@am0n looks like Auralynx has the Defender role handled. How controller-y was your Sorcerer?
I'm still trying to figure out how to squeeze Dungeoneering in without relying on Backgrounds, so I may be a bit figuring out what it is I'm playing. I may have to go Human or Eladrin for the free skill point, which is going to shift my focus entirely away from the classes I was looking at... well, maybe not.
Is having two Defenders necessarily a bad thing? I could go Eladrin Swordmage, or Human Druid. (Edit: not that druids are defenders; that was a sudden change of thought)
Oh shit, guys. We have no Rogue. In a giant dungeon crawl. Which is probably riddled with traps.
I'll make a rogue. A "controller" rogue, as in I can control my enemies' organs with surgical precision.
I didn't have a Sorcerer, but I can try a controller. Like I said, I have a Rogue in two other games, and as much as I love Rogue, would also enjoy trying out something new.
I'll work on a Controller, then.
Anyone have opinions on Controllers? Haven't examined any yet, so I am a blank slate.
@am0n looks like Auralynx has the Defender role handled. How controller-y was your Sorcerer?
I'm still trying to figure out how to squeeze Dungeoneering in without relying on Backgrounds, so I may be a bit figuring out what it is I'm playing. I may have to go Human or Eladrin for the free skill point, which is going to shift my focus entirely away from the classes I was looking at... well, maybe not.
Is having two Defenders necessarily a bad thing? I could go Eladrin Swordmage, or Human Druid. (Edit: not that druids are defenders; that was a sudden change of thought)
Oh shit, guys. We have no Rogue. In a giant dungeon crawl. Which is probably riddled with traps.
I'll make a rogue. A "controller" rogue, as in I can control my enemies' organs with surgical precision.
Every encounter is Surgeon Simulator 2013.
The trailer to that game is epic. Organs flying everywhere! I just had bowel surgery a few weeks back and got photos of the piece they cut out. Wanted a photo with my guts hanging out, which my GF says the surgeon showed her, but he told me he didn't have it. I'd be my own Surgeon Simulator 2013!
There's a magic weapon for that. Lesser Cloaked Dagger +1.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Re: Controllers
Wizard > Druid or Invoker > Psion > Seeker or Binder.
Invoker is best at giant AoE though, and all three builds are quite strong. Rogue and Warlock and Warrior are the best pseudicontrollers, with Battlemind, Bard, and Cleric surprisingly able in that area too.
Re: Second Defender
Usually if you have two you want one guy who can isolate Elites and one guy who does crowd control. Warden leans towards crowd control by design and so does my theme. All of the Defender builds can do either.
I think druids make really fun controllers. You can't just turn into any old thing anymore, but their powers give you lots of options.
Of course, the big one is the wizard, which can work really well if you remember it's a controller, and piles of damage isn't its schtick anymore.
I checked out the psion, but it seemed a little bland - functional, but not exactly inspired. But it will let you telekinetically punch someone, so there is that.
Seeker looks neat and all, but it's honestly a hot mess. It's only complete in the most technical sense of the word, and it never got any kind of support to bring it up to par.
Sometimes I have ideas for things.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Psion is pretty legit, it just never got the same word-count thrown at it as Wizard and Invoker.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Suggestions for Beta Defender:
Grappling Fighter, Leader-secondary Paladin, Shielding or the other not-Assault Swordmage, not-Wild Focus Battlemind, Infernal Warlock (very tricky to build, functionally unkillable by Paragon), Barbarian / Blackguard / etc.
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Re: Controllers
Wizard > Druid or Invoker > Psion > Seeker or Binder.
Invoker is best at giant AoE though, and all three builds are quite strong. Rogue and Warlock and Warrior are the best pseudicontrollers, with Battlemind, Bard, and Cleric surprisingly able in that area too.
Re: Second Defender
Usually if you have two you want one guy who can isolate Elites and one guy who does crowd control. Warden leans towards crowd control by design and so does my theme. All of the Defender builds can do either.
For Defender, I was planning a straight up Tank Fighter or Paladin. I figure with only 1 leader (a Bard), a Paladin might be handy (it's my understanding they help a bit with the whole healing thing).
If I played a Swordmage, I was gonna go Assault and spend the feat on Bastard Sword Proficiency, so I can benefit from the big damage, have a technically two-handed weapon, but still retain the option of using it one-handed if I need to get that +2 AC back for having a hand free to start off-tanking dudes.
But seriously, I feel like we NEED a Rogue. This is a dungeon crawl in the spirit of 3.0, after all. Traps and locks all up in this piece.
Sir FabulousMalevolent Squid GodRegistered Userregular
A Paladin would be a pretty good complement for a Bard I'm guessing (not that I've ever played with a Bard in 4e like I said).
Bards seem to be on the lower end of leaders when it comes to healing, so a little help in that direction would probably go over pretty well.
If I played a Swordmage, I was gonna go Assault and spend the feat on Bastard Sword Proficiency, so I can benefit from the big damage, have a technically two-handed weapon, but still retain the option of using it one-handed if I need to get that +2 AC back for having a hand free to start off-tanking dudes.
But seriously, I feel like we NEED a Rogue. This is a dungeon crawl in the spirit of 3.0, after all. Traps and locks all up in this piece.
Warlock, Artificer, and Asssassin, among ofthers, can train Thievery without Backgrounding.
Bard is indeed the worst healing Leader. I would sooner have two Leaders than two Controllers or a fourth Striker.
TRV, that looks like a Virtue of Chasing Guys Avenger? Should have reasonable synergy with my planned focus on zones.
Assault Swordmage isn't really a defender, much like certain species of Fighter and Battlemind.
Valorous Bards make pretty decent healers, what with all the temporary HP they hand out to act as damage buffers.
If you guys think we'll be okay without a Rogue, that's cool with me. Just tell me what we need before I finish this drow daggerman/subterranean culinarist.
If I played a Swordmage, I was gonna go Assault and spend the feat on Bastard Sword Proficiency, so I can benefit from the big damage, have a technically two-handed weapon, but still retain the option of using it one-handed if I need to get that +2 AC back for having a hand free to start off-tanking dudes.
But seriously, I feel like we NEED a Rogue. This is a dungeon crawl in the spirit of 3.0, after all. Traps and locks all up in this piece.
Warlock, Artificer, and Asssassin, among ofthers, can train Thievery without Backgrounding.
Bard is indeed the worst healing Leader. I would sooner have two Leaders than two Controllers or a fourth Striker.
TRV, that looks like a Virtue of Chasing Guys Avenger? Should have reasonable synergy with my planned focus on zones.
Assault Swordmage isn't really a defender, much like certain species of Fighter and Battlemind.
What about two Defenders? I am open to Paladin or Cleric. Maybe Warlord? I'm thinking Controller isn't my speed, so if Phyphor wants that I am happy to do Defender or Leader.
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
If I played a Swordmage, I was gonna go Assault and spend the feat on Bastard Sword Proficiency, so I can benefit from the big damage, have a technically two-handed weapon, but still retain the option of using it one-handed if I need to get that +2 AC back for having a hand free to start off-tanking dudes.
But seriously, I feel like we NEED a Rogue. This is a dungeon crawl in the spirit of 3.0, after all. Traps and locks all up in this piece.
Warlock, Artificer, and Asssassin, among ofthers, can train Thievery without Backgrounding.
Bard is indeed the worst healing Leader. I would sooner have two Leaders than two Controllers or a fourth Striker.
TRV, that looks like a Virtue of Chasing Guys Avenger? Should have reasonable synergy with my planned focus on zones.
Assault Swordmage isn't really a defender, much like certain species of Fighter and Battlemind.
Aye. I's gots feets and I'ma gon' use 'em chasin' folk
If I played a Swordmage, I was gonna go Assault and spend the feat on Bastard Sword Proficiency, so I can benefit from the big damage, have a technically two-handed weapon, but still retain the option of using it one-handed if I need to get that +2 AC back for having a hand free to start off-tanking dudes.
But seriously, I feel like we NEED a Rogue. This is a dungeon crawl in the spirit of 3.0, after all. Traps and locks all up in this piece.
Warlock, Artificer, and Asssassin, among ofthers, can train Thievery without Backgrounding.
Bard is indeed the worst healing Leader. I would sooner have two Leaders than two Controllers or a fourth Striker.
TRV, that looks like a Virtue of Chasing Guys Avenger? Should have reasonable synergy with my planned focus on zones.
Assault Swordmage isn't really a defender, much like certain species of Fighter and Battlemind.
What about two Defenders? I am open to Paladin or Cleric. Maybe Warlord? I'm thinking Controller isn't my speed, so if Phyphor wants that I am happy to do Defender or Leader.
If we assume Jdark is taking 6-8 submissions, which appears possible: 1 Defender, 1 Leader, 1 Controller, 2 Strikers, 3 flex slots. At least one flex slot should contain someone with a high damage output, particularly because Bard and Warden don't put up big numbers there; my vote would be for an AoE-friendly striker or a moderate-to-high output "Defender." Warlord and Ardent are pretty damaging for Leaders, depending on build.
Alright, you guys figure out what you're playing and I'll figure out how to squeeze into whatever is left.
Well, presently they're all options. I have zero objections to your playing any of the guys you're suggesting, but synergy does matter. Like, if you wanted a zone-generating Battlemind I'd either discourage that or say "let's go all-in on zones, we need a Wizard and a Worldspeaker Shaman." If you want to run a hitty Defender that's cool, too, but it forces you into what 4e thinks of as a Fifth Wheel slot instead of a primary anything.
+1
Sir FabulousMalevolent Squid GodRegistered Userregular
edited May 2013
All right, I will blatantly copy the format of TRV because he is a cool person.
Stand by for Valor Bard
Basics
Name: Mors Kanteel
Sex: Male
Height: 5'9"
Weight: 202
Alignment: Unaligned
Race: Human
Class: Bard
Feats:
Ritual Caster (Automatic)
Improved Majestic Word (Add Charisma Modifier to damage healed with Majestic Word)
Toughness (Human Bonus;5 HP per tier)
Rituals:
Tenser's Floating Disk
Traveler's Chant
Powers
Guiding Strike
At-Will✦Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target
takes a –2 penalty to the defense of your choice until the end of your next turn.
Jinx Shot
At-Will ✦ Arcane. Weapon
Standard Action Ranged weapon
Target: One creature
Attack Charisma vs. AC
Hit: 1 [W] + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, It falls prone.
Majestic Word
Encounter (Special) ✦ Arcane, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain
additional hit points equal to your Charisma modifier.
You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Words of Friendship
Encounter ✦ Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Shout of Triumph
Encounter ✦ Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and you
push the target 1 square.
Effect: You slide each ally in the blast 1 square.
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution
modifier.
Heroic Effort
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the
saving throw.
Stirring Shout
Daily ✦ Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier
Background
Mors was born the second son of the wealthy Kanteel family situated in Bonamia. His grandfather was the cook on Baron Skalgard's ship, and was rewarded handsomely with titles and slaves upon the formation of Skalgard's city. The Kanteel's have managed to keep their holdings (unlike some of the pirates turned lords, who had no idea how to survive in a political atmosphere) and their wealth, and have emerged as one of the city's more prosperous houses.
As a result, Mors has lived a life of privilege. His generation is the first that has been born in a unified and stable Bonamia, and he has been provided for at every opportunity. His family owns hundreds of half-breed slaves that cater to Mors' every want and desire. His grandfather and father both highly disapprove of this lifestyle, as they had to wage physical and political war against numerous enemies to secure their current position.
Upon reaching his 12th birthday, his father started looking for something that Mors could do to improve the family name. As he was only the second son, the family holdings would be inherited instead by his older brother. His father tried to train him as a warrior, sending him to an accomplished swordsman, but Mors' bulk and lack of agility soon closed that route for him.
His father next sent him to train with the resident wizarding society. Although Mors grasped basic arcane theory, he lacked the intelligence to pass his first year exam, and he soon found himself back with his family.
It was during his 15th year when Mors' life was changed. Thoroughly disappointed by his son, Mors' father offered for Mors to become a tribute. Skalgard seized upon the chance to send a noble as a tribute, well aware of the common man's grumbling that life for the elite of Bonamia was too easy. Before Mors knew what was happening, he was officially registered as a tribute.
Mors was furious when he found out. He confronted his father about it the day he discovered what had happened. It was the most terrifying moment of Mors' life, as his father easily overpowered him and brought Mors tumbling to the ground. His father explained quite carefully that Mors was worthless. The Kanteel's would gain favour from Skalgard from this act, and if Mors tried to resist his "destiny" then there would be consequences. Mors returned to his room and cried.
As a result of this lifestyle, Mors has grown into a soft, fat youth. His is neither nimble, strong, nor exceptionally intelligent, and his time is usually spent listening to tales and eating decadent feasts. He has a strong liking of war stories, often memorizing and reciting the tales of heroism that his tutors lavish upon him. He is a naive young man, unaware of the hardships of common life. As with most everyone in the city, Mors believes that half-breeds (Half-elves, Half-Orcs, Half-Dwarves, Tieflings) are not people but property. He does not particularly like Shifters, Minotaurs or Dragonborn, seeing them as little better than the "officially recognized" half-breeds (these pseudo-half-breeds are often slaves, although if they were born in Bonamia as free citizens, they are allowed to retain their freedom).
Feats:
Bow Expertise: +1 to attack rolls with bows / +1 to damage with bow attacks against creatures that have no other creature adjacent to them.
Underdark Climber: +2 to Acrobatics checks / You can use your Acrobatics skill in place of your Athletics skill to climb walls.
Abilities
Melee Basic Attack (Longsword)
Melee: Standard (at-will)
Attack: +5 vs AC
Hit: 1d8+1 damage
Ranged Basic Attack (Longbow)
Ranged 20/40: Standard (at-will)
Attack: +8 vs AC
Hit: 1d10+4 damage
Aimed Shot
Personal: Standard (at-will)
Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.
Clever Shot
Personal: Standard (at-will)
Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
- You slide the target up to 2 squares.
- The target falls prone.
- The target is slowed (save ends).
Rapid Shot
Personal: Standard (at-will)
Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack's range. You take a -2 penalty to the attack rolls.
Aspect of the Dancing Serpent
Personal: Minor (at-will)
Effect: You assume the Dancing Serpent stance. Until the stance ends, you gain the following benefits:
- You can take a free action at the end of each of your turns to shift 1 square.
- When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
Aspect of the Pouncing Lynx
Personal: Minor (at-will)
Effect: You assume the Pouncing Lynx stance. Until the stance ends, you gain the following benefits:
- You gain a +4 power bonus to initiative checks.
- During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
- You gain a +4 power bonus to all defenses against opportunity attacks that you provoke by moving.
Ambush Expertise (Knack)
Effect: When you make a Stealth check, allies within 10 squares gain +2 to their next Stealth check before the end of your next turn.
Watchful Rest (Knack)
Effect: When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Treacherous Advantage
Melee 1: Standard (encounter)
Effect: You push one ally in range up to 2 squares, and he or she grants combat advantage until the start of your next turn. You then shift up to half your speed and make the secondary attack.
Attack: +8 vs AC
Hit: 2d8+4 damage, and the target grants combat advantage until the end of your next turn.
Disruptive Shot
Ranged 20/40: Standard (encounter)
Attack: +8 vs AC
Hit: 1d10+4 damage and you choose for the target to be either immobilized or dazed (save ends either).
Miss: Half damage, and the target is slowed until the end of your next turn.
Cloud of Darkness
Close burst 1: Minor (encounter)
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Background Info
Leiliana was raised from birth to be a volunteer Tribute. She was taken from her parents shortly after she learned to walk and was thrown into a vicious training regimen that had her fending for her life before she could speak. She would either learn to survive in the most dangerous tests the elders could think up, or she would be slain and another would take her place.
The elders that were overseeing her training occasionally offered assistance to her, teaching her how to use the shadows and sounds around her to mask her passing. As she grew towards the age where she would volunteer, she learned quickly and used her natural grace and balance to enhance her prowess in combat and to aid in traversing difficult terrain.
Leiliana was hardly the only volunteer they were raising, as the elders wanted to maximize the chances of their plan being a success. A year before she was to become a volunteer, the final test was one of teamwork with, until then unknown to her, other volunteer potentials to survive in the wilds. Leiliana showed that while she could work with others to great effect, she was also not above throwing her "allies" into dangerous situations to take advantage of the distractions that they presented to the enemies.
This eventually led to her "winning" her spot as a volunteer Tribute. Leiliana represented the elder drow's "ultimate solution" to the Accord - if she could get through the dungeon, she might be able to seal the rifts for good and allow the world to get back to its old ways.
I looked through the various backgrounds, but didn't find one with Thievery that fit very well with the actual story I had for her. Though I did avoid looking at anything not under the "General" heading, so I'll have to take a peek in the others and see if there's something hidden that might fit. Right now, she's got a +2 to Perception from the "Geography - Forest" background.
There we go. Found one that fit nicely and provided Thievery class training. I'm not sold on what to drop for it, though: my initial thought is to drop Acrobatics and keep the training in Athletics since it's a -1 without it. Nevermind. I'm changing her Charisma to 8 and moving the 12 up to Strength, since she doesn't really care much for others and isn't afraid if they know it. Yay, fluff reasons for mechanics that actually make sense.
Edit - also, the Hunter is the Essentials Ranger: Ranged Edition, Plus Bonus Controller Powers For New Players, or whatever the official tagline is.
There we go. Found one that fit nicely and provided Thievery class training. I'm not sold on what to drop for it, though: my initial thought is to drop Acrobatics and keep the training in Athletics since it's a -1 without it. Nevermind. I'm changing her Charisma to 8 and moving the 12 up to Strength, since she doesn't really care much for others and isn't afraid if they know it. Yay, fluff reasons for mechanics that actually make sense.
Edit - also, the Hunter is the Essentials Ranger: Ranged Edition, Plus Bonus Controller Powers For New Players, or whatever the official tagline is.
Ah, right. I get a little vague on proper names when they aren't in front of me. That one was pretty decent, from what I recall.
@darkprimus, jdark has been compiling stuff at Obsidian Portal, though I don't know how up-to-date he is.
Yea, it's incredibly versatile in the controlling aspect for having decent damage dealing capability. At will slide/prone/slow, at will AoE, and encounter immobilize/daze. Plus Cloud of Darkness from being a Drow is nice for "blocking" an escape route or if she gets into a pile and misses a stealth check (I roll horribly, so I always plan for this).
Posts
I didn't have a Sorcerer, but I can try a controller. Like I said, I have a Rogue in two other games, and as much as I love Rogue, would also enjoy trying out something new.
I'll work on a Controller, then.
Anyone have opinions on Controllers? Haven't examined any yet, so I am a blank slate.
The trailer to that game is epic. Organs flying everywhere! I just had bowel surgery a few weeks back and got photos of the piece they cut out. Wanted a photo with my guts hanging out, which my GF says the surgeon showed her, but he told me he didn't have it. I'd be my own Surgeon Simulator 2013!
There's a magic weapon for that. Lesser Cloaked Dagger +1.
Wizard > Druid or Invoker > Psion > Seeker or Binder.
Invoker is best at giant AoE though, and all three builds are quite strong. Rogue and Warlock and Warrior are the best pseudicontrollers, with Battlemind, Bard, and Cleric surprisingly able in that area too.
Re: Second Defender
Usually if you have two you want one guy who can isolate Elites and one guy who does crowd control. Warden leans towards crowd control by design and so does my theme. All of the Defender builds can do either.
Of course, the big one is the wizard, which can work really well if you remember it's a controller, and piles of damage isn't its schtick anymore.
I checked out the psion, but it seemed a little bland - functional, but not exactly inspired. But it will let you telekinetically punch someone, so there is that.
Seeker looks neat and all, but it's honestly a hot mess. It's only complete in the most technical sense of the word, and it never got any kind of support to bring it up to par.
Grappling Fighter, Leader-secondary Paladin, Shielding or the other not-Assault Swordmage, not-Wild Focus Battlemind, Infernal Warlock (very tricky to build, functionally unkillable by Paragon), Barbarian / Blackguard / etc.
Unfortunately, we do not, but that's okay, because they are OP as hell.
For Defender, I was planning a straight up Tank Fighter or Paladin. I figure with only 1 leader (a Bard), a Paladin might be handy (it's my understanding they help a bit with the whole healing thing).
For Controller... confused.
But seriously, I feel like we NEED a Rogue. This is a dungeon crawl in the spirit of 3.0, after all. Traps and locks all up in this piece.
Bards seem to be on the lower end of leaders when it comes to healing, so a little help in that direction would probably go over pretty well.
Switch Friend Code: SW-1406-1275-7906
Warlock, Artificer, and Asssassin, among ofthers, can train Thievery without Backgrounding.
Bard is indeed the worst healing Leader. I would sooner have two Leaders than two Controllers or a fourth Striker.
TRV, that looks like a Virtue of Chasing Guys Avenger? Should have reasonable synergy with my planned focus on zones.
Assault Swordmage isn't really a defender, much like certain species of Fighter and Battlemind.
If you guys think we'll be okay without a Rogue, that's cool with me. Just tell me what we need before I finish this drow daggerman/subterranean culinarist.
One of these
All you then!
What about two Defenders? I am open to Paladin or Cleric. Maybe Warlord? I'm thinking Controller isn't my speed, so if Phyphor wants that I am happy to do Defender or Leader.
Aye. I's gots feets and I'ma gon' use 'em chasin' folk
If we assume Jdark is taking 6-8 submissions, which appears possible: 1 Defender, 1 Leader, 1 Controller, 2 Strikers, 3 flex slots. At least one flex slot should contain someone with a high damage output, particularly because Bard and Warden don't put up big numbers there; my vote would be for an AoE-friendly striker or a moderate-to-high output "Defender." Warlord and Ardent are pretty damaging for Leaders, depending on build.
Per my history Voltron they accidentally freed Orcus, who may or may not be our Final Boss.
Well, presently they're all options. I have zero objections to your playing any of the guys you're suggesting, but synergy does matter. Like, if you wanted a zone-generating Battlemind I'd either discourage that or say "let's go all-in on zones, we need a Wizard and a Worldspeaker Shaman." If you want to run a hitty Defender that's cool, too, but it forces you into what 4e thinks of as a Fifth Wheel slot instead of a primary anything.
Stand by for Valor Bard
Basics
Sex: Male
Height: 5'9"
Weight: 202
Alignment: Unaligned
Race: Human
Class: Bard
Stats
HP: 33
Bloodied: 16
Surges/Day: 10
Surge Value: 8
STR: 12
CON: 16
DEX: 10
INT: 12
WIS: 8
CHA: 18
AC: 17
FORT: 14
REF: 13
WILL: 16
Acrobatics 0
Arcana 6
Athletics 5
Bluff 9
Diplomacy 9
Dungeoneering 0
Endurance 3
Heal 0
History 2
Insight 0
Intimidate 9
Nature 0
Perception 4
Religion 2
Stealth 0
Streetwise 5
Thievery 0
Feats:
Ritual Caster (Automatic)
Improved Majestic Word (Add Charisma Modifier to damage healed with Majestic Word)
Toughness (Human Bonus;5 HP per tier)
Rituals:
Tenser's Floating Disk
Traveler's Chant
Powers
At-Will✦Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target
takes a –2 penalty to the defense of your choice until the end of your next turn.
Jinx Shot
At-Will ✦ Arcane. Weapon
Standard Action Ranged weapon
Target: One creature
Attack Charisma vs. AC
Hit: 1 [W] + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, It falls prone.
Majestic Word
Encounter (Special) ✦ Arcane, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain
additional hit points equal to your Charisma modifier.
You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Words of Friendship
Encounter ✦ Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Shout of Triumph
Encounter ✦ Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and you
push the target 1 square.
Effect: You slide each ally in the blast 1 square.
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution
modifier.
Heroic Effort
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the
saving throw.
Stirring Shout
Daily ✦ Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier
Background
As a result, Mors has lived a life of privilege. His generation is the first that has been born in a unified and stable Bonamia, and he has been provided for at every opportunity. His family owns hundreds of half-breed slaves that cater to Mors' every want and desire. His grandfather and father both highly disapprove of this lifestyle, as they had to wage physical and political war against numerous enemies to secure their current position.
Upon reaching his 12th birthday, his father started looking for something that Mors could do to improve the family name. As he was only the second son, the family holdings would be inherited instead by his older brother. His father tried to train him as a warrior, sending him to an accomplished swordsman, but Mors' bulk and lack of agility soon closed that route for him.
His father next sent him to train with the resident wizarding society. Although Mors grasped basic arcane theory, he lacked the intelligence to pass his first year exam, and he soon found himself back with his family.
It was during his 15th year when Mors' life was changed. Thoroughly disappointed by his son, Mors' father offered for Mors to become a tribute. Skalgard seized upon the chance to send a noble as a tribute, well aware of the common man's grumbling that life for the elite of Bonamia was too easy. Before Mors knew what was happening, he was officially registered as a tribute.
Mors was furious when he found out. He confronted his father about it the day he discovered what had happened. It was the most terrifying moment of Mors' life, as his father easily overpowered him and brought Mors tumbling to the ground. His father explained quite carefully that Mors was worthless. The Kanteel's would gain favour from Skalgard from this act, and if Mors tried to resist his "destiny" then there would be consequences. Mors returned to his room and cried.
As a result of this lifestyle, Mors has grown into a soft, fat youth. His is neither nimble, strong, nor exceptionally intelligent, and his time is usually spent listening to tales and eating decadent feasts. He has a strong liking of war stories, often memorizing and reciting the tales of heroism that his tutors lavish upon him. He is a naive young man, unaware of the hardships of common life. As with most everyone in the city, Mors believes that half-breeds (Half-elves, Half-Orcs, Half-Dwarves, Tieflings) are not people but property. He does not particularly like Shifters, Minotaurs or Dragonborn, seeing them as little better than the "officially recognized" half-breeds (these pseudo-half-breeds are often slaves, although if they were born in Bonamia as free citizens, they are allowed to retain their freedom).
Inventory
Longsword
Adventurer's Kit
Shortbow
150 Arrows
Switch Friend Code: SW-1406-1275-7906
You and me?
We may just make it through this.
Leiliana Rerebtaan, Drow Hunter
Basic Info
SEX: Female
AGE: 27
HEIGHT: 5'6"
WEIGHT: 135
Unaligned
RACE: Drow
CLASS: Hunter (Ranger)
CON: 12 (+1)
DEX: 18 (+4)
INT: 10 (+0)
WIS: 18 (+4)
CHA: 8 (-1)
AC: 16
FORT: 12
REF: 15
WILL: 14
Skills:
Acrobatics 11
Arcana 0
Athletics 1
Bluff -1
Diplomacy -1
Dungeoneering 9
Endurance 1
Heal 4
History 0
Insight 4
Intimidate 1
Nature 4
Perception 9
Religion 0
Stealth 11
Streetwise -1
Thievery 9
Feats:
Bow Expertise: +1 to attack rolls with bows / +1 to damage with bow attacks against creatures that have no other creature adjacent to them.
Underdark Climber: +2 to Acrobatics checks / You can use your Acrobatics skill in place of your Athletics skill to climb walls.
Melee Basic Attack (Longsword)
Melee: Standard (at-will)
Attack: +5 vs AC
Hit: 1d8+1 damage
Ranged Basic Attack (Longbow)
Ranged 20/40: Standard (at-will)
Attack: +8 vs AC
Hit: 1d10+4 damage
Aimed Shot
Personal: Standard (at-will)
Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.
Clever Shot
Personal: Standard (at-will)
Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
- You slide the target up to 2 squares.
- The target falls prone.
- The target is slowed (save ends).
Rapid Shot
Personal: Standard (at-will)
Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack's range. You take a -2 penalty to the attack rolls.
Aspect of the Dancing Serpent
Personal: Minor (at-will)
Effect: You assume the Dancing Serpent stance. Until the stance ends, you gain the following benefits:
- You can take a free action at the end of each of your turns to shift 1 square.
- When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
Aspect of the Pouncing Lynx
Personal: Minor (at-will)
Effect: You assume the Pouncing Lynx stance. Until the stance ends, you gain the following benefits:
- You gain a +4 power bonus to initiative checks.
- During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
- You gain a +4 power bonus to all defenses against opportunity attacks that you provoke by moving.
Ambush Expertise (Knack)
Effect: When you make a Stealth check, allies within 10 squares gain +2 to their next Stealth check before the end of your next turn.
Watchful Rest (Knack)
Effect: When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Treacherous Advantage
Melee 1: Standard (encounter)
Effect: You push one ally in range up to 2 squares, and he or she grants combat advantage until the start of your next turn. You then shift up to half your speed and make the secondary attack.
Attack: +8 vs AC
Hit: 2d8+4 damage, and the target grants combat advantage until the end of your next turn.
Disruptive Shot
Ranged 20/40: Standard (encounter)
Attack: +8 vs AC
Hit: 1d10+4 damage and you choose for the target to be either immobilized or dazed (save ends either).
Miss: Half damage, and the target is slowed until the end of your next turn.
Cloud of Darkness
Close burst 1: Minor (encounter)
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
The elders that were overseeing her training occasionally offered assistance to her, teaching her how to use the shadows and sounds around her to mask her passing. As she grew towards the age where she would volunteer, she learned quickly and used her natural grace and balance to enhance her prowess in combat and to aid in traversing difficult terrain.
Leiliana was hardly the only volunteer they were raising, as the elders wanted to maximize the chances of their plan being a success. A year before she was to become a volunteer, the final test was one of teamwork with, until then unknown to her, other volunteer potentials to survive in the wilds. Leiliana showed that while she could work with others to great effect, she was also not above throwing her "allies" into dangerous situations to take advantage of the distractions that they presented to the enemies.
This eventually led to her "winning" her spot as a volunteer Tribute. Leiliana represented the elder drow's "ultimate solution" to the Accord - if she could get through the dungeon, she might be able to seal the rifts for good and allow the world to get back to its old ways.
Longbow (+2 prof / two-handed / 1d10 / load free)
Longsword (+3 prof / one-handed / 1d8 / versatile)
Adventurer's Kit
- Backpack
- Bedroll
- Flint 'N Steel
- Beltpouch
- Sunrod (x2)
- Trail Ration (x20)
- Hempen Rope (50ft)
- Waterskin (x3)
Climber's Kit (+2 Athletics to climb)
- Grappling Hook
- Small hammer
- Piton (x10)
Artisan's Tools
- Simple hand tools
- Nails
- Measuring stick
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
Because of the power-point mechanic. It's not all of them; Runepriest and Seeker run like normal.
Switch Friend Code: SW-1406-1275-7906
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
If anyone sees how I could help my build, it would be appreciated.
Switch Friend Code: SW-1406-1275-7906
Defender
Me, w/ Warden, minor in controller
Leader
SirFab, w/ Bard
Controller
None yet. Some interest.
Striker
TRV, w/Pursuit Avenger
Slayer of Dreams, w/ Hunter (Ranger, minor in controller)
GG w/ Dragon Sorceror
Did I miss anyone?
Campaign set-up friendly suggestions:
Things with THP generation
Thievery trained
Non-surge healing
Edit - also, the Hunter is the Essentials Ranger: Ranged Edition, Plus Bonus Controller Powers For New Players, or whatever the official tagline is.
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Ah, right. I get a little vague on proper names when they aren't in front of me. That one was pretty decent, from what I recall.
@darkprimus, jdark has been compiling stuff at Obsidian Portal, though I don't know how up-to-date he is.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!