Difference between revisions of "User:Wizardoest/PCs/W (level 1)"
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{{Alternate System| | |||
1=D&D 4th Edition | |||
}} | |||
{{W}} | |||
== W (ECL1) == | == W (ECL1) == | ||
Warlord 1<br/> | Warlord 1<br/> | ||
Unaligned Medium Living Construct<br/> | Unaligned Medium Living Construct<br/> | ||
'''Init''' + | '''Init''' +2 (Aura incl.); '''Passive Insight/Perception:''' 10<br/> | ||
'''Aura''' You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. | '''Aura''' You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. | ||
<hr> | <hr> | ||
'''AC:''' | '''AC:''' 17 (+7 chainmail)<br/> | ||
'''HP:''' 26<br/> | '''Fort:''' 15 (+1 warlord; +4 ability)<br/> | ||
'''Ref''' 14 (+2 ability; +1 shield)<br/> | |||
'''Will''' 13 (+1 warlord; +1 racial; +1 ability) | |||
<hr/> | |||
'''HP:''' 26 (13) '''Healing Surges (amount)''' 9 (6)<br/> | |||
'''Saves''' +2 vs ongoing damage. | '''Saves''' +2 vs ongoing damage. | ||
<hr> | <hr> | ||
'''Speed:''' 6<br/> | '''Speed:''' 5 (6 normal)<br/> | ||
'''Melee:''' | '''Melee:''' Longsword +7 (1d8) <br/> | ||
'''Ranged:''' | '''Ranged:''' Crossbow +2 (1d8) 15/30 squares <br/> | ||
<hr> | <hr> | ||
*'''Daily Powers''' | *'''Daily Powers''' | ||
**'''Lead the Attack''' Daily ✦ Martial,Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''Hit:''' 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.<br/>'''Miss:''' Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target. | |||
<hr> | <hr> | ||
*'''Encounter Powers''' | *'''Encounter Powers''' | ||
**'''Warforged Resolve''' Encounter ✦ Healing (Minor Action; Personal)<br/>You gain a number of temporary hit points equal to 3 + one-half your level. You can make an Immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level. | **'''Warforged Resolve''' Encounter ✦ Healing (Minor Action; Personal)<br/>You gain a number of temporary hit points equal to 3 + one-half your level. You can make an Immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level. | ||
**'''Inspiring Word''' Encounter (Special) ✦ Martial, Healing (Minor Action; Close burst 5)<br/>'''Target:''' You or one ally in burst <br/>'''Effect:''' The target can spend a healing surge and regain an additional 1d6 hit points.<br/>'''Special:''' You can use this power twice per encounter, but only once per round. | **'''Inspiring Word''' Encounter (Special) ✦ Martial, Healing (Minor Action; Close burst 5)<br/>'''Target:''' You or one ally in burst <br/>'''Effect:''' The target can spend a healing surge and regain an additional 1d6 hit points.<br/>'''Special:''' You can use this power twice per encounter, but only once per round. | ||
**'''Warlord’s Favor''' Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''Hit:''' 2[W] + Strength modifier damage. One ally within 5 squares of you gains a | **'''Warlord’s Favor''' Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''Hit:''' 2[W] + Strength modifier damage. One ally within 5 squares of you gains a power bonus equal to 1 + your Intelligence modifier to attack rolls against the target until the end of your next turn. | ||
**'''Leaf on the Wind''' Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength vs. AC<br/>'''Hit:''' 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target. | **'''Leaf on the Wind''' Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength (+7) vs. AC<br/>'''Hit:''' 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target. | ||
<hr> | <hr> | ||
*'''At-Will Powers''' | *'''At-Will Powers''' | ||
**'''Wolf Pack Tactics''' At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature <br/>'''Special:''' Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.<br/>'''Attack:''' Strength vs. AC <br/>'''Hit:''' 1[W] + Strength modifier damage. | **'''Wolf Pack Tactics''' At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature <br/>'''Special:''' Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.<br/>'''Attack:''' Strength (+7) vs. AC <br/>'''Hit:''' 1[W] + Strength modifier damage. | ||
**''' | **'''Commander’s Strike''' At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' An ally of your choice makes a melee basic attack against the target<br/>'''Hit:''' Ally’s basic attack damage + your Intelligence modifier. | ||
<hr> | <hr> | ||
'''Abilities''' Str 18 +4 | Dex 11 +0 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1 <br/> | '''Abilities''' Str 18 +4 | Dex 11 +0 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1 <br/> | ||
*'''Feats''' | *'''Feats''' | ||
** | ** '''Warforged Tactics''' You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target. | ||
* ''' | *'''Skills''' | ||
** | ** Acrobatics -1 | ||
** | ** Arcana +2 | ||
** | ** Athletics +3 | ||
** | ** Bluff +1 | ||
* | ** Diplomacy* +6 | ||
** | ** Dungeoneering +0 | ||
** | ** Endurance* +8 | ||
* | ** Heal* +5 | ||
** | ** History +2 | ||
** | ** Insight +0 | ||
** | ** Intimidate* +8 | ||
* | ** Nature +0 | ||
** Nature | ** Perception +0 | ||
** Perception | ** Religion +2 | ||
** Religion | ** Stealth -1 | ||
** Stealth | ** Streetwise +1 | ||
** Streetwise | ** Thievery -1 | ||
** Thievery | |||
<hr> | <hr> | ||
'''Items''' | '''Items''' Chainmail (40gp); Longsword (15gp); Standard Adv kit (15gp); Crossbow (25gp)<br/> | ||
'''Gold''' 5gp | |||
<hr> | <hr> | ||
*'''Tactical Presence:''' When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier. | *'''Tactical Presence:''' When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier. | ||
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** Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. | ** Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. | ||
** When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total. | ** When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total. | ||
[[Category:Wizardoest:Character Build]] | |||
Latest revision as of 00:29, 31 December 2009
W (ECL1)
Warlord 1
Unaligned Medium Living Construct
Init +2 (Aura incl.); Passive Insight/Perception: 10
Aura You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
AC: 17 (+7 chainmail)
Fort: 15 (+1 warlord; +4 ability)
Ref 14 (+2 ability; +1 shield)
Will 13 (+1 warlord; +1 racial; +1 ability)
HP: 26 (13) Healing Surges (amount) 9 (6)
Saves +2 vs ongoing damage.
Speed: 5 (6 normal)
Melee: Longsword +7 (1d8)
Ranged: Crossbow +2 (1d8) 15/30 squares
- Daily Powers
- Lead the Attack Daily ✦ Martial,Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
- Lead the Attack Daily ✦ Martial,Weapon (Standard Action; Melee weapon)
- Encounter Powers
- Warforged Resolve Encounter ✦ Healing (Minor Action; Personal)
You gain a number of temporary hit points equal to 3 + one-half your level. You can make an Immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level. - Inspiring Word Encounter (Special) ✦ Martial, Healing (Minor Action; Close burst 5)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Special: You can use this power twice per encounter, but only once per round. - Warlord’s Favor Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a power bonus equal to 1 + your Intelligence modifier to attack rolls against the target until the end of your next turn. - Leaf on the Wind Encounter ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength (+7) vs. AC
Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.
- Warforged Resolve Encounter ✦ Healing (Minor Action; Personal)
- At-Will Powers
- Wolf Pack Tactics At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength (+7) vs. AC
Hit: 1[W] + Strength modifier damage. - Commander’s Strike At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
- Wolf Pack Tactics At-Will ✦ Martial, Weapon (Standard Action; Melee weapon)
Abilities Str 18 +4 | Dex 11 +0 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 13 +1
- Feats
- Warforged Tactics You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target.
- Skills
- Acrobatics -1
- Arcana +2
- Athletics +3
- Bluff +1
- Diplomacy* +6
- Dungeoneering +0
- Endurance* +8
- Heal* +5
- History +2
- Insight +0
- Intimidate* +8
- Nature +0
- Perception +0
- Religion +2
- Stealth -1
- Streetwise +1
- Thievery -1
Items Chainmail (40gp); Longsword (15gp); Standard Adv kit (15gp); Crossbow (25gp)
Gold 5gp
- Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
- Living Construct: As a living construct, you have the following traits.
- You can use attached components and embedded components made for warforged.
- You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any combat effect.
- Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
- When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.