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5088 No. 5088 edit
Post your character builds here if you want suggestions, ratings, ideas, etc.
134 posts omitted. Last 50 shown. Expand all images
>> No. 10550 edit
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10550
If I decide to reroll Sureiya into a Spiked Chain ranger this is how it would probably end.
There are few things yet to decide, though. Everyone's input, ideas or suggestions are very welcome.

*Weapon: The best weapon I could use as a Spiked Chain would be a Farbond, however, I don't buy very much the idea of a magical flying spiked chain. Trying to explain it in character would be silly and difficult. So, the best second choice I see it's a Vanguard for now.

*Feats: There are many cool feats a light blades user can pick, and Half-orcs get some cool ones too, so I still don't completely decide.

*Equipment: Yes, I would like to get a Casque of Tricks and a Steadfast Amulet, but the budget for a level 8 character is not enough (12,800gp).


*Good points of the build:
Reach weapon.
One less magical item to buy.
More reliable damage (2d4 vs 1d10).
Some cool light blade feats.

*Bad points of the build:
No multiclass feat.
Can't use Harmony blade nor take Blade Dancer Paragon Path.
I'm kinda used to see Sureiya with Bastard swords.
>> No. 10551 edit
>>10550
I told you, just picture Sureiya as Kratos using his big telescoping swords and everything makes sense.
>> No. 10553 edit
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10553
>>10551
I was thinking something more like this.

Healer's Lore as an emergency heal for whoever needs it.
Deep Pocket Cloak so you can still quick-draw stuff (and if you get the trap-finding goggles on top of that, everybody gets a boost to healing)
Farbond Spellblade because Kratos (srsly, your damage output is about the same as his); was going to replace Marauder's Rush with Throw and Stab but that one doesn't have a charge anymore and you get a bonus to speed on a charge, which ought to help you engage enemies better
Swift Blade Style because more damage equal to your DEX mod on your bread-and-butter attack (Twin Strike) is amazing and should not be passed up.
I wanted to take Running Attack instead of Prime Shot, but I don't think you can actually retrain that

Anyway, as seen in this fight, if mobility is a problem, you can always ride on Rutger; it's practically the safest place on the battlefield since you're in range of all my powers, and I'll have your attackers under my aura
>> No. 10554 edit
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10554
>>10553
Prime shot is better in paragon tier because of the feats Prime Punisher and Called Shot.

I'll look at the build in more detail later.
>> No. 10555 edit
>>10554
Hence my retraining comment.
>> No. 10556 edit
>>10553
Healing lore? I don't know, Sureiya is kinda busy already with his minor actions already. He has two minor action attacks, acrobat boots and hunter's quarry. Death threat is kinda good because of the bonuses to combat advantage.

Right now he was charge focused because of picking Vanguard weapon, but I dunno. Also, Why did you pick Deep-Pocket Cloak?
>> No. 10557 edit
>>10554
Oh yeah, Prime Punisher, Called Shoot and Improved Prime Shot are amazing at paragon. I was kinda considering change to the other bonus so I could take the feat Flank on the run. But it would kinda lame to ask Rin let me to "retrain" it again later
>> No. 10558 edit
>>10555
You can't retrain class features like that.
>> No. 10559 edit
>>10556
To draw weapons/potions without wasting actions?
>> No. 10560 edit
>>10559
Aren't both of my hands busy while holding the spiked chain?
>> No. 10561 edit
>>10560
one end is considered an off-hand weapon iirc
>> No. 10562 edit
>>10561
So how does it work? I drop one end with a free action, take another item with a free from a coat and then grab again the weapon with a minor?
>> No. 10563 edit
>>10562
no, you can hold stuff in the same hand as an off-hand weapon
>> No. 10564 edit
>>10563
What, really?
>> No. 10565 edit
>>10564
Yeah, like you can use stuff in the same hand as a dagger.
>> No. 10567 edit
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10567
>>10563
>>10565
This needs a source.

Anyway, anon, since you're willing to giving up your one multiclass limit, I thought maybe you could consider multiclassing to something like a monk instead and using a ki focus. It'll let you dual-wield again, and you do save money since you only pay for the one ki focus's enhancement bonus, and it'll apply to both of your weapons.

You can also buy cheap, low-level weapon enchantments like a +1 Rhythm Blade Rapier and benefit from them in addition to the enchantment on the ki focus itself. The restriction is that whenever you attack with a ki focused weapon, none of the weapon's magic properties apply, but I've read this to mean that enchantments like Frost Weapon are still applicable because they're powers. If you don't want to use a Rhythm Blade, then dual-wielding Frost Weapons and taking Lasting Frost at paragon tier is still an option.

It's a bit presumptuous of me, but I thought wielding a spiked chain may not fit the iconic dual-wielding archetype you mentioned. If I'm wrong, then please don't mind this post and take the chain.
>> No. 10568 edit
>>10567
Yes, one of the problems with the spiked chain is the flavor of the build. I do not like it very much. How would this option using a Ki focus be? Can you show me an example?
>> No. 10569 edit
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10569
>>10567
I won't tolerate rhythm blade abuse in my campaign, I'm on the verge of banning it~
>> No. 10573 edit
>>10569
I have a compromise in mind for this. I intend to DM-errata Rhythm Blade to provide a flat shield bonus instead of adding an extra shield bonus, but I'll change the Two Weapon Defense feat to provide an untyped bonus.
>> No. 10575 edit
>>10573
Basically, swapping their properties, isn't it? Well to get two weapon defenses you actually need two feats...
>> No. 10578 edit
So, if I decide to go for the headman chop combo, can you people retrain something to work with it? It seems Sariel already has some nice synergy with it.
>> No. 10580 edit
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10580
>>10578
Doesn't asking everyone to retrain to suit your needs seem a little selfish?
>> No. 10581 edit
>>10580
Sorry, I think it is. I would consider retrain some stuff if it had good synergy with the party, though.
>> No. 10626 edit
>>10578
NP, changing build to fit yours. '3'
>> No. 10642 edit
Warlock that minors in leadering and deals 1d10+18+1d6+1d6 damage with Eldritch Blast. Hellsworn Blessing completely shreds encounters if you have a ranger in the party and is probably the best level 5 daily you can get if that's the case, even if you spend a standard action to use it. Fortune's Reversal hurts enemies that save or crit and slap them with a save penalty on top of that. Flames of the Smoking Crown lets you throw an enemy around like a ragdoll and spread ongoing damage to any of its allies at the end of the movement, which can add up quickly. With Balican Praetor, Hand of Blight inflicts vulnerability on a target hit if you use your Fell Might, though it does decrease by 1 each time the target takes damage; it still hurts more than an additional 1d8 damage would with an int modifier of +5. Cruel Bounty and Mire the Mind offer benefits to the party, Unspeakable Bond lets an ally take damage for you and buffs them for it, and Delban's Deadly Attention hurts enemies for attacking you as an immediate interrupt.
>> No. 10691 edit
>>10642
Why do that Warlock looks so amazing? Also that Hellsworn Blessing looks simply beautiful.
>> No. 10693 edit
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10693
>>10691
Because party synergy, ne. It helps you help it help us all.
>> No. 10698 edit
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10698
>>10693
Well, speaking of that.

6:01 PM Meushijyo: the real problem here is that you people didn't let me cursespread at all
6:01 PM Astarotho: We're not here to help you
6:01 PM guets3: well myn barely did a thing this encounter
6:01 PM Astarotho: Either work with us or shut up
6:01 PM Meushijyo: help me help you ok
6:02 PM Riri: Well, George wasting his AP and resources isn't a miracle thing.
6:02 PM guets3: it was easy anyways
6:02 PM Meushijyo: giving me a +8 to damage directly benefits you
6:02 PM Meushijyo: I did kill a lot of minions though
6:02 PM Riri: You only need to kill one cursed creature to get a bonus later on okay.
6:02 PM Voyager: >we're not there to help you
6:02 PM Astarotho: Really? Because I didn't need your help at all~
6:02 PM Voyager: I what
>> No. 10700 edit
>>10698
The benefits here are more direct than a damage bonus through killing cursed enemies. Later Kinglocks can actually grant attacks that deal curse damage, which is super good.
>> No. 10701 edit
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10701
>>10700
Are you ignoring the irony here? I posted it for everyone because it was unfair for me to be the only one to appreciate the irony.
>> No. 10703 edit
Astaroth being downright hostile to George is normal, right. Also not helping allies irony is pretty good. Thx Voy.
>> No. 10706 edit
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10706
>>10701
I'm trying but you're making it really difficult!
>> No. 10717 edit
>>10693
>>10698
That's Astaroth in a bad day with George using AP to kill minions. In any case that Warlock he posted doesn't seem to need a lot of teamwork, it looks like a killing machine even by itself.
>> No. 10719 edit
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10719
>>10717
That's due to a combination of feats and items that give roughly the equivalent of 11 charges on a darkspiral rod if you're falling back on Eldritch Blast, before adding in Mindbite Scorn (+18+1d6+1d6). Otherwise it's just +13+1d6+1d6.
>> No. 10720 edit
>>10719
Of course, once epic tier rolls around and you get the Rod of Ulban, it becomes +w/e+3d6+1d6+10 since vulnerable 10 psychic.
>> No. 10728 edit
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10728
>>10720
Building on this, with the correct pact, theme, paragon path, feat and epic destiny combination, you can, at will, deal 2d10+47+4d8+8+10+15 plus ongoing 5/20 fire damage (14/29 fire damage and 14 cold damage taken on a save) as a warlock with eldritch blast, with all your dice gaining the brutal 1 property. This requires the elemental pact at heroic (since twofold pacting it doesn't work), sorcerer king pact at paragon, all the feats I already took, a primal MC for Reincarnate Champion, a Cha/Int primary race, Promordial Adept theme, a Rod of Ulban in the off-hand, Cursed Spells, Hellish Blast, Hellfire Blood, Warlock's Wrath, Wizard MC, Consuming the Weak, Hellfire Arcanist, Hellfire Master, and Icy Clutch of Stygia. The bare minimum damage done on a hit, assuming the enemy cannot resist or ignore effects, is 2+47+4+8+10+15, or 86 damage, and it takes 20 damage on its turn from ongoing damage, plus 43 damage if it saves against the ongoing damage. So the barest minimum damage you can do to an enemy is 149 damage after it ends its turn and saves against ongoing damage. As long as you've gotten the benefit of the elemental pact boon during the course of the encounter, this can be done at-will. Normal enemies die in two shots.

Probably not the most optimal way to play a warlock, since that's not really control there but it beats the hell out of relying solely on darkspiral rod and curse spreading~
>> No. 10729 edit
>>10728
Actually, that's wrong. I forgot about the brutal 1 feature of the PP. And keep in mind, that's if you roll 1 on everything.
>> No. 10852 edit
>>10642

If you take away this nonsense Gifted Death Dealer feat that apparently exists the damage is actually fairly comparable to what I'll have at level 10 ne. Not to mention that being weaker at curse spreading while 2d6 of the damage is from curses would make that build less versatile and most of the encounter powers are weak.
>> No. 10853 edit
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10853
Meet the strongest RBA
>> No. 10859 edit
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10859
>>10853
This becomes better in Epic tier, when, through useage of Arcane Admixture, it steals support from ice, lightning, and thunder keywords. That means Lasting Frost, Gifts for the Queen, Oncoming Storm, and, perhaps most notably, the Lyrandar Wind-Rider paragon path, which adds CON mod to damage rolls of lightning or thunder attack rolls. The result is a +40 attack bonus from various sources and a 2d12+1d6+76 damage modifier on Elemental Bolt. And, thanks to Quickened Spellcasting, you can cast it again at a +41 enhancement bonus as a minor action and deal 2d12+1d6+76+5(lasting frost)+3(Echoes of Thunder)+2(Rising Spellfury) damage. Oh, and Elemental Escalation means you can hit an additional target 1/round 4 times per encounter, dealing 3d10 additional fire damage, ongoing 10 fire damage (save ends, and they take 19/24 cold damage on a save), and take half damage on a miss. Oh, and mark of the storm slides them 1 square. And you can roll twice on all the damage dice. And if you crit, you can make another at-will attack if you didn't use Elemental Escalation already (since both are free actions). So on average you deal about 115 damage (not counting ongoing damage).

Needless to say, if you're artillery or a lurker, and you're not an elite or solo? You don't live past the first round. Anything else is bloodied and needs only one more hit to be knocked down (except for elites and solos, of course) unless you scored a crit, in which case you make your third attack and kill anything that's not an elite with ungodly accuracy.
>> No. 12328 edit
Sorry to bump, but I was fiddling through the character builder for builds that come to mind to me, for a brawler more specifically, but how the heck do spiked gauntlets work in the character builder, cause I'm mainly confused on how you can't really put it in the offhand slot in the builder, how it's considered a weapon when enchanted and put in the hands slot, etc.
>> No. 12331 edit
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12331
>>12328
It's always worked a bit weirdly. You pretty much have to put it in the hands slot, and though it'll count for a weapon, it doesn't really think you're dual-wielding even if you think you should be. I usually used a hackneyed workaround by placing mundane spiked gauntlets in the off-hand and main-hand slots in addition to putting magic gauntlets in the hands slot, then just hiding the attack rolls for mundane stuff on the power cards.
>> No. 12333 edit
>>12331
I see, thanks. How exactly do you put those in those weapon slots though as I don't really see the option?

nvm, cleared it up with rin

Last edited at 13/05/30(Thu)13:41
>> No. 12394 edit
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12394
Joseph, level 10
Elf, Monk
Build: Centered Breath Monk
Monastic Tradition: Centered Breath
Elf Subrace: Standard Elf Racial Traits
Background: Cormyr (General) (Cormyr (General) Benefit)

FINAL ABILITY SCORES
Str 8, Con 11, Dex 22, Int 10, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 11, Dex 18, Int 10, Wis 14, Cha 10.


AC: 28 Fort: 19 Reflex: 25 Will: 22
HP: 68 Surges: 7 Surge Value: 18

TRAINED SKILLS
Athletics +9, Perception +18, Insight +28, Acrobatics +16, Nature +16

UNTRAINED SKILLS
Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +9, Endurance +5, Heal +9, History +5, Intimidate +5, Religion +5, Stealth +11, Streetwise +5, Thievery +11

FEATS
Level 1: Superior Implement Training (Accurate Ki Focus)
Level 2: Deadly Draw
Level 4: Implement Focus (Ki focuses)
Level 6: Unarmored Agility
Level 8: Fluid Motion
Feat User Choice: Ki Focus Expertise
Level 10: Traveler's Insight

POWERS
Monk at-will 1: Fallen Needle
Monk at-will 1: Five Storms
Monk encounter 1: Drunken Monkey
Monk daily 1: Stunning Palm
Monk utility 2: Cat and Mouse
Monk encounter 3: Wind Through the Willows
Monk daily 5: Water Gives Way
Monk utility 6: Quicksilver Motion
Monk encounter 7: Strike the Avalanche
Monk daily 9: Lightning Leap
Monk utility 10: Iron Dragon Defense

ITEMS
Monk Unarmed Strike, Flowform Cloth Armor (Basic Clothing) +2, Bracers of Brachiation (heroic tier), Rushing Cleats (heroic tier), Ki Dagger +1, Rhythm Blade Dagger +1, Diadem of Acuity (heroic tier), Steadfast Amulet +2, Belt of Vigor (heroic tier), Rain of Hammers Accurate Ki Focus +2, Gauntlets of Blood (heroic tier)
>> No. 73602 edit
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73602
It turns out that yakuza and paladins have a lot in common thematically.

https://docs.google.com/file/d/0B87n8jzwBzZib3dDVkQxbGFWd0U/edit?pli=1

http://boonce.org/up/yakuza.png

====== Created Using Wizards of the Coast D&D Character Builder ======
Torinn's Yakuza Twin, level 11
Dragonborn, Paladin|Fighter, Champion of Order
Hybrid Paladin: Hybrid Paladin Reflex
Hybrid Talent: Combat Specialty
Combat Specialty: Combat Superiority (Hybrid)
Choose Bluff or Intimidate for your Level 10 Yakuza Feature: Intimidate (Level 10 Yakuza Feature)
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Background: Wandering Duelist (Wandering Duelist Benefit)

FINAL ABILITY SCORES
Str 21, Con 14, Dex 12, Int 9, Wis 11, Cha 21.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 11, Int 8, Wis 10, Cha 16.


AC: 29 Fort: 26 Reflex: 24 Will: 25
HP: 89 Surges: 11 Surge Value: 24

TRAINED SKILLS
Diplomacy +15, Athletics +13, Intimidate +22, Endurance +13

UNTRAINED SKILLS
Acrobatics +5, Arcana +4, Bluff +10, Dungeoneering +5, Heal +5, History +6, Insight +5, Nature +5, Perception +5, Religion +4, Stealth +4, Streetwise +12, Thievery +4

FEATS
Level 1: Hybrid Talent
Level 2: Mighty Challenge
Level 4: Improved Defenses
Level 6: Weapon Focus (Heavy Blade)
Level 8: Resourceful Leader
Level 10: Bravura Leader (retrained to Draconic Arrogance at Level 11)
Feat User Choice: Devout Protector Expertise
Level 11: Daunting Challenge

POWERS
Hybrid at-will 1: Tide of Iron
Hybrid at-will 1: Enfeebling Strike
Hybrid encounter 1: Valorous Smite
Hybrid daily 1: Majestic Halo (retrained to Driving Attack at Level 9)
Hybrid utility 2: Glowering Threat
Hybrid encounter 3: Parry and Riposte (retrained to Mocking Smite at Level 7)
Hybrid daily 5: Rain of Steel
Hybrid utility 6: Wrath of the Gods
Hybrid encounter 7: Come and Get It
Hybrid daily 9: Spirit Harrow
Hybrid utility 10: Life's Losing Hand

ITEMS
Dwarven Wyvernscale Armor +3, Iron Armbands of Power (heroic tier), Heavy Shield, Amulet of Protection +3, Acrobat Boots (heroic tier), Feyslaughter Longsword +2, Symbol of the Champion's Code +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Last edited at 13/09/06(Fri)08:20:36
>> No. 73603 edit
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73603
Potential alternate options:

- Shield Push feat for pushing with Combat Challenge
- Dragonfear over Dragon Breath
- Brash Strike and Harlequin Style over Tide of Iron and Draconic Arrogance
- Toughness, Superior Will, Skill Power (Enter the Crucible), and other defender feats
- Level 10 utility power choice is up to personal preference

Last edited at 13/09/06(Fri)14:35:12
>> No. 73621 edit
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73621
Limbo's current player characters, as rebuilt by me. Other than being 12th-level, they follow limbo's rules, like Myn's Mindbite Scorn without Sorcerer-King Pact.

As I made them, I did keep in mind that these characters belong to one party. The theme is attack penalties, which tend to become better as they stack, so every character brings an element of control to the table. Aside from this, Sureiya2's Guardian's Counter helps trigger all three of Torinn2's punishment mechanics at once, and Myn2 has a pre-combat buff daily for Sureiya2 or Torinn2. There are multiple daily buffs that grant power bonuses for an entire encounter (they would not always stack), so the party should decide which buffs to expend in a given encounter beforehand.

Torinn2 is potentially be the most dangerous character, being able to make three or more attacks on top of doing Divine Challenge/Sanction damage in one round, often applying Draconic Arrogance, and maintaining high overall defenses all the while. However, he still needs party support to balance his unusually high punishment potential with extra survivability to discourage enemies from simply obeying his mark, meaning he will rely on Samel's defense bonuses. Sureiya2's damage is also great, but his low defenses would mean he must work closely with Torinn2 to survive. Myn2 absolutely needs the front line to keep enemies away from him in order for him to keep Shadow Walking, as his defenses and utility abilities were sacrificed for higher damage (there aren't enough feat slots in the world).

For individual characters, Torinn2's build has the greatest synergy between character options with his three stacking defender punishment mechanics, though the others should also be fairly effective even without complex interactions between elements.

Overall, I don't think these are overly optimized characters, and I tried to keep them close to limbo's current acceptable level of power.

--------------------------------------------------

Myn2
Summary: http://pastebin.com/8XFsKuQW
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiQ2s1ckV2X1U5Tms/edit

Samel2
Summary: http://pastebin.com/pCHHQB47
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiVzU2bVN1cVMzTDA/edit

Sureiya2
Summary: http://pastebin.com/xUrdRKAr
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiU2VVQXFsWHp4Wm8/edit

Torinn2 (updated)
Summary: http://pastebin.com/qSyQaxAX http://pastebin.com/fJJ7qvQc
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiemxsOG1oX1RkbDA/edit

--------------------------------------------------

Last edited at 13/09/15(Sun)12:43:32
>> No. 73819 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
????, level 10
Half-Orc, Fighter
Build: Arena Fighter
Select the language to learn for your Moteborn starting feature:: Primordial (default Moteborn language)
Fighter: Combat Superiority
Fighter Talents: Arena Training
Arena Training: Arena Weapon (Bastard sword)
Arena Training: Arena Weapon (Spiked shield)
Background: Wandering Duelist (Wandering Duelist Benefit)

FINAL ABILITY SCORES
Str 20, Con 13, Dex 18, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 27 Fort: 24 Reflex: 22 Will: 19
HP: 82 Surges: 10 Surge Value: 21

TRAINED SKILLS
Intimidate +24, Endurance +12, Athletics +14, Perception +12

UNTRAINED SKILLS
Acrobatics +9, Arcana +7, Bluff +4, Diplomacy +4, Dungeoneering +7, Heal +7, History +5, Insight +7, Nature +7, Religion +5, Stealth +8, Streetwise +4, Thievery +8

FEATS
Level 1: Two-Blade Warrior
Level 2: Strong-Arm Tactics
Level 4: Two-Weapon Fighting
Feat User Choice: Heavy Blade Expertise
Level 6: Agile Superiority
Level 8: Two-Weapon Defense
Feat User Choice: Weapon Expertise (Heavy Blade)
Level 10: Weapon Focus (Heavy Blade)

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Tempest Dance
Fighter utility 2: Glowering Threat
Fighter encounter 3: Rain of Blows
Fighter daily 5: Dancing Defense
Fighter utility 6: Kirre's Roar
Fighter encounter 7: Come and Get It
Fighter daily 9: Rain of Steel
Fighter utility 10: Clearheaded

ITEMS
Harmony Blade Bastard sword +2, Screaming Hide Armor +2, Courtier's Cape +2, Iron Armbands of Power (heroic tier), Elven Chain Shirt (heroic tier), Acrobat Boots (heroic tier), Belt of Vigor (heroic tier), Adventurer's Kit, Climber's Kit, Cockatrice venom, Cold-weather clothing, Desert Clothing, Delver's kit, Distillation Kit, Flotation bladder, Fey Barding, Farbond Spellblade Rapier +2, Casque of Tactics (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

This man is a warrior, both fearless and fierce.
He wanders the planes, in search of the ultimate arms of war.
Brash is he, and reckless; though emotional and mercurial.
His single-minded stubbornness stoicism is the stuff of legend.
Long has this soldier wandered through both time and space.
Now, finally, his obsession for weapons has led him here.
Neither man nor beast shall stand in the way of his unrelenting quest for glory.

>> No. 73977 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Sureiya, level 20
Half-Orc, Ranger, Adroit Explorer
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Prime Shot
Ambitious Effort: Ambitious Effort New Power
Background: Amn (Amn Benefit)

FINAL ABILITY SCORES
Str 23, Con 14, Dex 21, Int 11, Wis 15, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 34 Fort: 34 Reflex: 32 Will: 29
HP: 131 Surges: 8 Surge Value: 32

TRAINED SKILLS
Dungeoneering +17, Athletics +21, Thievery +20, Stealth +19, Perception +17, Intimidate +25

UNTRAINED SKILLS
Acrobatics +14, Arcana +10, Bluff +9, Diplomacy +9, Endurance +14, Heal +12, History +10, Insight +12, Nature +12, Religion +10, Streetwise +10

FEATS
Level 1: Battle Awareness
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Two-Weapon Fighting
Level 6: Weapon Focus (Heavy Blade)
Feat User Choice: Heavy Blade Expertise
Level 8: Strong-Arm Tactics
Level 10: Impending Doom Style
Level 11: Prime Punisher
Level 12: Called Shot
Level 14: Prime Quarry
Level 16: Improved Defenses
Level 18: Lethal Hunter
Level 20: Superior Will

POWERS
Ambitious Effort New Power: Ruffling Sting
Ranger at-will 1: Twin Strike
Ranger at-will 1: Marauder's Rush
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Frenzied Skirmish
Ranger utility 6: Death Threat
Ranger encounter 7: Lashing Leaves
Ranger daily 9: Attacks on the Run
Ranger utility 10: Resume the Hunt
Ranger encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Ranger daily 15: Blade Cascade (replaces Jaws of the Wolf)
Ranger utility 16: Ranger's Parry
Ranger encounter 17: Untamed Outburst (replaces Lashing Leaves)
Ranger daily 19: Cruel Cage of Steel (replaces Frenzied Skirmish)

ITEMS
Predator's Hide Kank Hide Armor +4, Steadfast Amulet +4, Harmony Blade Bastard sword +4, Farbond Spellblade Bastard sword +4, Iron Armbands of Power (paragon tier), Gauntlets of Destruction (paragon tier), Casque of Tactics (paragon tier), Elven Chain Shirt (heroic tier), Stone of Earth (paragon tier), Ring of Giants (paragon tier), Backlash Tattoo (heroic tier), Boots of Eagerness (heroic tier), Diamond Cincture (heroic tier), Dice of Auspicious Fortune (paragon tier)
>> No. 76808 edit
Torinn3 1hand
http://pastebin.com/GQDjBTQp
https://drive.google.com/file/d/0B87n8jzwBzZib0d4UzFFRHZqMzQ/view

Torinn3 2hand
http://pastebin.com/eRsmSZN2
https://drive.google.com/file/d/0B87n8jzwBzZiVV9lUUVPTUVFaUk/view
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