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ZOMBIES!!!

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26 Re: ZOMBIES!!! on Fri Aug 05, 2011 2:06 pm

I'd sat fog form due to your limited number of surges. Either way, both are good to have. But fog beats it by the skin of my nose

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27 Here goes nothing on Fri Aug 05, 2011 11:09 pm

Alright....going warlord...never tried before

Here goes nothing:

====== Created Using Wizards of the Coast D&D Character Builder ======
Arianna, level 12
Human, Warlord (Marshal), Dark Watcher
Warlord Option: Combat Leader
Commanding Presence Option: Tactical Presence
Human Power Selection Option: Heroic Effort

FINAL ABILITY SCORES
STR 20, CON 14, DEX 12, INT 18, WIS 9, CHA 13

STARTING ABILITY SCORES
STR 16, CON 11, DEX 11, INT 16, WIS 8, CHA 12


AC: 29 Fort: 27 Ref: 27 Will: 23
HP: 81 Surges: 9 Surge Value: 20

TRAINED SKILLS
Athletics +13, Diplomacy +12, Endurance +12, Heal +10, Intimidate +13

UNTRAINED SKILLS
Acrobatics +4, Arcana +10, Bluff +7, Dungeoneering +5, History +10, Insight +5, Nature +5, Perception +5, Religion +10, Stealth +4, Streetwise +7, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Warlord Feature: Inspiring Word
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Viper's Strike
Warlord Attack 1: Vengeance is Mine
Warlord Attack 1: Concentrated Attack
Warlord Utility 2: Hasty Alert
Warlord Attack 3: Steel Monsoon
Warlord Attack 5: A Rock and a Hard Place
Warlord Utility 6: Reorient the Axis
Warlord Attack 7: Surprise Attack
Warlord Attack 9: Iron Dragon Charge
Warlord Utility 10: Tactical Orders
Dark Watcher Attack 11: Call for Vigilance
Dark Watcher Utility 12: Constant Vigilance

FEATS
Level 1: Improved Tactics
Level 1: Stoneroot's Endurance
Level 2: Defensive Mobility
Level 4: Weapon Expertise (Heavy Blade)
Level 6: Tactical Adjustment
Level 8: Shield Proficiency: Heavy
Level 10: Improved Defenses
Level 11: Eyes in the Back of Your Head
Level 12: Mettle

ITEMS
Sunblade Longsword +2 x1
Shield of Deflection Heavy Shield (paragon tier) x1
Cloak of Survival +2 x1
Skull Mask (heroic tier) x1
Bloodfire Stonemail Armor +3 x1
Steady Boots of the Ram (paragon tier) x1
Iron Armbands of Power (heroic tier) x1
Potion of Regeneration (heroic tier)
Potion of Vitality (paragon tier)
====== End ======

Paragon Path pending approval

Dark Watcher


Feats pending approval

Stoneroot's Endurance (Heroes of Forgotten Kingdoms)

Whenever you are subjected to a critical hit, roll a d20.
On a roll of 10 or higher, the attack is a normal hit not critical.

Tactical Adjustment (Dragon magazine 381)

Whenever an ally within your line of sight spends an action point to make an extra attack,
you can slide the ally 1 square before or after the attack.

Improved Defenses (Heroes of Forgotten Kingdoms
+1 feat bonus to Fort, Ref, Will
+2 at lvl 1 and +3 at level 21

PS : i can send you my char sheet + the paragon path pdf if necessary

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28 Re: ZOMBIES!!! on Sat Aug 06, 2011 12:30 am

kennif wrote:

Paragon Path pending approval

Dark Watcher

Yes.

kennif wrote:
Feats pending approval

Stoneroot's Endurance (Heroes of Forgotten Kingdoms)

Whenever you are subjected to a critical hit, roll a d20.
On a roll of 10 or higher, the attack is a normal hit not critical.

No.

kennif wrote:
Tactical Adjustment (Dragon magazine 381)

Whenever an ally within your line of sight spends an action point to make an extra attack,
you can slide the ally 1 square before or after the attack.

Yes.

kennif wrote:
Improved Defenses (Heroes of Forgotten Kingdoms
+1 feat bonus to Fort, Ref, Will
+2 at lvl 1 and +3 at level 21

Yes.

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29 The Silent King on Fri Aug 12, 2011 11:30 am

"My Lord Julius,

I pray, by Sigmar's grace, that you are well? What is the latest gossip in the Imperial City? Have you found your missing brother? It has been two years, after all. Perhaps I’ll find him here hiding away on these forsaken peaks, having a jolly party with all kinds of wonderful food and drink as befits a Prince; and perhaps he’ll invite me to feast and sup along at his table. I swear, there is very little on these mountains to keep a man from freezing to death. Think of me fondly, and please eat more roast boar and quaff more mulled wine for my sake; your concern and appreciation will warm this humble vassal, and keep him working at his peak efficiency.

But enough idle chit-chat; I will now speak of more urgent matters at hand. A season ago, you tasked me to investigate the rumors of the ancient ruins in the icy mountains to the far north. I have found these rumors are indeed true; there is an ancient city within the valley, nestled in the mountain range. As you have instructed, I have travelled to the different libraries across Jord; the sages and scribes have recorded that these mountains are home to an enigmatic race of mighty warriors, who may or may not have links to the old pagan gods. With the aid of this lead, and some maps I was able to reproduce from the cartographic archives, I travelled further north, and consulted the local seers in these boondocks; once I was able to stir them from their mushroom-chomping reverie, they told me the people who once lived in these mountains possessed titanic power in both body and mind. They also gave me a name for this city; they called it ‘Atillan’.

The mud-soaked shamans spray – I mean, say – that in the bygone days of the Dawn War, the gods needed champions to battle the relentless hordes of the Primordials; the men and women of the mountains were apparently chosen to join the ranks of these champions. Some of the younger gods (who shall remain un-named, out of respect to the political sensitivities of our gentle theocracy) saw great potential for these mortals, and decided to undertake an experiment; gathering the healthiest among them from the earthly realm, these celestial beings infused them, body and soul, with the ironclad principles of divine law and the essence of the vast firmament, and with that power, they became the mighty warriors of myth and legend that we know today.

My lord, like all things whispered by sages and savants, there is a grain of truth in this tale. However, over the course of my investigations, I have found there are many things the wise men have omitted from their records and stories; I shall now share my findings with you. I climbed the mountains – alone – for the superstitious locals refused to follow me, neither gold nor steel proved useful in persuading them to shed their backward ways. I soldiered on, and the trek up was treacherous and arduous, but otherwise of little consequence.

In a matter of weeks, I had found the city of Attilan. Like the legends say, this city is indeed ancient beyond compare; however, it was not at all in a state of ruin. Strangely enough, it was abandoned, but it was not decrepit at all. Attilan is a majestic place – if you will permit me to be frank, I may even venture so far as to say that its beauty and grandeur eclipses that of our ancestral home in the Imperial City!

It was easy enough for me to use the records in this city; these people apparently have a great taste for this history and culture, even if they are nowhere to be found at this moment. I found hieroglyphics dotting the walls and columns of all the major buildings, and was able to decipher the story behind this metropolis. Apparently, the denizens of this city record that they are indeed the descendants of the champions of the gods, but their accounts and perspectives are very different.

The people of Attilan record that the gods did herd their ancestors, and infuse them with divine power; however, they go into far deeper and greater detail. After conducting their prior experiments with these mortals, the gods chose to scatter them in the heart of the Elemental Chaos. Many of these people staggered, confused and lost, in the pernicious and ever-mutating landscape; many of them died, falling prey to the dangers of the harsh environment. The few who survived apparently evolved and became the precursors of modern Attilan; these survivors discovered their new divine augmentations provided them with the ability to manipulate the chaos, and in time, they learned not only to endure the raw elements, but also to harness and master them. As they banded together, they built cities in the Elemental Chaos and waged war against the indigenous archons and djinns, and helped to establish a beachhead against the forces of the mad Primordials, ensuring many military successes for the forces of the heavens.

However, after the end of the Dawn War, these people – the ‘Inhumans’ as they call themselves – were enraged when the gods rewarded them less than they had expected. The Inhumans had become more elemental than human, and the gods saw their elemental forms as being unwelcome reminders of the primordials’ influence. The gods thus did not wish to bring the Inhumans into the heavens to live alongside them in eternal bliss, but tasked them instead to stay in the mortal world, and watch over the gates which seal the slumbering Primordials. These Inhumans sulked, but they performed their duties well, if not willingly. These beings were long-lived, nearly immortal; they had a very long time to nurse their grudges, but they were also creatures of honor and tradition, and thus they served their duty.

I have made and provided copies of these records, in both their original and translated forms. I have also made some maps of the city complex, and also traced out the routes that lead to these mountains. I have dispatched this missive from the town of Magningfurd, and am returning to continue my excavations and explorations.

There is one building in particular, which intrigues me; there are runes denoting a contradictory message; the symbols of power and prestige, as well as the markings of death and disaster are carved upon all of its columns and steles. Translated into our modern tongue, these runes indicate that it is the home of one whom they call the 'Silent King'. Perhaps this is a mausoleum of some sort - perhaps the tomb of an ancient warrior king? I can hardly wait to continue my work.

May Sigmar preserve you, and may the Great House of Eunsteiger keep the Empire safe from harm!

Your Faithful Servant, Erik"

- From a Blood-stained Scroll embedded beneath a frozen ditch, along the Magningfurd Trade Road, dated 48 years ago



Last edited by shao on Mon Aug 15, 2011 10:40 am; edited 8 times in total

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30 Re: ZOMBIES!!! on Fri Aug 12, 2011 6:55 pm

Updated Character..please vet through

Spoiler:
====== Created Using Wizards of the Coast D&D Character Builder ======
Arianna, level 12
Human, Warlord (Marshal), Dark Watcher
Warlord Option: Combat Leader
Commanding Presence Option: Tactical Presence
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Crossbow)
Human Power Selection Option: Heroic Effort

FINAL ABILITY SCORES
STR 20, CON 14, DEX 12, INT 18, WIS 9, CHA 13

STARTING ABILITY SCORES
STR 16, CON 11, DEX 11, INT 16, WIS 8, CHA 12


AC: 28 Fort: 28 Ref: 27 Will: 23
HP: 91 Surges: 9 Surge Value: 22

TRAINED SKILLS
Athletics +13, Diplomacy +12, Endurance +12, Heal +10, Intimidate +15

UNTRAINED SKILLS
Acrobatics +4, Arcana +10, Bluff +7, Dungeoneering +5, History +10, Insight +5, Nature +5, Perception +5, Religion +10, Stealth +4, Streetwise +7, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Warlord Feature: Inspiring Word
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Viper's Strike
Warlord Attack 1: Race the Arrow
Warlord Attack 1: Lead the Attack
Warlord Utility 2: Knight's Move
Warlord Attack 3: No Gambit Is Wasted
Warlord Attack 5: Stand the Fallen
Warlord Utility 6: Reorient the Axis
Warlord Attack 7: Surprise Attack
Warlord Attack 9: Dangerous Leader
Warlord Utility 10: Tactical Shift
Dark Watcher Attack 11: Call for Vigilance
Dark Watcher Utility 12: Constant Vigilance

FEATS
Level 1: Improved Tactics
Level 1: Versatile Expertise
Level 2: Tactical Assault
Level 4: Shield Proficiency: Heavy
Level 6: Toughness
Level 8: Improved Defenses
Level 11: Combat Commander
Level 12: Fight On
Level 12: Vexing Flanker

ITEMS
Cloak of Survival +2 x1
Skull Mask (heroic tier) x1
Steady Boots of the Ram (paragon tier) x1
Iron Armbands of Power (heroic tier) x1
Potion of Regeneration (heroic tier)
Sun Shield Heavy Shield (paragon tier) x1
Thundering Hand crossbow +2 x1
Viper Belt (heroic tier) x1
Battle Standard of Healing (heroic tier)
Screaming Earthhide Armor +3 x1
====== End ======

Final change.



Last edited by kennif on Sat Aug 13, 2011 1:10 pm; edited 1 time in total

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31 Re: ZOMBIES!!! on Fri Aug 12, 2011 7:33 pm

Hi Ken,

You don't need the 'Heavy Armor Agility' feat anymore, cos you're now wearing Hide. I would recommend getting 'Vexing Flanker' since you have one more Paragon Feat to spare.

Also, I do not think it is worth taking Hold the Line at Level 3; clustering together is usually a bad move in D&D. I would personally pick either 'Vengeance is Mine' (Level 1), or 'No Gambit is Wasted' (Level 3).

Other than that, it looks fine!

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32 Updated Character Sheet/ Build on Mon Aug 15, 2011 10:42 am

Hi,

I've abandoned the Hybrid idea, and modified my build; I've picked up the Essence Mage paragon path from Arcane Power. This is my updated c-sheet for your reference. I would also like to request the following power from Dragon Issue 374:

Grounding Rebuke
Spoiler:
Sorcerer Daily 1 Action: Immediate Reaction Range: Close burst 10
Range: Close Burst 10 Trigger: An enemy in the area hits you with an attack
Effect: Reduce the damage you take by an amount equal to your Charisma modifier.
Target: The triggering creature Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage, and the target is slowed (save ends) and slides 2 squares.
Miss: Half damage, and the target slides 1 square.

Saegar the Silent King
Spoiler:

Level 12 Genasi Cosmic Sorcerer/ Essence Mage
Alignment: Good Elemental Manifestation: Stormsoul
Backgrounds: Brooding Thunder (+2 Intimidate), Elemental Master (+2 Arcana), Inhuman Strength (+2 Athletics)



"..."

FINAL ABILITY SCORES
Str 20, Con 12, Dex 13, Int 11, Wis 11, Cha 20

STARTING ABILITY SCORES
Str 17, Con 11, Dex 12, Int 10, Wis 10, Cha 17

AC: 24 Fortitude: 24 Reflex: 19 Will: 24
Initiative: +11 (roll twice, pick the better result) Speed: 6
HP: 84 Bloodied: 42 Healing Surges: 7 Surge Value: 21
Resistances: Lightning 10; Cold, Psychic, or Radiant 10 (Phase-Dependent); Necrotic 5 (Skull Mask); Poison 5 (Viper Belt); Acid, Cold, Fire, Lightning, or Thunder 5 (Demonskin Tattoo)
Commonly Used Attack: Blazing Starfall +16 vs Reflex, 1d4+1d6+22 radiant and thunder damage

TRAINED SKILLS
Athletics +17, Arcana +13, Endurance +14, Intimidate +20

UNTRAINED SKILLS
Acrobatics +7, Bluff +11, Diplomacy +11, Dungeoneering +7, Heal +7, History +6, Insight +7, Nature +7, Perception +7, Religion +6, Stealth +7, Streetwise +11, Thievery +7

FEATS
Bonus 1: Versatile Expertise (Staffs)
Level 1: Improved Initiative
Level 2: Dual Implement Spellcaster
Level 4: Superior Implement Training (Accurate Staff)
Level 6: Improved Defenses
Level 8: Cosmic Spellfury
Level 10: Arcane Admixture (Thunder: Blazing Starfall)
Level 11: Resounding Thunder
Level 12: Danger Sense

POWERS
Stormsoul Racial: Promise of Storm
Sorcerer At-Will 1: Acid Orb
Sorcerer At-Will 1: Blazing Starfall
Sorcerer Daily 1: Grounding Rebuke
Sorcerer Utility 2: Sorcerous Scirocco
Sorcerer Encounter 3: Swirling Stars
Sorcerer Daily 5: Thunder Leap
Sorcerer Utility 6: Swift Escape
Sorcerer Encounter 7: Spark Form
Sorcerer Daily 5: Slaad's Gambit
Sorcerer Utility 10: Narrow Escape
Sorcerer Encounter 11: Essence of Arcane Blood
Sorcerer Utility 12: Essence Form
Sorcerer Encounter 13: Thunder Breath

GEAR
Accurate Staff of Ruin +3, Veteran's Githweave Cloth Armor +3, Challenge-Seeking Dagger +3, Ebony Fly, Skull Mask, Hedge Wizard's Gloves, Viper Belt, Demonskin Tattoo, Siberys Shard of the Mage x 2, Catstep Boots, Potions of Healing x 2, Adventurer's Kit, Climber's Kit, Disguise Kit, Healer's Kit

For my drops, I would like either a Level 13 neck slot (Steadfast Amulet +3 from AV), or a Level 14 neck slot (Crimson Cloak +3 from AV2) and if there's any gold left over for me, I would like to purchase a Power Jewel, a pair of Executioner's Bracers, some Creeping Gatevine reagants, a few Frozen and/or Tempest Whetstones, and lastly, a couple of Potions of Regeneration, if that is possible.

I will update you soon about my availability for this weekend soon. Thank you!

Cheers,
Shao



Last edited by shao on Wed Aug 17, 2011 10:27 am; edited 3 times in total

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33 Re: ZOMBIES!!! on Mon Aug 15, 2011 8:40 pm

Power approved. It's got a huge area of effect, btw.

Also, for those of my players that are indulging in Frostcheese, the wording of Lasting Frost is as such:

Once per turn, the first target you hit with a power that has the cold keyword gains vulnerable 5 cold after the attack. The vulnerability lasts until the end of your next turn.


Emphasis mine.


On a similar note, the barbarian paragon path Winter's Fury gets the ability to add the cold keyword to all untyped attacks at level 16. I am now pretty tempted to start indulging as well.

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34 Re: ZOMBIES!!! on Tue Aug 16, 2011 12:49 am

Thanks! Yeah, it's huge. Grounding Rebuke is a pretty useful power; it's got a big AOE, moderate accuracy and offense, and throws in a bit of defense and control - all in one nice out-of-turn package... Pity about the lack of elemental keywords, though. It's similar to Slaad's Gambit (which I also took, with my L9 slot, even though it's L5... yeah, I like it that much).

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35 Re: ZOMBIES!!! on Tue Aug 16, 2011 6:54 pm


Hi all,

Also, for those of my players that are indulging in Frostcheese, the wording of Lasting Frost is as such:

Once per turn, the first target you hit with a power that has the cold keyword gains vulnerable 5 cold after the attack. The vulnerability lasts until the end of your next turn.

Thanks for the heads up.

Weapon Focus
Page 201: In the feat’s Benefit entry, replace the
second sentence with the following text: “You gain a
+1 feat bonus to the damage rolls of weapon attacks
that you make with a weapon from that group.”

What do you think? Does it affect spells? I am leaning towards it does not cover powers without weapon keyword for my own game.

Aid Another
In some situations, creatures can work together to
use a skill or an ability. A creature can help another
make a skill check or an ability check by taking the
aid another action. Given a choice, a group of adventurers
should have the character who has the highest
skill or ability check modifier take the lead, while the
other characters cooperate to provide assistance.
Aid An all y’s skill or abilit y check
✦ Action: Standard action. When a creature takes
this action, it chooses a target adjacent to it.
✦ DC: The creature makes a skill check or an ability
check with a DC equal to 10 + one-half the creature’s
level.
✦ Success: The target gains a +2 bonus to the next
check using the same skill or ability before the end
of the assisting creature’s next turn.
✦ Failure: The target takes a –1 penalty to the next
check using the same skill or ability before the end
of the assisting creature’s next turn. This penalty
represents the distraction or interference caused by
the failed assistance.
A creature can affect a particular check only once
using the aid another action. However, up to four
creatures can use aid another to affect a single check,
for a maximum bonus of +8 or a maximum penalty
of –4.


There is now a difference between aiding another in combat and in skill challanges.


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36 Re: ZOMBIES!!! on Tue Aug 16, 2011 11:49 pm

Yeah, I think Weapon Focus should only affect powers that have the weapon keyword. I guess you're back to using Burning Blizzard, dude.

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37 Re: ZOMBIES!!! on Wed Aug 17, 2011 12:47 am

It's your call; however, I would like to petition DMs to make 'Implement Focus', an Essentials feat, available to players, even if you don't normally allow Essentials stuff.

This 'Weapon Focus' update was brought about as a result of the Essentials series of books, in order to make different kinds of implements more fair and equal across the board. Sorcerers' main advantages as strikers used to be in their starting implement proficiencies - they had daggers and staffs, which as 'weapliments' could qualify for 'Weapon Focus' (before the Essentials updates). This made their implements more damaging than other implements such as rods, wands, etc, which did not enjoy such a universal feat damage boost.

To make different implement groups more equal and balanced with each other, WotC restricted 'Weapon Focus' to weapon group attacks, and made a new feat 'Implement Focus' for implement group attacks. It's not a perfect fix, cos some guys who actually use both Weapon and Implement attacks still get left out in the cold (Clerics, Swordmages and Hexblades mostly, together with Hybrids and Multiclass types) cos they now have to buy 2 feats to use with their powers.

(Hmmm... It's somewhat similar to the evolution of Expertise - from Implement Expertise and Weapon Expertise to Focused Expertise, and then now to Versatile Expertise.)

So, anyway, yeah. I think it's fair to allow Implement Focus as well, cos these two were designed (and implemented Razz ) in tandem.

Cheers,
Shao



Last edited by shao on Wed Aug 17, 2011 12:50 am; edited 1 time in total

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38 Re: ZOMBIES!!! on Wed Aug 17, 2011 12:49 am

Makes sense. Alright, you can grab Implement Focus for my game. Its only fair.

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39 Re: ZOMBIES!!! on Wed Aug 17, 2011 12:51 am

Ok, thanks. I've retrained it out, though cheers

(HERESY! STRIKER WITHOUT FOCUS FEAT!)

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40 Re: ZOMBIES!!! on Thu Aug 18, 2011 12:49 pm

Not gonna be able to make it this Saturday for Bucaneering, sadly. It would have been nice to nuke enemy warships with explosive sonic laser bolts:(

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41 Re: ZOMBIES!!! on Thu Aug 18, 2011 12:52 pm

This Saturday is actually unprovoked assault on a necromancer's lab. Next week is the adventure upon the high seas, mainly involving seasick dwarves.

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42 Re: ZOMBIES!!! on Thu Aug 18, 2011 1:58 pm

Oh, in that case, it's ok then. It would be great to not have to nuke any zombies in a ZOMBIES game, and just go straight to bucaneering, yarrrr!

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43 Re: ZOMBIES!!! on Fri Aug 19, 2011 2:51 am

Hi Zak, decided to respec some feats, make myself less damaging for a little more stickiness n survivability Razz

Spoiler:

Trey Azgathoth, level 13
Half-Elf, Battlemind|Fighter, Paragon Hybrid
Eldritch Strike: Eldritch Strike Constitution
Hybrid Talent: Psionic Study (Hybrid)
Psionic Study (Hybrid): Speed of Thought (Hybrid)
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Spear)
Psionic Augmentation (Hybrid): Hybrid Power Point Option
Paragon Hybrid Talent: Combat Specialty
Combat Specialty: Combat Superiority (Hybrid)
Background: Occupation - Military (+2 to Athletics)

FINAL ABILITY SCORES
Str 18, Con 20, Dex 15, Int 9, Wis 14, Cha 13.

STARTING ABILITY SCORES
Str 15, Con 15, Dex 14, Int 8, Wis 13, Cha 10.


AC: 30 Fort: 25 Reflex: 23 Will: 22
HP: 123 Surges: 14 Surge Value: 31

TRAINED SKILLS
Heal +13, Endurance +14, Athletics +15

UNTRAINED SKILLS
Acrobatics +6, Arcana +5, Bluff +7, Diplomacy +9, Dungeoneering +8, History +5, Insight +10, Intimidate +7, Nature +8, Perception +8, Religion +5, Stealth +6, Streetwise +7, Thievery +6

FEATS
Feat User Choice: Versatile Expertise
Level 1: Hybrid Talent
Level 2: Battering Shield
Level 4: Toughness
Level 6: Elven Sidestep
Level 8: Human Perseverance (retrained to Eyes in the Back of Your Head at Level 13)
Level 10: Martial Dilettante (retrained to Psionic Toughness at Level 11)
Level 11: Versatile Master
Level 12: Heavy Blade Opportunity

POWERS
Dilettante: Eldritch Strike
Hybrid at-will 1: Tide of Iron
Hybrid at-will 1: World-Slipping Advance
Paragon Hybrid: Mighty Surge
Paragon Hybrid: Echoing Assault
Psionic Defense (Hybrid): Mind Spike
Hybrid daily 1: Comeback Strike
Hybrid utility 2: Inspiring Fortitude
Hybrid at-will 3: Mind Snare (replaces World-Slipping Advance)
Hybrid encounter 3: Shield Slam
Hybrid daily 5: Nightmare Vortex
Hybrid utility 6: Third Wind
Hybrid at-will/encounter 7: Lightning Rush
Hybrid daily 9: Shattered Time
Hybrid utility 10: Reactive Surge
Hybrid at-will/encounter 13: Intellect Snap (replaces Echoing Assault)

ITEMS
Adventurer's Kit, Everburning Torch, Wyvernscale Armor of Dwarven Vigor +3, Iron Armbands of Power (heroic tier), Rushing Cleats (heroic tier), Staggering Khopesh +3, Distance Handaxe +1, Badge of the Berserker +3, Horned Helm (heroic tier), Belt of Vigor (heroic tier), Cognizance Crystal (heroic tier) (6), Parry Gauntlets (heroic tier), Demonskin Tattoo (heroic tier), Crowd Killer Shield Heavy Shield (paragon tier)

changes made :

Level 1 Daily Power : Steel Unity Strike Arrow Comeback Strike
Level 3 Encounter Power : Shield Edge Block Arrow Shield Slam
Level 5 Daily Power : Rain Of Blows Arrow Nightmare Vortex
Feats:
Savage Axe Arrow Toughness
Lure of Iron Arrow Elven Sidestep



Last edited by darthcow on Fri Aug 19, 2011 11:42 pm; edited 2 times in total

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44 Re: ZOMBIES!!! on Fri Aug 19, 2011 3:04 am

I hate you Mark Razz

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45 Re: ZOMBIES!!! on Sun Aug 21, 2011 11:15 pm

Many apologies to those of you who got petrified last night, but thems the dice rolls. We're moving on with the story, however, and I'd like to close this last session of this mini-campaign on a high note.
The necromancer who handily defeated the party has retreated from his lab and relocated to another safe haven, far away from the prying eyes of adventurers. Though deeply saddened, the remaining members of the party must move on with their vital task and head to the port city of Vaskil in order to find, mend and sail a boat to the Grove of the Elders.

Mark, Lui and Shao will have to create new characters (you can come next week with the same c-sheet and a different name, I don't really mind). I'm trying something a bit different for the next session, so let's hope it turns out well.

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46 Re: ZOMBIES!!! on Mon Aug 22, 2011 10:56 pm

HULK SMASH!

Spoiler:

Hulkin Hurlah, level 13
Half-Orc, Ranger, Avalanche Hurler
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Prime Shot
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Axe)
Birth - Among Another Race: Among Another Race (Elf)
Background: Geography - Forest, Occupation - Military, Birth - Among Another Race (+2 to Athletics)

FINAL ABILITY SCORES
Str 22, Con 11, Dex 18, Int 11, Wis 16, Cha 9.

STARTING ABILITY SCORES
Str 17, Con 10, Dex 14, Int 10, Wis 14, Cha 8.


AC: 26 Fort: 27 Reflex: 24 Will: 22
HP: 93 Surges: 7 Surge Value: 24

TRAINED SKILLS
Nature +14, Acrobatics +14, Endurance +12, Athletics +18, Perception +14

UNTRAINED SKILLS
Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +9, Heal +9, History +6, Insight +9, Intimidate +7, Religion +6, Stealth +9, Streetwise +5, Thievery +9

FEATS
Feat User Choice: Versatile Expertise
Level 1: Weapon Focus (Axe)
Level 2: Predatory Action
Level 4: Manticore's Fury
Level 6: Thirst for Battle
Level 8: Headsman's Chop
Level 10: Durable (retrained to Called Shot at Level 11)
Level 11: Prime Punisher
Level 12: Staggering Strike

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Throw and Stab
Ranger encounter 1: Hurling Charge
Ranger daily 1: Scything Blow
Ranger utility 2: Agile Recovery
Ranger encounter 3: Cut and Run
Ranger daily 5: Adaptive Assault
Ranger utility 6: Weave Through the Fray
Ranger encounter 7: Sweeping Whirlwind
Ranger daily 9: Attacks on the Run
Ranger utility 10: Blood of the Fallen
Ranger encounter 13: Thread the Needle (replaces Sweeping Whirlwind)

ITEMS
Battlecrazed Khopesh +3, Quickhit Braces (heroic tier), Antipathy Gloves (heroic tier), Distance Handaxe +3, Badge of the Berserker +3, Elven Battle Earthhide Armor +3, Belt of Vigor (heroic tier), Circlet of Second Chances (heroic tier), Goblin Stompers (heroic tier)

almost done

Dragon Mag stuff:
Prime Punisher & Called Shot (that's all i need) tongue



Last edited by darthcow on Wed Aug 24, 2011 10:17 pm; edited 1 time in total

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47 Re: ZOMBIES!!! on Tue Aug 23, 2011 10:31 am

Mark, I took Jinx Shot to help you use your shiny new Headman's Chop :-P

However, I realize that we have no defender now. Not a good situation for you out there by yourself... Raihan is too painful to hit, Chien is slippery with his Lightning Bolt => Fire Sea Travel tricks, and I'll be flying/ far away most of the time. With that in mind, would you prefer me to take Vicious Mockery instead, and provide you with some defensive bonuses?

Also, I think Zaki gave us 3 background benefits, not just one?

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48 Re: ZOMBIES!!! on Tue Aug 23, 2011 5:39 pm

I'll be pulling off a ranged plus melée combo throughout. Prone is good

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49 Arcane Archer on Wed Aug 24, 2011 10:59 am

Hi, I'll be playing this character based off the 'Seek & Destroy' build in the WOTC CharOp forums, which seems like a fun and effective character to play. I'm halfway between a passable leader and a passable striker.

I'll be adopting an artiller playstyle similar to Saegar's, but without the flight and novas; I've opted instead for some out-of-turn attacks, healing, and a few funky tricks.

Special Request from Dragon 386:
Moonbow Dedicate (Heroic feat; must worship Sehanine.)
Benefit: You gain proficiency with the shortbow, plus you can use a shortbow as an implement for divine and arcane powers. In addition, you gain a +1 feat bonus to weapon and implement damage rolls with the shortbow. Increase this bonus to +2 at 11th level and +3 at 21st level.

Spoiler:



"Ho, friends, watch your step. If you do not change direction, you may end up where you are heading."

Laughing Sky
Concept: Wandering Mystic
Level 13 Changeling Bard/Seeker Paragon Multiclass Sorcerer
Bardic Virtue: Virtue of Prescience Alignment: Good Religion: Sehanine Backgrounds: Cultural Assimilator (+2 Insight), Natural Chameleon (+2 Bluff), Forests (+2 Perception)

FINAL ABILITY SCORES
Str 13, Con 14, Dex 20, Int 9, Wis 14, Cha 20.

STARTING ABILITY SCORES
Str 12, Con 13, Dex 17, Int 8, Wis 13, Cha 17.

AC: 27 Fort: 22 Reflex: 25 Will: 26 Speed: 6 Initiative: +11
HP: 86 Bloodied: 43 Healing Surges: 9 Surge Value: 21
Ranged Weapon Attack (Jinx Shot): +17 vs AC, 1d8+17 physical damage
Ranged Basic Attack (Acid Orb): +16 vs Reflex, 1d10+23 acid damage
Energy Resistances: Necrotic 5, Poison 5, Psychic 10, Variable (Acid, Cold, Fire, Lightning, or Thunder) 5
Conditional Bonuses: +2 to saves against charm, fear, and illusion effects; +3 to all defenses against attacks made from more than 5 squares away; when shifting, gain a +1 item bonus to AC and Reflex until the end of next turn.

TRAINED SKILLS
Arcana +10, Bluff +20 (+27 Disguise), Diplomacy +16, Insight +15, Nature +13, Perception +15

UNTRAINED SKILLS
Acrobatics +12, Athletics +8 (+10 when climbing), Dungeoneering +9, Endurance +9 (+14 with Song of Sustenance), Heal +11, History +6, Intimidate +12, Perception +9, Religion +6, Stealth +12, Streetwise +12, Thievery +11

FEATS
Bonus 1: Versatile Expertise (Bows)
Level 1: Moonbow Dedicate
Level 2: Soul of Sorcery
Level 4: Novice Power
Level 6: Acolyte Power
Level 8: Adept Power
Level 10: Sorcerous Power
Level 11: Primal Sharpshooter
Level 12: Primal Eye

POWERS
Changeling at-will: Changeling Disguise
Changeling encounter: Changeling Trick
Seeker encounter: Elemental Spirits
Seeker daily: Inevitable Shot
Bard at-will 1: Jinx Shot
Sorcerer at-will 1: Acid Orb
Bard daily 1: Arrow of Warning
Sorcerer utility 2: Stretch Spell
Bard encounter 3: Rhyme of the Blood-Seeking Blade
Sorcerer daily 5: Moon and Stars
Bard utility 6: Ode to Sacrifice
Bard encounter 7: Unluck
Sorcerer encounter 7: Chaos Ray
Bard daily 9: Saga of Vengeance
Bard utility 10: Illusory Erasure
Sorcerer utility 10: Narrow Escape
Bard encounter 13: Sharp Retort

ITEMS
Adventurer's Kit, Climber's Kit, Disguise Kit, Healer's Kit, Quivers of Silvered Arrows, Quivers of Wooden Arrows, Bamboo Flute (Ritual Focus), Silver Ocarina (Ritual Focus), Ritual Book (contains Glib Limerick, Traveler's Chant, Call of Friendship, Anthem of Unity, Song of Sustenance), Frozen Whetstones x 3 (Consumable, Daily Item Power), Creeping Gatevine (Consumable), Potion of Healing, Eagle Eye Goggles (L2), Siberys Shard of the Mage (L3), Demonskin Tattoo (L3), Viper's Belt (L4, Encounter Item Power), Bracers of Archery (L6, Daily Item Power), Boots of the Fencing Master (L7, Encounter Item Power), Sure Shot Gloves (L9), Rebounding Shortbow +3 (L12, Encounter Item Power), Nightmare Ward Earthhide Armor +3 (L13), Cloak of Distortion +3 (L14)



Last edited by shao on Thu Aug 25, 2011 11:28 am; edited 2 times in total

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50 Re: ZOMBIES!!! on Thu Aug 25, 2011 1:29 am

kennif wrote:Updated Character..please vet through

Spoiler:
====== Created Using Wizards of the Coast D&D Character Builder ======
Arianna, level 12
Human, Warlord (Marshal), Dark Watcher
Warlord Option: Combat Leader
Commanding Presence Option: Tactical Presence
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Crossbow)
Human Power Selection Option: Heroic Effort

FINAL ABILITY SCORES
STR 20, CON 14, DEX 12, INT 18, WIS 9, CHA 13

STARTING ABILITY SCORES
STR 16, CON 11, DEX 11, INT 16, WIS 8, CHA 12


AC: 28 Fort: 28 Ref: 27 Will: 23
HP: 91 Surges: 9 Surge Value: 22

TRAINED SKILLS
Athletics +13, Diplomacy +12, Endurance +12, Heal +10, Intimidate +15

UNTRAINED SKILLS
Acrobatics +4, Arcana +10, Bluff +7, Dungeoneering +5, History +10, Insight +5, Nature +5, Perception +5, Religion +10, Stealth +4, Streetwise +7, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Warlord Feature: Inspiring Word
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Viper's Strike
Warlord Attack 1: Race the Arrow
Warlord Attack 1: Lead the Attack
Warlord Utility 2: Knight's Move
Warlord Attack 3: No Gambit Is Wasted
Warlord Attack 5: Stand the Fallen
Warlord Utility 6: Reorient the Axis
Warlord Attack 7: Surprise Attack
Warlord Attack 9: Dangerous Leader
Warlord Utility 10: Tactical Shift
Dark Watcher Attack 11: Call for Vigilance
Dark Watcher Utility 12: Constant Vigilance

FEATS
Level 1: Improved Tactics
Level 1: Versatile Expertise
Level 2: Tactical Assault
Level 4: Shield Proficiency: Heavy
Level 6: Toughness
Level 8: Improved Defenses
Level 11: Combat Commander
Level 12: Fight On
Level 12: Vexing Flanker

ITEMS
Cloak of Survival +2 x1
Skull Mask (heroic tier) x1
Steady Boots of the Ram (paragon tier) x1
Iron Armbands of Power (heroic tier) x1
Potion of Regeneration (heroic tier)
Sun Shield Heavy Shield (paragon tier) x1
Thundering Hand crossbow +2 x1
Viper Belt (heroic tier) x1
Battle Standard of Healing (heroic tier)
Screaming Earthhide Armor +3 x1
====== End ======

Final change.

Hi Ken,

Just noticed you're missing a feat. (Zaki gives us Versatile Expertise for free, so you needn't take it at level 1 with your bonus Human feat.) Also, a minor issue - you have listed 2 feats at Level 12, and none at Level 10.

I'll recommend 'Saving Inspiration', a Heroic-tier Warlord feat which allows you to grant a Saving Throw in lieu of the bonus 3d6 HP when you use Inspiring Word.

Also, we're now Level 13, so you can retrain a Level 1 encounter power for a Level 13 encounter power, if you so wish. (I'll recommend 'Beat Them Into the Ground'.) Finally, we get our choice of 3 backgrounds which give us +2 to skills; so in effect you get to choose any 3 skills, trained or untrained, to have a +2 bonus.

Cheers!

Shao

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