternate ways of handling the distribution of treasure. For the next few blogs I'll be taking a look in detail at each of those suggested alternatives and spelling them out more (so that my random thoughts composed on an iPhone in a rush make more sense ).
The first suggestion I made was to slow the distibution of magic items down, and this blog will look at that idea in more detail.
First of all the DMG says that the PCs should "acquire four magic items ranging in level from one to four levels above the party level. In addition, they should find gold and other monetary treasure equal to the market price of two magic items of their level." It is these assumptions that the Treasure Parcel system outlined in the DMG is based on, and the problems start with those 4 items.
So I will look at a level 2 party by way of example, the DMG says they should recieve a level 3, a level 4, a level 5 and a level 6 item and 1040gp by the time they reach 3rd level. Now in essence this should be relatively easy to accomodate, but the players often have different ideas about how magic items should be distributed in the party despite the DMs intentions.
So the slower distribution works around 2 ideas. The first one is combining 2 levels worth of treasure together and awarding that across the two levels. The second is that each 2 levels should have a major quest whose completion should allow the PCs to be given the choice of an item they want.
So looking at a level 1 party the DM would take the treasure allocation of level 1 and level 2 and combine that all together and spread it over the the approximately 19 encounters and 1 major quest that would comprise those levels. That means the following list of items: 1x level 2, 2x level 3, 2x level 4, 2x level 5 and 1xlevel 6.
Now in looking at that there is still a wild scattering of items that can prove difficult to manage, and this is where using the major quest comes in. As the material reward for the quest you can allow the PCs to pick an item each. But you need to keep this balanced, and we want to make it easier to distribute items not harder.
So here is the trick, firstly a level 6 item is worth about 3 level 4 items (you could take the difference out of the gold awarded if you really want). So if we turn the level 6 item into 3 level 4 items we now have 1x level 2, 2x level 3, 5x level 4, and 2x level 5 items to distribute to the PCs over 2 levels.
We then take all the level 4 items out, because they are going to be the PCs item picks for their major quest, this removes half the items from the two levels. Now I recomend letting them pick a level 4 or lower item each, this is because the difference between a level 4 and a level 2 item is largely arbitary so while the raw value of their items might end up being lower the "I have what I want" part of the item is often worth more at this point to the player than the nominal gold value (but you might need to keep an eye on this).
Now you only need to allocate the other items as part of the treasure hordes of various creatures, and are mostly now giving out gold. (Note the "major quest" reward might be in the hoard of the boss monster or given by the quests patron to give it some variety).
As a result of knowing that at level 2 every PC will get their pick of an item, you can allocate the remaining items essentially randomly if you want. Because you know everyone is getting something they want, you have removed the need to "look out for" each player. That random allocation can easily be managed as well by things like Asmor.com's Quartermaster.
Another effect of using this slower allocation is that magic items are going to be turning up much less in the hoards of monsters, so finding them is more impressive than it would normally be, especially when you start combining the remaining treasure parcels together.
So here is an example of a "Slow Treasure Parcels"
Level 1-2 Treasure Parcels. Major Quest Award: 5x Level 4 or lower items of the PCs choice.
- Level 5 Magic Item
- Level 5 Magic Item
- Level 3 Magic Item
- Level 3 Magic Item
- Level 2 Magic Item
- 290gp of treasure
- 260gp of treasure
- 200gp of treasure
- 180gp of treasure
- 170gp of treasure
- 170gp of treasure
- 120gp of treasure
- 120gp of treasure
- 90gp of treasure
- 60gp of treasure
- 60gp of treasure
- 40gp of treasure
You will notice that this gives 12 encounters with treasure as a reward. If you combine a few that easily becomes 10 encounters with treasure as a reward half of which have a magic item as well.
So now you have
10 encounters with treausure from the 19 you expect to run.
5 of those 10 will have a magic item (making finding them matter more).
And 1 major quest that will award each PC a magic item.
Because you know everyone is getting at least one item of choice for them, the rest are just things that you can use as appropriate to the encounter rather than as appropriate to the PCs.
Finally when adopting this strategy don't be afraid to give that Major Quest item out at the start of the quest, in the middle of it, or at the end. Ask PCs to pick the item they "really want" to get in the next two levels and put it in a loot pile and so on. The idea is to be sure everyone gets one item they really want and then make it easier to allocate the rest of the items without worrying to much about the treasure being "fair" to each PC.
Saturday, January 9, 2010, 11:54 PM
4E is generally a very easy game to administrate as a DM, which is great because not all of us want to spend hours on the minutae of running a campaign. For those of us that are time pressed treasure parcels at first look like a great idea, 4 magic items and treasure worth a fifth one, that is pretty easy to organise. Yet as the campaign progresses problems start to emerge.
Before I go into those one of the first things people do with the system is make wish lists for each character. These are in fact very useful for helping the DM but they are a trap in and of themselves. The DM in fact gains administrative work when he adopts them, because now they have to track the wishlists of all their players in addition they need to make sure that the PCs get items from these lists or there was no reason to create them. Further wish lists fall out of date as new content becomes available, and using them as the only source of treasure creates the odd situation that every magic item the PCs find is exactly what one of them wants.
So Treasure Parcels have the main problem of fairness, yes they are intended to be fair but the DM needs to put time and effort into ensuring that each PC is getting their "fair share" of the loot. The fact that you might intend item X for PC A doesn't mean much when the party decides PC B should have it and now PC A is starting to fall behind the rest of the party on loot allocation because it might be 2 levels since they got anything! Of course this might seem like a wash in the end as the party still has the loot, but it can lead to odd imbalances over time an the DM needs to keep on top of it.
The second problem with treasure parcels is the scattered way they award treasure in terms of raw value as ascribed in the various tables. This comes into play more once you use random treasure more often. A level 4 item is worth far more than a level 2 item even on resale, and so issues can develop around the value of what you are handing out.
So what are the solutions if you see these problems in your games?
Well the first is to slow the distribution of magic items in general. The DMG works on the idea that every PC will get a magic item over 2 levels and that the party will get gold equal to 2 items and 3 more items. So give random treasure for those 3 items that are not weapons/implements or body or neck slots and the gold. Base the allocation on the higher level you are using (so if your party is level 1 use level 2 guidelines). Then set up your campaign quests so at the end of each major quest (1 major quest per 2 levels) each PC can choose an item of level+2 or lower as their reward. Sometimes this should be handed to them, other times found in treasure. This gives everyone a level base and the DM doesn't have to worry about fair distribution of the key items. The problem with this is that it all gets a little reptative over the course of a long campaign, but depending on how you go for ideas and maybe some wish list use this system could work well.
Another system that can work is to focus on giving generic +1 items for things that have such, and then through the campaign setting provide tools to get those things enchanted. This works best if you have a Ritual Caster with Enchant Item. Everyone gets the basic enhancement bonus, and it becomes a matter of getting the reagents and level required to do the enchanting. This system may need Artificers to be monitored given some of their feats. With this system you can pretty safely hand out +x items to everyone plus some gold in a level as their total party wealth will be below expectations. You can then mix up the levels etc a bit to get a good mix of items in the party's hands. Because the core items are going to be acquired by Enchant Item everyone can get exactly what they need. Note this gives you reason to have famous weapon smiths, armourers, jewlers etc that the PCs can go and interact with to get the enchantments they want if they don't have the Ritual or to learn how to make a particular item.
Finally there is the 'completely random' treasure parcels way. The obvious problem with this is PCs may never get what they want. There is a solution for this as well - magic item peddlers. Now the rules say these folks should buy at 20% and sell at 100%. That works if the PCs are mostly getting items they want via wish lists and careful DM consideration (ie DM effort). Instead such merchants can trade with PCs charging a fee apropriate to the exchange. I suggest 1/3 the base level (1st,6th etc) items value rounded down to the nearest 100gp for swapping items of equal or lower level. For higher level swaps (eg 5th for a 4th) they should pay the difference in price. Consumables should basically trade at close to or at their full value in this system. Note that this creates a an economy based on magic items and should you and your players be interested in such things could both reduce such problems and introduce new ones. The key is that magic items should very rarely ever purchased for their list price.
Well that is enough random thoughts for now and my thumb is getting sore from typing on the iPhone. I may come back and refine or expand if folks are interested.
Saturday, December 26, 2009, 3:55 AM
Well Santa put Revenge of the Giants under the tree, and the local cinema started showing Sherlock Holmes, and these two things intersected...
You see in watching Sherlock Holmes the things that bug me about Revenge of the Giants became clear, and there are 3 things that particularly irk me about the module. But before I get to the things that I don't like about the module I'll say that overall it remains a solid product, it is worth the admission price as it were, but unless you really want a Giant focused campaign or have not mapped your setting beyond where the Heroic adventures take place you might want to think about spending the money.
The three main problems:
1) The PCs cannot stop anything. They spend a great deal of time trying to stop the bad guys from getting the McGuffin only to have it not matter - because if the PCs stop the bad guys in a meaningful way the module pretty much stops. Certainly the "final confrontation" will never happen as written, this is so pronounced that you could take the "final confrontation" and insert it into your ongoing campaign and skip all the drama of the rest of the module.
2) There is no villain. You spend the module trying to stop the BBEG being reborn, but frankly the BBEG isn't a villain, it is essentially another McGuffin. This particular problem was really highlighted by watching Sherlock Holmes, which has an excellent example of how to introduce the campaign's real villain behind the actions of another villain. Even the original Against the Giants modules had a real villain behind the scenes (Lolth), but this one is all "It will be bad if the BBEG is reborn, go stop it" and you have no reason to do so other than you are told he is a BBEG.
3) The Skill Challenges are often just plain bad. Fortunately this is probably the simplest thing to fix. Most of them simply should not be run as written, because forcing 5 players only one of whom is really interacting to make rolls is just daft. If the party Face is talking for the party and the party Thug is standing there with their mouth shut, the Thug shouldn't be rolling anything - but the module repeatedly directs you to do just that, and this is terrible.
Other Important Problems:
1) The module uses a lot of set locations. "Go here to get to there", and ignores the ability to plane jump that is readily available to Paragon Tier characters. The problem is to use the module as written you need to be able to sensibly use these locations in your setting, assuming you are not going to just ignore them because your players can plane jump.... In particular places like Flotsam with the Frozen Sea, Black Harbour and the Court of Fallen Leaves are potentially problematic.
2) The premise of "an ancient place with its ancient guardian" well guess what you need now in your campaign setting? If that sort of thing doesn't work for your campaign or setting you have a lot of work to do to make the module work.
In short these problems all go away if you have no campaign world to speak of, but if you have a pretty detailed campaign world, even if it is a "points of light" setting, you have a lot of work potentially in front of you.
3) The "all powerful guy who does nothing really". Yup you get dragged to the middle of nowhere and this old wizard tasks you with a quest, and all he does is sit around and keep a place no one had ever heard of safe and send you about the place. If this is a problem for your campaign this is another area where you have a lot of work to do... It also makes a particular mockery of the fact he keeps sending you to places on the Prime to get to places on the other planes.
Really Minor Problem:
1) Paragon Compact - oh please "Silver Cloaks" who come from "Argent" formed as part of the "Paragon Compact" and no one has ever heard of the place or the people before, please. Sorry we have legends about military units from thousands of years ago, but the DnD world cannot keep a legend for a hundred years? Guess what else you need to work into your campaign if it is going to be meaningful when the PCs happen across it? Oh and you probably want to get a better name for it than "The Paragon Compact" - one of the single most uninspired bits of writing in 4E. Yes I get why they did it, but the "Accord of Argent, sometimes called the Paragon Compact because the great kigndoms of the world would sent their paragons to the city" would have been so much better.
What this means for me in particular is that the module will take a lot of work to make it work for my campaign if I want to keep building on the stories of my Heroic tier campaign. In fact this need to divorce Heroic from Paragon to make the module work as written is probably my single largest personal problem with it for using it in my campaign. Using it to run a Paragon campaign, even in my setting would be ok (still it has the three main problems), but using it to follow a Heroic campaign introduces all the other problems that are brought up here - a lot of time and effort needs to be put into filling in the details and fleshing things out so that the module works as a true campaign.
The module has (by and large) excellent crunch, but it lacks narative depth in many places and as the DM you will need to fill things in and provide expansion. Your players will probably want to go places and do things other than the limited opportunities that the module directly supplies. While not necassarily a problem it migh be something you need to consider before laying your money on the counter.
Other Reviews:
Tome Show (Note I strongly disagree with the comments of this review about the Skill Challenges from a mechanical perspective (not their RP side)).
Critical Hits
Monday, October 12, 2009, 3:29 AM
Ok so part 2 of the Vistani article really gave me ideas I could hang a character off.

Paik Radanavik - Vistani Trickster Born in a wagon Paik has known only the road, and with it the bonds of the clan and the distrust of outsiders. Of course Paik was born with natural advantages that gave outsiders reason to distrust, and even fear her, for certainly she had inherited some of her granmother's feyness, and by the time she was a teenager she could give the evil eye like an adult, a fact she was more than happy to exploit when things were reduced to fighting.
Over time the goal of the character is to get combat advantage a lot, most rounds you should be able to have combat advantage without ever having to get beyond the lines of the defender in the party. The character also gains more Vistani feats, and the Vistani Execrator paragon path to further enhance the Racial Heritage, and the Epic Destiny further ties into the themes of trickery and being a "Vistani Witch" with it's ability to pick powers from any class for which Bard, Warlock and Rogue are the key picks, with maybe some Paladin on the side.
Stat advancement is always Dex/Cha Familiar (at paragon) is the Snake (+2 Bluff and ignore a square of difficult terrain for shifting)
====== Created Using Wizards of the Coast D&D Character Builder ====== Paik Radanavik, level 1 Changeling, Rogue Build: Trickster Rogue Rogue Tactics: Artful Dodger Background: Con Artist (Con Artist Benefit)
FINAL ABILITY SCORES Str 10, Con 12, Dex 18, Int 10, Wis 10, Cha 18.
STARTING ABILITY SCORES Str 10, Con 12, Dex 16, Int 10, Wis 10, Cha 16.
AC: 16 Fort: 11 Reflex: 16 Will: 15 HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS Stealth +9, Thievery +10, Insight +7, Perception +5, Acrobatics +9, Bluff +12
UNTRAINED SKILLS Arcana, Diplomacy +4, Dungeoneering, Endurance +1, Heal, History, Intimidate +4, Nature, Religion, Streetwise +4, Athletics
FEATS Level 1: Vistani Heritage
POWERS Power User Choice: Evil Eye of the Vistani Rogue at-will 1: Clever Strike Rogue at-will 1: Sly Flourish Rogue encounter 1: Impact Shot Rogue daily 1: Handspring Assault
ITEMS Adventurer's Kit, Climber's Kit, Leather Armor, Dagger (10), Short sword, Footpads, Camouflaged Clothing ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Paragon
====== Created Using Wizards of the Coast D&D Character Builder ====== Paik Radanavik, level 11 Changeling, Rogue, Master Spy Build: Trickster Rogue Rogue Tactics: Artful Dodger Pact Initiate: Pact Initiate (fey pact) Background: Con Artist (Con Artist Benefit)
FINAL ABILITY SCORES Str 11, Con 13, Dex 21, Int 11, Wis 11, Cha 21.
STARTING ABILITY SCORES Str 10, Con 12, Dex 16, Int 10, Wis 10, Cha 16.
AC: 22 Fort: 16 Reflex: 22 Will: 21 HP: 75 Surges: 7 Surge Value: 18
TRAINED SKILLS Stealth +15, Thievery +16, Insight +12, Perception +10, Acrobatics +15, Bluff +20, Arcana +10
UNTRAINED SKILLS Diplomacy +10, Dungeoneering +5, Endurance +6, Heal +5, History +5, Intimidate +10, Nature +5, Religion +5, Streetwise +10, Athletics +5
FEATS Level 1: Vistani Heritage Level 2: Pact Initiate Level 4: Vistani Jongleur Level 6: Slaying Action Level 8: Vistani Fencer Level 10: Backstabber Level 11: Arcane Familiar
POWERS Power User Choice: Evil Eye of the Vistani Rogue at-will 1: Clever Strike Rogue at-will 1: Sly Flourish Rogue encounter 1: Impact Shot Rogue daily 1: Handspring Assault Rogue utility 2: Fleeting Ghost Rogue encounter 3: Flamboyant Strike Rogue daily 5: Flashy Riposte Rogue utility 6: Chameleon Rogue encounter 7: Rogue's Luck Rogue daily 9: Swift Strike Rogue utility 10: Combat Tumbleset
ITEMS Adventurer's Kit, Climber's Kit, Leather Armor, Dagger (10), Short sword, Footpads, Camouflaged Clothing ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Epic
====== Created Using Wizards of the Coast D&D Character Builder ====== Paik Radanavik, level 21 Changeling, Rogue, Vistani Execrator, Eternal Seeker Build: Trickster Rogue Rogue Tactics: Artful Dodger Pact Initiate: Pact Initiate (fey pact) Background: Con Artist (Con Artist Benefit)
FINAL ABILITY SCORES Str 12, Con 14, Dex 24, Int 12, Wis 12, Cha 24.
STARTING ABILITY SCORES Str 10, Con 12, Dex 16, Int 10, Wis 10, Cha 16.
AC: 29 Fort: 22 Reflex: 29 Will: 28 HP: 126 Surges: 8 Surge Value: 31
TRAINED SKILLS Stealth +22, Thievery +23, Insight +18, Perception +16, Acrobatics +22, Bluff +27, Arcana +16
UNTRAINED SKILLS Diplomacy +17, Dungeoneering +11, Endurance +12, Heal +11, History +11, Intimidate +17, Nature +11, Religion +11, Streetwise +17, Athletics +11
FEATS Level 1: Vistani Heritage Level 2: Pact Initiate Level 4: Vistani Jongleur Level 6: Slaying Action Level 8: Vistani Fencer Level 10: Backstabber Level 11: Arcane Familiar Level 12: Novice Power Level 14: Nimble Blade Level 16: Focused Expertise (Dagger) Level 18: Acolyte Power Level 20: Vistani Seer Level 21: Blind-Fight
POWERS Power User Choice: Evil Eye of the Vistani Rogue at-will 1: Sly Flourish Rogue at-will 1: Clever Strike Rogue encounter 1: Impact Shot (retrained to Sprite War Call at Novice Power) Rogue daily 1: Handspring Assault Rogue utility 2: Fleeting Ghost Rogue encounter 3: Flamboyant Strike Rogue daily 5: Flashy Riposte Rogue utility 6: Chameleon Rogue encounter 7: Rogue's Luck Rogue daily 9: Swift Strike Rogue utility 10: Combat Tumbleset (retrained to Etheral Sidestep at Acolyte Power) Rogue encounter 13: Fool's Opportunity (replaces Flamboyant Strike) Rogue daily 15: Vicious Cooperation (replaces Handspring Assault) Rogue utility 16: Shadow Stride Rogue encounter 17: Hounding Strike (replaces Rogue's Luck) Rogue daily 19: Marked Beating (replaces Swift Strike)
ITEMS Adventurer's Kit, Climber's Kit, Leather Armor, Dagger (10), Short sword, Footpads, Camouflaged Clothing ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Sunday, September 27, 2009, 1:29 AM
The following three encounters were proposed as an alternative start to the first Scales of War module Rescue at Rivenroar as well.
Encounter 1 - Wake up Call (600xp total) 1 Gray Wolf (Level 2 Skirmisher) 1 Hobgoblin Mercenary (Level 2 Soldier) 4 Goblin Cutter (Level 1 Minion) 2 Goblin Sharpshooter (Level 2 Artillery)
Put the encounter in a street. The Sharpshooters should be around the corner so they can start hidden. The wolf and hobgoblin in the middle of the street and the Cutters scattered about with torches in their hands (which they should drop to fight the PCs at the hobgoblin's order).
Encounter 2 - Rescue the Guards (900xp total) 2 Hobgoblin Mercenary (Level 2 Soldier) 1 Hobgoblin Warcaster (Level 3 Controller, Leader) 8 Hobgoblin Grunt (Level 3 Minion) 2 Goblin Warrior (Level 1 Skirmisher)
When you set it up put friendly guards in among the hobgoblins so that area spells don't just eliminate all the minions. Have 6 guards. Each round a guard should fall, but can be healed by a PC power or saved with a heal check.
Encounter 3 - The Commanders (850xp total) 2 Hobgoblin Archer (Level 3 Artillery) 4 Hobgoblin Grunt (Level 3 Minion) 1 Hobgoblin Subcommander (Level 3 Soldier,Leader) 1 Blue Dragon Wyrmling (Level 4 Elite Artillery)
The Blue Dragon Wyrmling should open with its breath weapon, and then stay at melee until it is bloodied at which point it should flee the fight entirely (if they manage to kill it award an exta 30xp to each PC for a party of 5). The hobgoblins should then act as support for the dragon basically even if the "Subcommander" is in charge ostensibly.
Xp is rounded and tweaked. The Dragon for example is a pretty tough challenge for first level characters, so rather than giving half-xp for getting it bloodied I have given 250xp of the 350xp it is worth. If you want a more reflective xp award you can also have it retreat from melee until it is down to 1/4 of its hp before it flees, the reality is that in an open air environment an intelligent foe like the Dragon really shouldn't stay and fight to death because it simply doesn't have to do so.
Sunday, September 13, 2009, 3:50 AM
This character was inspired by a request for advice on a Paladin of Corellon over in the LFR Character forum, and the Divine Staff implement. Kana is nothing like the Paladin other than the core RP idea.
Kana - Angelic Messenger of Corellon
Inspired by her guardian Angel Kana is on a mission to spread the word of Corellon, and make sure that lost artifacts of different cultures are recovered and that the evil hordes are indeed being kept in check. She has spent many hours in the study of Arcane matters and has some mastery of arcane magic to supplement her divine blessings.
She is a ranged combatant only. I guess technically she can hit things with her staff, but that is rarely going to work. With her high Wis and her high Int Cloud of Daggers is a very effective spell - handing out 3 auto damage at first level basically, and 7 by Epic, as such a Master's Wand of Cloud of Daggers (gives Cloud of Daggers as an Encounter) is a good supplementry purchase. Be sure to aquire the Divine Staff at level 7 if not before hand, and just keep boosting it whenever possible. Stat advancement is always Wis, and alternating Int and Cha. Until actually in Epic when it is just Wis/Int. You can give her Hide armor if you want, but it seemed inappropriate from an RP perspective.
====== Created Using Wizards of the Coast D&D Character Builder ====== Kana, level 1 Deva, Cleric Background: Dragon Coast, Touched by an Angel (+2 to Arcana)
FINAL ABILITY SCORES Str 10, Con 11, Dex 10, Int 16, Wis 16, Cha 16.
STARTING ABILITY SCORES Str 10, Con 11, Dex 10, Int 14, Wis 14, Cha 16.
AC: 13 Fort: 10 Reflex: 13 Will: 15 HP: 23 Surges: 7 Surge Value: 5
TRAINED SKILLS Religion +10, Heal +8, History +10, Diplomacy +8, Arcana +10
UNTRAINED SKILLS Acrobatics, Bluff +3, Dungeoneering +3, Endurance, Insight +3, Intimidate +3, Nature +3, Perception +3, Stealth, Streetwise +3, Thievery, Athletics
FEATS Cleric: Ritual Caster Level 1: Arcane Initiate
POWERS Arcane Initiate: Cloud of Daggers Channel Divinity: Healer's Mercy Cleric at-will 1: Sacred Flame Cleric at-will 1: Lance of Faith Cleric encounter 1: Divine Glow Cleric daily 1: Moment of Glory
ITEMS Ritual Book, Adventurer's Kit, Climber's Kit, Quarterstaff, Leather Armor RITUALS Gentle Repose, Fastidiousness, Unseen Servant ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Paragon:
====== Created Using Wizards of the Coast D&D Character Builder ====== Kana, level 11 Deva, Cleric, Astral Savant Background: Dragon Coast, Touched by an Angel (+2 to Arcana)
FINAL ABILITY SCORES Str 11, Con 12, Dex 11, Int 18, Wis 19, Cha 18.
STARTING ABILITY SCORES Str 10, Con 11, Dex 10, Int 14, Wis 14, Cha 16.
AC: 22 Fort: 16 Reflex: 19 Will: 21 HP: 74 Surges: 8 Surge Value: 18
TRAINED SKILLS Religion +16, Heal +14, History +16, Diplomacy +14, Arcana +16
UNTRAINED SKILLS Acrobatics +5, Bluff +9, Dungeoneering +9, Endurance +6, Insight +9, Intimidate +9, Nature +9, Perception +9, Stealth +5, Streetwise +9, Thievery +5, Athletics +5
FEATS Cleric: Ritual Caster Level 1: Arcane Initiate Level 2: Staff Fighting Level 4: Novice Power Level 6: Healer's Implement Level 8: Acolyte Power Level 10: Adept Power Level 11: Remembered Mother Tongue
POWERS Arcane Initiate: Cloud of Daggers Channel Divinity: Healer's Mercy Cleric at-will 1: Sacred Flame Cleric at-will 1: Lance of Faith Cleric encounter 1: Divine Glow Cleric daily 1: Moment of Glory Cleric utility 2: Return from Death's Door (retrained to Shield at Acolyte Power) Cleric encounter 3: Astral Flare (retrained to Color Spray at Novice Power) Cleric daily 5: Spiritual Weapon Cleric utility 6: Bastion of Health Cleric encounter 7: Command Cleric daily 9: Astral Defenders (retrained to Mordenkainen's Guardian Hound at Adept Power) Cleric utility 10: Haggle
ITEMS Ritual Book, Adventurer's Kit, Climber's Kit, Quarterstaff, Leather Armor RITUALS Gentle Repose, Fastidiousness, Unseen Servant ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ====== Kana, level 21 Deva, Cleric, Astral Savant, Demigod Divine Spark: Divine Spark Intelligence Divine Spark: Divine Spark Wisdom Background: Dragon Coast, Touched by an Angel (+2 to Arcana)
FINAL ABILITY SCORES Str 12, Con 13, Dex 12, Int 22, Wis 24, Cha 20.
STARTING ABILITY SCORES Str 10, Con 11, Dex 10, Int 14, Wis 14, Cha 16.
AC: 29 Fort: 21 Reflex: 26 Will: 29 HP: 125 Surges: 8 Surge Value: 31
TRAINED SKILLS Religion +23, Heal +22, History +23, Diplomacy +20, Arcana +23
UNTRAINED SKILLS Acrobatics +11, Bluff +15, Dungeoneering +17, Endurance +11, Insight +17, Intimidate +15, Nature +17, Perception +17, Stealth +11, Streetwise +15, Thievery +11, Athletics +11
FEATS Cleric: Ritual Caster Level 1: Arcane Initiate Level 2: Staff Fighting Level 4: Novice Power Level 6: Healer's Implement Level 8: Acolyte Power Level 10: Adept Power Level 11: Remembered Mother Tongue Level 12: Implement Expertise (staff) Level 14: Distant Advantage Level 16: Arcane Familiar Level 18: Holy Speech Level 20: Majestic Presence Level 21: Beatific Healer
POWERS Arcane Initiate: Cloud of Daggers Channel Divinity: Healer's Mercy Cleric at-will 1: Sacred Flame Cleric at-will 1: Lance of Faith Cleric encounter 1: Divine Glow Cleric daily 1: Moment of Glory Cleric utility 2: Return from Death's Door (retrained to Shield at Acolyte Power) Cleric encounter 3: Astral Flare (retrained to Color Spray at Novice Power) Cleric daily 5: Spiritual Weapon Cleric utility 6: Bastion of Health Cleric encounter 7: Command Cleric daily 9: Astral Defenders (retrained to Mordenkainen's Guardian Hound at Adept Power) Cleric utility 10: Haggle Cleric encounter 13: Remorse (retrained to Mirror Sphere at Novice Power) (replaces Divine Glow) Cleric daily 15: Purifying Fire (replaces Spiritual Weapon) Cleric utility 16: Divine Armor Cleric encounter 17: Life-Stealing Light (replaces Light of Arvandor) Cleric daily 19: Fire Storm (replaces Moment of Glory)
ITEMS Ritual Book, Adventurer's Kit, Climber's Kit, Quarterstaff, Leather Armor RITUALS Gentle Repose, Fastidiousness, Unseen Servant ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Friday, September 11, 2009, 6:09 AM
Well the Assassin class debued today, and since I saw the GenCon Indy previews I've been wai>ting to build this character. Faustine was a Shadowdancer, and large amounts of her RP related to her relationship with the Shadow world and finally I can make her again. The girl who feels no pain, and weeps shadows.

Faustine - Night Stalker Assassin (on the run)
In the night they came, they dragged her away crying from her mother. Then they did things, terrible things, they did them for so long that one day something inside the child broke, and Faustine was born. Faustine no longer experiences pain, her whole world is graded in different shades of pleasure, and since her escape from her Drow creators, who would like their creation dead now it no longer answers their call, she has become aware that there is something wrong in the way she experiences the world, and she seeks to find a way to put it right. The problem is that as she begins to understand how normal people experience the world her connection to te Shadowfell begins to overwhelm her. So not only must she learn to feel again, she must do it without being consumed by the Shadowfell.
This character is built mechanically to achieve certain specific ends relating to recreating the original Rogue/Fighter/Shadowdancer build from 3E, and being a first draft, by hand, in no way explores all the possibilities of an Assassin. A far more powerful build can be achieved by dropping the Str entirely and going to Dex 19 to start and Con 15, then taking Killer's Insight at first level for example. However that said this build sacrifices a little at the start for greater long term payoff. I also note that Dynamic Weapons are good for Assassins. Born Under a Bad Sign was taken so the Human Feat could be used for Linguist (Primordial, Deep Speach, Goblin) - retrain it to Linguist at level 2 and swap Primordial for Abyssal (stupid cannot take Supernal or Abyssal at level 1).
====== Created Using Wizards of the Coast D&D Character Builder ====== Faustine, level 1 Human, Assassin Guild Training: Night Stalker Background: Dragon Coast, Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES Str 13, Con 10, Dex 18, Int 13, Wis 10, Cha 14.
STARTING ABILITY SCORES Str 13, Con 10, Dex 16, Int 13, Wis 10, Cha 14.
AC: 17 Fort: 13 Reflex: 16 Will: 14 HP: 28 Surges: 6 Surge Value: 7
TRAINED SKILLS Streetwise +7, Stealth +9, Perception +5, Bluff +7, Athletics +6, Acrobatics +9, Thievery +9
UNTRAINED SKILLS Arcana +1, Diplomacy +2, Dungeoneering, Endurance, Heal, History +1, Insight, Intimidate +2, Nature, Religion +1
FEATS Human: Linguist Level 1: Sneak of Shadows
POWERS Assassin at-will 1: Inescapable Blade Assassin at-will 1: Leaping Shade Bonus At-Will Power: Shadow Storm Assassin encounter 1: Gloom Thief Assassin daily 1: Grave Spike
ITEMS Adventurer's Kit, Camouflaged Clothing, Climber's Kit, Longsword, Leather Armor, Light Shield, Thieves' Tools, Short sword ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Paragon Tier Boost Dex all levels, Str at 4th Cha at 8th.
====== Created Using Wizards of the Coast D&D Character Builder ====== Faustine, level 11 Human, Assassin, Shadowblade Guild Training: Night Stalker Background: Dragon Coast, Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES Str 15, Con 11, Dex 21, Int 14, Wis 11, Cha 16.
STARTING ABILITY SCORES Str 13, Con 10, Dex 16, Int 13, Wis 10, Cha 14.
AC: 22 Fort: 19 Reflex: 21 Will: 20 HP: 71 Surges: 6 Surge Value: 17
TRAINED SKILLS Streetwise +13, Stealth +15, Perception +10, Bluff +13, Athletics +12, Acrobatics +15, Thievery +15
UNTRAINED SKILLS Arcana +7, Diplomacy +8, Dungeoneering +5, Endurance +5, Heal +5, History +7, Insight +5, Intimidate +8, Nature +5, Religion +7
FEATS Human: Linguist Level 1: Sneak of Shadows Level 2: Weapon Proficiency (Rapier) (retrained to Focused Expertise (Shadowblade) at Level 11) Level 4: Killer's Insight Level 6: Assassin's Cloak Level 8: Acolyte Power Level 10: Crimson Eye Action Level 11: Minion of the Dark
POWERS Assassin at-will 1: Inescapable Blade Assassin at-will 1: Leaping Shade Bonus At-Will Power: Shadow Storm Assassin encounter 1: Gloom Thief Assassin daily 1: Grave Spike Assassin utility 2: Cloak of Shades Assassin encounter 3: Army of the Night Assassin daily 5: Heart of Dust Assassin utility 6: Slayer's Escape (retrained to Chameleon at Acolyte Power) Assassin encounter 7: Shadow Jack Assassin daily 9: Bound by Shadow Assassin utility 10: Darting Shadow
ITEMS Adventurer's Kit, Camouflaged Clothing, Climber's Kit, Longsword, Leather Armor, Light Shield, Shadow Blade (2), Thieves' Tools ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Epic Tier Boost Dex all levels, Str @ 14 and Cha @ 18.
====== Created Using Wizards of the Coast D&D Character Builder ====== Faustine, level 21 Human, Assassin, Shadowblade, Perfect Slayer Guild Training: Night Stalker Background: Dragon Coast, Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES Str 17, Con 12, Dex 26, Int 15, Wis 12, Cha 18.
STARTING ABILITY SCORES Str 13, Con 10, Dex 16, Int 13, Wis 10, Cha 14.
AC: 31 Fort: 29 Reflex: 30 Will: 26 HP: 116 Surges: 7 Surge Value: 29
TRAINED SKILLS Streetwise +19, Stealth +23, Perception +16, Bluff +19, Athletics +18, Acrobatics +23, Thievery +23
UNTRAINED SKILLS Arcana +12, Diplomacy +14, Dungeoneering +11, Endurance +11, Heal +11, History +12, Insight +11, Intimidate +14, Nature +11, Religion +12
FEATS Human: Linguist Level 1: Sneak of Shadows Level 2: Weapon Proficiency (Rapier) (retrained to Focused Expertise (Shadowblade) at Level 11) Level 4: Killer's Insight Level 6: Assassin's Cloak Level 8: Acolyte Power Level 10: Crimson Eye Action Level 11: Minion of the Dark (retrained to Two-Weapon Ambush at Level 16) Level 12: Weapon Focus (Light Blade) Level 14: Two-Weapon Fighting Level 16: Two-Weapon Defense Level 18: Great Fortitude (retrained to Epic Fortitude at Level 21) Level 20: Devastating Critical Level 21: Light Blade Mastery
POWERS Assassin at-will 1: Leaping Shade Assassin at-will 1: Inescapable Blade Bonus At-Will Power: Shadow Storm Assassin encounter 1: Gloom Thief Assassin daily 1: Grave Spike Assassin utility 2: Cloak of Shades Assassin encounter 3: Army of the Night Assassin daily 5: Heart of Dust Assassin utility 6: Slayer's Escape (retrained to Chameleon at Acolyte Power) Assassin encounter 7: Shadow Jack Assassin daily 9: Bound by Shadow Assassin utility 10: Darting Shadow Assassin encounter 13: Dark Step Ambush (replaces Army of the Night) Assassin daily 15: Sundered Shadow (replaces Bound by Shadow) Assassin utility 16: Assassin's Defense Assassin encounter 17: Shadow Fire (replaces Gloom Thief) Assassin daily 19: Consign to Shadow (replaces Grave Spike)
ITEMS Adventurer's Kit, Camouflaged Clothing, Climber's Kit, Longsword, Leather Armor, Light Shield, Shadow Blade (2), Thieves' Tools ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Monday, September 7, 2009, 1:00 AM
Inspired by her picture; (Source: redpeggy.deviantart.com)

Ting Dao Shou Wizard (Tome of Readiness)
Ting Dao was raised in the Lotus Academy in Nathlek, capital of Nathlan, she is a proud Shou and follower of Corellon. She has mastered the basics of the sword through her keen intellect. Not as strong as many swordsmen she is more than smart enough to exploit weaknesses in the attacks and movements of her opponents to strike a blow home. Yet despite her mastery of basic sword techniques it is her skill in the Art that is her greatest weapon, and one she will continue develop along with her devotion to Corellon.
At first level she has Magic Missile because I want her to be able to exploit Wizard's Fury through to low Paragon, in particular once she gets the Divine Challenge at level 6, you could easily have both of those powers be something else and retrain at 5th and 6th to have them as well. The feats through to 6th level are all setting her RP up with her mechanics, from 6th on she can kick on how she is intended. Drop divine Challenge asap, prereably on a melee attacker that has engaged a defender, then ping that monster with at wills until it dies. White Lotus Riposte lets you "draw aggro" from enemy ranged casters and punish them for it as well. Eventually at level 14 you get the fun of being able to challenge an enemy and then sanction another enemy next to it, with a bit of co-ordination with other PCs this can impose some tough choices on your enemies.
Increase Int and Wis at level 4, then always increase Int & Cha.
====== Created Using Wizards of the Coast D&D Character Builder ====== Ting Dao, level 1 Human, Wizard Arcane Implement Mastery: Tome of Readiness Background: Dragon Coast, Geography - Urban (Streetwise class skill)
FINAL ABILITY SCORES Str 13, Con 10, Dex 13, Int 18, Wis 12, Cha 13.
STARTING ABILITY SCORES Str 13, Con 10, Dex 13, Int 16, Wis 12, Cha 13.
AC: 14 Fort: 12 Reflex: 15 Will: 14 HP: 20 Surges: 6 Surge Value: 5
TRAINED SKILLS Streetwise +6, Arcana +9, History +9, Diplomacy +6, Insight +6
UNTRAINED SKILLS Acrobatics +1, Bluff +1, Dungeoneering +1, Endurance, Heal +1, Intimidate +1, Nature +1, Perception +1, Religion +4, Stealth +1, Thievery +1, Athletics +1
FEATS Wizard: Ritual Caster Human: Melee Training (Intelligence) Level 1: Weapon Proficiency (Longsword)
POWERS Bonus At-Will Power: Magic Missile Tome of Readiness: Astral Wasp Wizard at-will 1: Phantom Bolt Wizard at-will 1: Thunderwave Wizard encounter 1: Grasping Shadows Wizard daily 1: Wizard's Fury Wizard daily 1 Spellbook: Horrid Whispers
ITEMS Spellbook, Bastard sword, Adventurer's Kit, Fine Clothing, Climber's Kit RITUALS Fastidiousness, Unseen Servant, Amanuensis ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ====== Ting Dao, level 11 Human, Wizard, Wizard of the Spiral Tower Arcane Implement Mastery: Tome of Readiness Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group) Second Implement: Orb of Deception Corellon's Implement: Orb Background: Dragon Coast, Geography - Urban (Streetwise class skill)
FINAL ABILITY SCORES Str 14, Con 11, Dex 14, Int 21, Wis 14, Cha 15.
STARTING ABILITY SCORES Str 13, Con 10, Dex 13, Int 16, Wis 12, Cha 13.
AC: 20 Fort: 18 Reflex: 21 Will: 20 HP: 61 Surges: 6 Surge Value: 15
TRAINED SKILLS Streetwise +12, Arcana +15, History +15, Diplomacy +12, Insight +12, Religion +15
UNTRAINED SKILLS Acrobatics +7, Bluff +7, Dungeoneering +7, Endurance +5, Heal +7, Intimidate +7, Nature +7, Perception +7, Stealth +7, Thievery +7, Athletics +7
FEATS Wizard: Ritual Caster Human: Melee Training (Intelligence) Level 1: Weapon Proficiency (Longsword) Level 2: Arcane Implement Proficiency Level 4: White Lotus Riposte Level 6: Soldier of the Faith Level 8: Divine Channeler (Paladin) Level 10: Weapon Focus (Heavy Blade) Level 11: Second Implement
POWERS Bonus At-Will Power: Magic Missile Divine Channeler (Paladin): Divine Mettle Tome of Readiness: Astral Wasp Wizard at-will 1: Phantom Bolt Wizard at-will 1: Thunderwave Wizard encounter 1: Grasping Shadows Wizard daily 1: Wizard's Fury Wizard daily 1 Spellbook: Horrid Whispers Wizard utility 2: Shield Wizard utility 2 Spellbook: Arcane Insight Wizard encounter 3: Color Spray Wizard daily 5: Bigby's Icy Grasp Wizard daily 5 Spellbook: Grasp of the Grave Wizard utility 6: Wizard's Escape Wizard utility 6 Spellbook: Emerald Eye Wizard encounter 7: Twist of Space Wizard daily 9: Mordenkainen's Guardian Hound Wizard daily 9 Spellbook: Wall of Fire Wizard utility 10: Navigate Crowds
ITEMS Spellbook, Bastard sword, Adventurer's Kit, Fine Clothing, Climber's Kit RITUALS Fastidiousness, Unseen Servant, Amanuensis ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ====== Ting Dao, level 21 Human, Wizard, Wizard of the Spiral Tower, Chosen Arcane Implement Mastery: Tome of Readiness Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group) Second Implement: Orb of Deception Corellon's Implement: Orb Divine Spark: Divine Spark Charisma Divine Spark: Divine Spark Intelligence Background: Dragon Coast, Geography - Urban (Streetwise class skill)
FINAL ABILITY SCORES Str 15, Con 12, Dex 15, Int 26, Wis 15, Cha 20.
STARTING ABILITY SCORES Str 13, Con 10, Dex 13, Int 16, Wis 12, Cha 13.
AC: 28 Fort: 23 Reflex: 29 Will: 28 HP: 102 Surges: 7 Surge Value: 25
TRAINED SKILLS Streetwise +20, Arcana +23, History +23, Diplomacy +20, Insight +17, Religion +23
UNTRAINED SKILLS Acrobatics +12, Bluff +15, Dungeoneering +12, Endurance +11, Heal +12, Intimidate +15, Nature +12, Perception +12, Stealth +12, Thievery +12, Athletics +12
FEATS Wizard: Ritual Caster Human: Melee Training (Intelligence) Level 1: Weapon Proficiency (Longsword) Level 2: Arcane Implement Proficiency Level 4: White Lotus Riposte Level 6: Soldier of the Faith Level 8: Divine Channeler (Paladin) Level 10: Weapon Focus (Heavy Blade) Level 11: Second Implement Level 12: Spell Focus Level 14: Contagious Challenge Level 16: Focused Expertise (Longsword) Level 18: Destructive Wizardry Level 20: Enlarge Spell (retrained to Spell Accuracy at Level 21) Level 21: Wizard Implement Expertise
POWERS Bonus At-Will Power: Magic Missile Divine Channeler (Paladin): Divine Mettle Tome of Readiness: Astral Wasp Wizard at-will 1: Thunderwave Wizard at-will 1: Phantom Bolt Wizard encounter 1: Grasping Shadows Wizard daily 1: Wizard's Fury Wizard utility 2: Shield Wizard utility 2 Spellbook: Arcane Insight Wizard encounter 3: Color Spray Wizard daily 5: Bigby's Icy Grasp Wizard daily 5 Spellbook: Grasp of the Grave Wizard utility 6: Wizard's Escape Wizard utility 6 Spellbook: Emerald Eye Wizard encounter 7: Twist of Space Wizard daily 9: Mordenkainen's Guardian Hound Wizard daily 9 Spellbook: Wall of Fire Wizard utility 10: Navigate Crowds Wizard encounter 13: Mirror Sphere (replaces Grasping Shadows) Wizard daily 15: Bigby's Grasping Hands (replaces Mordenkainen's Guardian Hound) Wizard daily 15 Spellbook: Summon Chainbearer Wizard utility 16: Displacement Wizard utility 16 Spellbook: Fly Wizard encounter 17: Phantasmal Horror (replaces Color Spray) Wizard daily 19: Plague of Illusions (replaces Wizard's Fury) Wizard daily 19 Spellbook: Evard's Black Tentacles
ITEMS Spellbook, Bastard sword, Adventurer's Kit, Fine Clothing, Climber's Kit RITUALS Fastidiousness, Unseen Servant, Amanuensis ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Monday, August 31, 2009, 6:53 AM
Ok I admit this character is entirely inspired by Mike Mearl's blog: I Don't Like Resistances and Immunity . In it Mike mentions perceptions of issues with resistances and well I look at this sort of build and go "what problem?"
Tor'Chariss - Dragonborn Pyromancer
"Feel the fire.. burn.. burn... burn.. ahhahahahahahaha!" - What no one said he had to be entirely sane.
His mechanics are pretty straightforward, use Dragon Soul, Pumped by feats and backgrounds to essentially ignore Resist: Fire, and then punish things that had the termity to Resist fire in the first place with extra damage. Of course eventually you will run into things that have "Immunity: Fire" - at which point you want that "Frost Dagger" to make all your attacks cold damage. Gaining a collection of low level daggers that allow Damage type addition can be quite handy, though I suspect there will be few creatures Immune to both Fire & Ice.
Always increase Str & Cha.
====== Created Using Wizards of the Coast D&D Character Builder ====== Tor'Chariss, level 1 Dragonborn, Sorcerer Build: Dragon Sorcerer Spell Source: Dragon Magic Dragon Soul: Dragon Soul Fire Dragon Breath Key Ability: Dragon Breath Strength Dragon Breath Damage Type: Dragon Breath Fire Background: Akanûl (Akanûl Benefit)
FINAL ABILITY SCORES Str 16, Con 12, Dex 12, Int 12, Wis 10, Cha 18.
STARTING ABILITY SCORES Str 14, Con 12, Dex 12, Int 12, Wis 10, Cha 16.
AC: 13 Fort: 13 Reflex: 11 Will: 16 HP: 24 Surges: 7 Surge Value: 7
TRAINED SKILLS Arcana +6, Intimidate +11, History +8, Bluff +9
UNTRAINED SKILLS Acrobatics +1, Diplomacy +4, Dungeoneering, Endurance +1, Heal, Insight, Nature, Perception, Religion +1, Stealth +1, Streetwise +4, Thievery +1, Athletics +3
FEATS Level 1: Improved Dragon Soul
POWERS Sorcerer at-will 1: Burning Spray Sorcerer at-will 1: Arcing Fire Sorcerer encounter 1: Explosive Pyre Sorcerer daily 1: Chromatic Orb
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Note: At 11th you can retrain Arcing Fire to Dragonfrost if you want. Familiar: Book Imp
At 11th Resist Fire 20 Resist Cold 18 (No Items)
====== Created Using Wizards of the Coast D&D Character Builder ====== Tor'Chariss, level 11 Dragonborn, Sorcerer, Arcane Wellspring Build: Dragon Sorcerer Spell Source: Dragon Magic Dragon Soul: Dragon Soul Fire Second Dragon Magic: Dragon Soul Cold Dragon Breath Key Ability: Dragon Breath Strength Dragon Breath Damage Type: Dragon Breath Fire Adaptable Breath: Dragon Breath Cold Background: Akanûl (Akanûl Benefit)
FINAL ABILITY SCORES Str 19, Con 13, Dex 13, Int 13, Wis 11, Cha 21.
STARTING ABILITY SCORES Str 14, Con 12, Dex 12, Int 12, Wis 10, Cha 16.
AC: 20 Fort: 20 Reflex: 15 Will: 22 HP: 75 Surges: 7 Surge Value: 19
TRAINED SKILLS Arcana +12, Intimidate +17, History +14, Bluff +15
UNTRAINED SKILLS Acrobatics +5, Diplomacy +10, Dungeoneering +5, Endurance +6, Heal +5, Insight +5, Nature +5, Perception +5, Religion +5, Stealth +5, Streetwise +10, Thievery +5, Athletics +10
FEATS Level 1: Improved Dragon Soul Level 2: Surging Flame Level 4: Arcane Familiar Level 6: Implement Expertise (Light Blade) Level 8: Sorcerous Blade Channeling Level 10: True Dragon's Soul Level 11: Adaptable Breath
POWERS Sorcerer at-will 1: Burning Spray Sorcerer at-will 1: Arcing Fire Sorcerer encounter 1: Explosive Pyre Sorcerer daily 1: Chromatic Orb Sorcerer utility 2: Dragonflame Mantle Sorcerer encounter 3: Flame Spiral Sorcerer daily 5: Palest Flames Sorcerer utility 6: Sudden Scales Sorcerer encounter 7: Rimestorm Sorcerer daily 9: Winds of Change Sorcerer utility 10: Sorcerous Pulse
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Note at 14th level you have a Fire * Cold breath weapon that will ignore its full damage worth of resistance and gives Vulnerability 5 Cold.
At 21st Resist: Fire 32 Cold 30 (No Items)
====== Created Using Wizards of the Coast D&D Character Builder ====== Tor'Chariss, level 21 Dragonborn, Sorcerer, Arcane Wellspring, Demigod Build: Dragon Sorcerer Spell Source: Dragon Magic Dragon Soul: Dragon Soul Fire Second Dragon Magic: Dragon Soul Cold Divine Spark: Divine Spark Charisma Divine Spark: Divine Spark Strength Dragon Breath Key Ability: Dragon Breath Strength Dragon Breath Damage Type: Dragon Breath Fire Adaptable Breath: Dragon Breath Cold Background: Akanûl (Akanûl Benefit)
FINAL ABILITY SCORES Str 24, Con 14, Dex 14, Int 14, Wis 12, Cha 26.
STARTING ABILITY SCORES Str 14, Con 12, Dex 12, Int 12, Wis 10, Cha 16.
AC: 27 Fort: 27 Reflex: 22 Will: 30 HP: 126 Surges: 8 Surge Value: 33
TRAINED SKILLS Arcana +19, Intimidate +25, History +21, Bluff +23
UNTRAINED SKILLS Acrobatics +12, Diplomacy +18, Dungeoneering +11, Endurance +12, Heal +11, Insight +11, Nature +11, Perception +11, Religion +12, Stealth +12, Streetwise +18, Thievery +12, Athletics +17
FEATS Level 1: Improved Dragon Soul Level 2: Surging Flame Level 4: Arcane Familiar Level 6: Implement Expertise (Light Blade) Level 8: Sorcerous Blade Channeling Level 10: True Dragon's Soul Level 11: Adaptable Breath Level 12: Admixture Breath Level 14: Arcane Fire Level 16: Dual Implement Spellcaster Level 18: Distant Advantage Level 20: Sorcerous Vision Level 21: Weapon Focus (Light Blade)
POWERS Sorcerer at-will 1: Burning Spray Sorcerer at-will 1: Arcing Fire Sorcerer encounter 1: Explosive Pyre Sorcerer daily 1: Chromatic Orb Sorcerer utility 2: Dragonflame Mantle Sorcerer encounter 3: Flame Spiral Sorcerer daily 5: Palest Flames Sorcerer utility 6: Sudden Scales Sorcerer encounter 7: Rimestorm Sorcerer daily 9: Winds of Change Sorcerer utility 10: Sorcerous Pulse Sorcerer encounter 13: Chains of Fire (replaces Explosive Pyre) Sorcerer daily 15: Spitfire Furnace (replaces Chromatic Orb) Sorcerer utility 16: Breath of the Desert Dragon Sorcerer encounter 17: Stalking Frost (replaces Flame Spiral) Sorcerer daily 19: Blackfire Serpent (replaces Palest Flames)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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