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3 years ago  ::  Aug 08, 2010 - 11:52PM #21
Paulos
Date Joined: Nov 13, 2008
Posts: 723
Following Orbin, I'm migrating Francois here, I've modded him a bit, lost the bravura and added a touch more flair - mostly for fun flavor purposes. Sorry Orbin you'll want to change your link.  

Mostly complete. He wields a Mage's rapier without actual proficiency, and polymorphs his clothes into Imposter's plate armor again without proficiency (-2 Ref and -2 attack rolls), and he's not really strong enough to wield a light shield let alone a heavy one, but guess what, he does.  Quite the harlequin, he's not your usual warlord by any stretch of the imagination, but he really believes himself to be the world's next famous wizard and the world's next best swordsman.  Hmm.  I suppose we shall see.

Francois, Half-elf Warlord|Rogue (Daring Blade) Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Francois, level 12
Half-Elf, Rogue|Warlord, Daring Blade
Warlord Leadership: Battlefront Leader (Hybrid) (Proficiency with heavy shields and gain Battlefront shift power)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Rogue Tactics (Hybrid)
Eldritch Strike: Eldritch Strike Charisma
Rogue Tactics (Hybrid): Artful Dodger (Hybrid) +6 AC vs OAs
Background: Hellion (+2 Athletics), Magic Scholar, Brash Duelist, Tarmalune

FINAL ABILITY SCORES
Str 12, Con 18, Dex 20, Int 11, Wis 9, Cha 22.

STARTING ABILITY SCORES
Str 11, Con 15, Dex 17, Int 10, Wis 8, Cha 17.

(Second stat is in effect while armor is polymorphed)
AC: 32/24 Fort: 23 Reflex: 25/27 Will: 24
HP: 85 Surges: 10 Surge Value: 21
Speed: 5/6

TRAINED SKILLS (Ath, Acro, Bluff, End, Stealth, Thiev all get +2 while armor is polymorphed, and another +2 when not using shield but then a -3 AC and Ref)
Streetwise +17, Athletics +10, Bluff +17, Acrobatics +12, Arcana +11, Diplomacy +19,

UNTRAINED SKILLS
Dungeoneering +5, Endurance +6, Heal +5, History +6, Insight +7, Intimidate +12, Nature +5, Perception +5, Religion +6, Stealth +7, Thievery +7.

FEATS
Level 1: Hybrid Talent Show
Rogue Tactics - Artful Dodger
You gain a +6 (Cha) bonus to AC against Opportunity Attacks

Level 2: Bardic Dilettante Show
Multiclass Bard
You gain training in one skill from the bard’s class skills list (Diplomacy). Once per day, you can use the bard’s majestic word power.
In addition, you can wield bard implements.

Level 4: Harlequin Style (see Brash Assault and Deft Strike)
Level 6: Weapon Expertise (Light Blade)
Level 8:  Reckless Scramble Show
When a power lets you shift, you can instead choose to move that distance + 2 squares.

Level 10: Opportunity Knocks Show
Whenever you hit with an opportunity attack, or when an enemy misses you with an opportunity attack, the enemy you hit or the enemy that missed you grants combat advantage to you until the end of your next turn.

Level 11: Versatile Master (Dilettante power becomes at-will)
Level 12: Shield Specialization (+1 feat bonus to AC and Ref while wielding shield)

POWERS
Warlord Feature (Hybrid): Inspiring Word Show
Minor Action
Close burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 3d6 hp

Warlord Feature: Battlefield Shift Show
Standard Action
Target: You or one ally in burst 3
Trigger: You roll initiative
Effect: The target shifts half his or her speed

Bardic Dilettante Majestic Word Show
Minor Action
Target: You or one ally in burst 10
Effect: The target can spend a healing surge and regain 2d6+6 (Cha) additional hit points. You also slide the target 1 square.

Hedge Wizard Gloves Cantrip Mage Hand Show
Minor Action, Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
    As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time

Hedge Wizard Gloves Cantrip Prestidigitation Show
Standard Action, Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
    • Move up to 1 pound of material.
    • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
    • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
    • Instantly light (or snuff out) a candle, a torch, or a small campfire.
    • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
    • Make a small mark or symbol appear on a surface for up to 1 hour.
    • Produce out of nothingness a small item or image that exists until the end of your next turn.
    • Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

Dilettante: Eldritch Strike Show
Standard Action
Target: One Creature
Attack: +17 vs AC
Hit: 1d8+9 damage and you slide the target 1 square.
Special: This power counts as a melee basic attack

Hybrid at-will 1: Deft Strike Show
Standard Action
Target: One creature (Melee or ranged)
Attack: +17 vs AC
Special: You can move 2 squares before this attack
Hit: 1d8+9 damage
Harlequin Style: You can move 3 squares before this attack, instead of 2. Add +6 (Cha) to your defenses against opportunity attacks provoked by this movement.

Hybrid at-will 1: Brash Assault Show
Standard Action
Target: One creature
Attack: +17 vs AC
Hit: 1d8+9 damage
Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
Harlequin Style: Against the target of this exploit, you gain a bonus to defenses of +6 (Cha) until the start of your next turn.

Hybrid encounter 1: Acrobat's Blade Trick Show
Standard Action
Target: Each enemy in Close Burst 1 you can see
Attack: +17 vs AC
Hit: 1d8+9
Effect: After the attack, you can shift a number of squares equal to the number of enemies you hit with this attack. During the shift, you can move through squares occupied by enemies you hit with this attack.

Hybrid daily 1: Duelist's Prowess Show
Minor Action, Stance
Effect: Until the stance ends, whenever an enemy hits or misses you with a melee attack, you can use the Duelist's Prowess Attack Power against it.

       Duelist's Prowess Attack Show
Immediate Interrupt
Requirement: The power Duelist's Prowess must be active in order to use this power.
Trigger: An enemy adjacent to you attacks you
Target:
The triggering enemy
Attack: +17 vs Ref
Hit: 1d8+9 damage

Hybrid utility 2: Shake It Off Show
Minor Action, Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a +6 (Cha) bonus

Hybrid encounter 3: Flamboyant Strike Show
Standard Action
Target: One creature
Attack: +17 vs AC
Hit: 2d8+15 damage (Dex+Cha)
Artful Dodger: You can shift one square

Hybrid daily 5: Bait the Hook Show
Standard Action
Target: One creature
Attack: +17 vs AC
Hit: 3d8+9 damage
Effect: The target grants CA to an ally within 5 squares of it and gains vulnerable 6 to damage from that allies attacks (save ends both)

Hybrid utility 6: Swift Parry Show
Immediate Interrupt
Trigger: You are hit by a melee attack
Effect: You gain a +6 (Cha) bonus to defenses against the attack, and you gain combat advantage against the triggering attacker until the end of your next turn.

Hybrid encounter 7: Sacrificial Lure Show
Standard Action
Target: One creature
Attack: +17 vs AC
Hit: 2d8+15 damage (Str+Cha)  Until the start of your next turn, one ally within 5 squares of you gains a +6 (Cha) power bonus to his or her next attack roll.
Effect: You take a -2 penalty to AC until the start of your next turn.

Hybrid daily 9: Aerial Assault Show
Standard Action
Effect: Before the attack, you move your speed and can make an Athletics check to jump with a +10 bonus to the check. You do not provoke opportunity attacks during the jump.
Target: One creature

Attack:
 +17 vs Ref - The target grants combat advantage to you for the attack if you jumped 3 squares or more before the attack.
Hit: 3d8+9 damage
Miss: Half damage

Hybrid utility 10: Noble Sacrifice Show
Immediate Interrupt
Trigger: An enemy within 3 squares of you makes a melee attack roll against your bloodied ally adjacent to you
Target: The triggering enemy
Effect: The target’s attack roll is against you instead of the bloodied ally. If the attack hits you, the ally gains 6 (Cha) temporary hit points.

Daring Blade Weapon Display Show
Standard Action
Target: One creature
Attack: +17 vs AC
Hit: 2d8+9 damage and the target grants combat advantage to you and your allies until the end of your next turn.
Miss: The target is marked until the end of your next turn, and you regain the use of this power.
Effect: Your target grants combat advantage to you for this attack.

Daring Blade Utility Defensive Posture Show
Move Action
Effect: You gain a +2 power bonus to AC and Reflex until the end of your next turn, then shift a number of squares equal to one-half your speed. Each ally that can see you gains a +2 power bonus to attack rolls until the end of your next turn.


Paragon Path Abilities
Daring Action (11th level): Show
You can spend an action point to mark each enemy that can see you until the end of your next turn instead of taking an extra action. You also gain 10 temporary hit points.

Daring Improvisation (11th level): Show
When you make a martial melee weapon attack, you can use Charisma for the attack roll and damage roll in place of the ability score required by the attack.


ITEMS
Dagger (2), Mage's Rapier +3, Imposter's Gith Plate Armor +3, Recoil Shield Heavy Shield (heroic tier), Periapt of Cascading Health +2, Hedge Wizard's Gloves (heroic tier)
Periapt of Cascading Health Item Power Show
Minor Action
Effect: You end one condition that a save can end.

Recoil Shield Encounter Power Show
Immediate Reaction
Use this power when a melee attack hits you. The attacker is knocked prone.

Imposter's Gith Plate Armor power Show
Minor Action, Polymorph
You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Francois Jacques Joseph Sali Image Show
Half-elf Bard

Relevant Party Information Show
Francois can let himself or an ally within burst 3 to shift half his or her speed when he rolls initiative.
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3 years ago  ::  Aug 09, 2010 - 6:45AM #22
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
I think, once I get a chance to post, I'm going to hang out with the warlords. Do you guys mind?
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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3 years ago  ::  Aug 09, 2010 - 7:57AM #23
Rich_The_Mad
Date Joined: Aug 27, 2009
Posts: 3,029
You have me on as a Dwarven Wrathvoker, although I believe sartezalb wished to do that, I was looking at another leader.  However, that seems like a perfectly good idea, as I have one already built from another game and I'd be the only controller.

I'll have him up as soon as I can.  Hope you don't mind sartezalb?
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3 years ago  ::  Aug 09, 2010 - 8:04AM #24
Paulos
Date Joined: Nov 13, 2008
Posts: 723

@Rich - Sartezalb is on the wait list now, Joe_Puff is in with a Drow Paladin currently interacting with Brys's Kane by the Skyspire mountains.  You can do whichever char you like.  Mine has lost a lot of his warlord-ness in favor of rogue flavor.


@ff6 - Of course! The more the merrier.

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3 years ago  ::  Aug 09, 2010 - 5:04PM #25
Orbin
Date Joined: Feb 9, 2007
Posts: 3,269
@ff6 - The more people I can grant attacks to, the better

@Paulos - Link updated

- Orbin
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3 years ago  ::  Aug 09, 2010 - 5:25PM #26
Paulos
Date Joined: Nov 13, 2008
Posts: 723
Orbin, I remediated my basic attack through a Dilettante Eldritch Strike.  So I'm back in the basic attack game.  It's not overly fabulous, but it's decently average (+17 vs AC, 1d8+9 and slide target 1 square).

@Rich - I think "the more the merrier" applies to warlords as well.  With 2.5 there's a good chance somebody's awesomely buffed at all times, and what's more perhaps we'll discover some unbeforeseen  exquisite synergy, like granting 3-5 attacks to Kane not counting his turn, all while he has something like a +7 to attack and a +6 to damage rolls.  Something like that. Laughing  

(Of course, AoE attacks and status effects are useful too...) 
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3 years ago  ::  Aug 09, 2010 - 5:28PM #27
Orbin
Date Joined: Feb 9, 2007
Posts: 3,269

I updated that under my Commander's Strike as well.

how's +18 vs AC for 1d8+18 and slide 1 sound?

- Orbin

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3 years ago  ::  Aug 09, 2010 - 6:06PM #28
Paulos
Date Joined: Nov 13, 2008
Posts: 723
Are we still going with 3-4 items of level <= 12?

Woah, how did Barin get +18 damage on almost every attack? (+2 armbands, +3 Lightning shard, +2 enhancement, +5 strength = 12.  What am I not seeing?)
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3 years ago  ::  Aug 09, 2010 - 6:53PM #29
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
I would be happy to break it down for you.

Attack = +18 to hit, +20 with Brash Strike
6(lvl)+2(prof)+2(enhancement)+1(lyrandar-windrider when using a lightning power)+5(Str)+1(Expertise)+1(Fighter Weapon Talent)= +18 to hit.

Damage = 1d8+16 (14 on bursts (no armbands), and 20 on brash strike (+4 for Con with an axe)
5(Str)+2(enhancement)+2(armbands)+3(shard)+4(Con via Lyrandar Windrider)=+16 damage

Not having my weapon active on lightning reduces all my attacks by 1 and all my damage numbers by 4. Of course, my attacks all slide 2 as well, and I get CA from, sliding a guy, so I'm going to love me some granted attacks :D
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The Play-by-Post recruitment hub for the forums.
Stop by, join us, and sign up for some games while you are there

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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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3 years ago  ::  Aug 09, 2010 - 7:32PM #30
Paulos
Date Joined: Nov 13, 2008
Posts: 723
Ah, the PP, it's always the PP that adds the inexplicable weirdness.   I grant some attacks too, so you'll want to stay adjacent to guys either of us are on.  (Although he's a better, stronger attack granter, Francois' just a wannabe.)
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