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Welcome to Mittens' Dungeon

12:52, 27th April 2024 (GMT+0)

May

May, level 2 Kobold Fighter
Age: 15, Height: 4' 0", Weight: 80 lb.
Initiative: +4, Perception: 12, Insight: 12, normal vision

Trap Sense: You can hear feint whispers of Admiral Akbar. You gain a +2 bonus to defenses against traps.

Shifty: You skitter and scamper through the ranks of your enemies, much to their chagrin. You can shift 1 square as a minor action.

Arena Fighter: You treat all weapons with which you are not proficient as improvised weapons. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage. While you are not wearing heavy armor, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level and +3 at 21st level. You select two weapons as your arena weapons. If you are not already proficient with these weapons, you gain proficiency with them. In addition, any of your feats that grant feat bonuses to attack rolls or damage rolls with one of your arena weapons apply to your other arena weapon as well.

HP: 36; Bloodied: 18; Surges: 11; value: 9
AC: 22; Fortitude: 18, Reflex: 15; Will: 12
 (Note: When May is bloodied, her AC is 21)
Resist: 3 ongoing
Speed: 6
[P] Pass Forward (Move; At-Will) * Personal
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

[M] Basic Melee Attack (Standard; At-Will) * Melee Weapon
Gauntlet Axe: +7 vs. AC; 1d8+4 dmg
Tortoise Blade: +7 vs. AC; 1d6+4 dmg

[M] Shield Feint (Standard; At-Will) * Melee Weapon
Requirement: You must be using a shield.
Gauntlet Axe: +7 vs. AC; 1d8+4 dmg
Tortoise Blade: +7 vs. AC; 1d6+4 dmg
On Hit: You gain +3 power bonus to your next attack roll against the target.

[M] Weapon Master's Strike (Standard; At-Will) * Melee Weapon
Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action.

Axe: The target takes extra damage equal to your Constitution modifier (+2).
Mace: You slide the target 1 square.
Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the target’s attacks.
Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.

Gauntlet Axe: +7 vs. AC; 1d8+4 dmg and the target takes extra damage equal to your Constitution modifier (+2).


[M] Combat Challenge (Immediate Interrupt; A-Will) * Personal
Whether an attack hits or misses, the target is marked via Combat Challenge until the end of your next turn. When an enemy marked by you is adjacent to her and shifts or makes an attack that does not include her, she can make a melee basic attack against that enemy.
[M] Combat Agility (Opportunity Action; A-Will) * Melee Weapon
Trigger: An enemy adjacent to you takes an action that provokes an opportunity action.
Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack.

Gauntlet Axe: +7 vs. AC; 1d8+4 dmg and you knock the target prone
Tortoise Blade: +7 vs. AC; 1d6+4 dmg and you knock the target prone


[M] Funneling Flurry (Standard; Encounter) * Melee Weapon
Target: Two creatures

Requirement: You must be wielding two melee weapons.

Gauntlet Axe: +7 vs. AC; 1d8+4 dmg
Tortoise Blade: +7 vs. AC; 1d6+4 dmg

On Hit: You slide the target 1 square.

[M] Master's Edge (Standard; Daily) * Melee Weapon

Gauntlet Axe: +7 vs. AC; 1d8+4 dmg
Tortoise Blade: +7 vs. AC; 1d6+4 dmg

Effect: Until the end of the encounter, whenever the target willingly moves to a square adjacent to one of your allies, you can choose to either make a basic attack against the target or to charge the target.

Alignment: Good; Languages: Common, Draconic

(* = Trained in that skill)
3 Acrobatics, 1 Arcana, 8 Athletics*, 1 Bluff, 1 Diplomacy,
2 Dungeoneering, 7 Endurance*, 2 Heal, 1 Hist, 2 Insight, 1 Intimidate,
2 Nature, 2 Perception, 1 Religion, 11 Stealth*, 1 Streetwise, 6 Thievery

Str 16(3) Dex 16(3) Wis 13(1)
Con 15(2) Int 10(0) Cha 10(0)
Equipment: Agile Scale Armor +1, Scale Armor, Tortoise Blade (Spiked Shield), Gauntlet Axe, S.A.K., Crowbar(+2 athletics to pry), Money (3 GP)


Future Powers:
03) Immediate Vengeance
05) Dancing Defense

Rituals: None.

Feats:
01) Master at Arms (+1 weapon attcks, minor to sheath and draw a weapon)
02) Superior Fortitude (+2 Fort, resist 3 ongoing)

Later feats:
??) Durable (+2 surges)
??) Improved Initiative (+4 initiative)
??) Superior Reflexes (+2 Ref, CA on first turn)
??) Swift Recovery (+3 surge value)
??) Tenacious Resolve (+5 feat bonus to saves v ongoing)
??) Toughness (+5 HP)
??
04) Extended Arena Training (Singing Stick, Whip)
06)

Two-Blade Warrior
[Multiclass Ranger]
Prerequisites: Str 13, Dex 13
Benefit: You gain training in one skill from the
ranger’s class skill list.
You can wield a one-handed weapon in your off
hand as though it were an off-hand weapon.


(Useable with Shield)
Axe: Gauntlet axe
Mace: Singing Stick
Heavy Blade: Drow long knife
Spear or Polearm: Javelin

(Useable without Shield)
Axe:
Mace:
Heavy Blade:
Spear or Polearm:


Two-Weapon Fighting?
 Two-Weapon Defense?
Stout Shield (Shield bonus applies to fort)
Encouraging Shield (Shield bonus applies to will)
Shifting Defense (Shift 1 if you take full defense)

Master at Arms
Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks. The bonus increases to +2 at 11th level and +3 at 21st level.
    Also, you can use a minor action to sheathe a weapon and then draw a weapon.

Shield Defense
Prerequisite: Wis 13, fighter
Benefit: When you hit with a power that requires a shield, you gain a +1 bonus to AC and Reflex until the end of your next turn or until you stop using the shield.

Warding Defense
Benefit: Whenever you use the total defense action while wielding a shield, allies adjacent to you gain a +2 bonus to AC and Reflex until the start of your next turn or until they are no longer adjacent to you.

Nimble Runner
Benefit: When you run, you gain a +2 bonus to Reflex until the start of your next turn, and running doesn’t cause you to grant combat advantage.

Superior Reflexes (+2 Ref; CA first turn in encounter)
Superior Fortitude (+2 Fort; Resist 3 ongoing)
Weapon Expertise (Axe)?

Background Benefit: Captive
Add Stealth to class skill list.


Character description/personality:
Looks like a small alligator with blond hair and somehow makes such look good. Talkative. Likes quoting quotes. Loves flowers, finds certain animals to be attractive because they look like food. Finds combat in and of itself to be fun, but can get worrisome over her comrades.


Combat tactics:
(Coming)


Character background:
(Coming)




Evasion
Paragon Tier
Prerequisite: 11th level, Dex 15
Benefit: When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack.

Shield Specialization
Paragon Tier
Prerequisite: 11th level, Dex 15, Shield Proficiency (Heavy or Light)
Benefit: You gain a +1 feat bonus to AC and Reflex when using a shield with which you are proficient.



Attack math
Gauntlet Axe: 3 (Str mod) + 2 (Proficiency) + 1 (inherent) + 1 (feat) = 7
Tortoise Blade: 3 (Str mod) + 2 (Proficiency) + 1 (inherent) + 1 (feat) = 7
Note: a proficiency of 3 will up the attack to 8.

Defense math
AC: 11 (10+half lvl) + 7 (scale armor) + 1 (Shield) + 1 (Enh) + 1 (Defensive weapon property) = 21 (+1 agile armor enchantment = 22)
Fort: 11 (10+half lvl) + 3 (str mod) +2 (Class) +2 (feat) = 18
Ref: 11 (10+half lvl) + 3 (dex mod) + 1 (Shield) = 15
Will: 11 (10+half lvl) + 1 (wis mod) = 12