May
LVL 23 Encounter: Warrior's Urging
Exsiccating Weapon (L4, +1, treat as fire & necro v fire or necro vulnerability)
Punishing Weapon (Lv8, +2, 3,400gp, Infinite stacking dmg)
Dragonslayer Weapon (L9)
Medic's Weapon (L9, +2, 4200gp, heal ally Cha mod)
(L4 version: 840gp)
Flaming Weapon (L10, +2, 5k, can make your dmg fire dmg)
Laser Pistol (Lv10, +2, 5,000gp, v Ref;2d8 fire dmg at-will)
Future Powers:
13)
Rituals:
Enhance Vessel
Find the Path
Passwall
Phantom Steed
Steed Summons
Water Walk
Feats:
01) Master at Arms (+1 weapon attcks, minor to sheath and draw a weapon)
02) Superior Fortitude (+2 Fort, resist 3 ongoing)
04) Extended Arena Training (Singing Stick, Whip)
06) Two-Blade Warrior (Treat one-handed weapons as off-hand)
08) Small Warrior (Versatile grants +1 AC and Ref)
10) Agile Superiority (Use Dex mod instead of Wis mod for AoO granted by mark)
11) Iron Will (+2 feat bonus to will defense)
12) Staggering Challenge (Knock prone with AoO instead of dmg)
14) Arena Battle Rhythm (Miss with arena weapon: Deal DEX mod dmg)
16) Mark of Passage (Shift 1 extra, teleport 1 extra, master travel rituals)
18) Improved Initiative (+4 initiative)
Later feats:
Heavy Blade Opportunity (AoO with heavy blade = use At-Will power)
Mobile Warrior (shift 1 after attack with flail, heavy blade, light blade, spear)
??) Opportunity Sidestep (When you hit with AoO, shift 1 as free action)
??) Evasion (dmg on miss v Ref doesn't dmg you.)
??) Mettle (dmg on miss v Fort or Will doesn't dmg you.)
??) Mark of Warding (-3 instead of -2 mark penalty. +1 to defense bonuses)
??) Durable (+2 surges)
??) Improved Initiative (+4 initiative)
??) Superior Reflexes (+2 Ref, CA on first turn)
??) Swift Recovery (+3 feat bonus to surge value)
??) Tenacious Resolve (+5 feat bonus to saves v ongoing)
??) Toughness (+5 HP)
??) Marked Fury (penalty for marking is -2 or number of enemies next to you)
??) Savage Axe (+con dmg to AoO)
??) Encouraging Shield (+shield to Will)
??) Stout Shield (+shield to Fort)
??) Sudden Roots (Enemy hit with AoO is slowed) WARDEN MC
epic feats:
??) Martial Resolve (Save v daze,stun,slow,weak,immob at start AND end of turn)
??) Long Step (When you shift, you can shift 1 additional square)
??) Rapid Regeneration (While you have regen, increase it by your con mod)
??) Triumphant Attack (When you crit, that target takes -2 for the rest of the encounter)
??) Unstoppable Charge (Your turn doesn't automatically end on a charge)
??) Overwhelming Impact: Turn hammer melee slow into dazed.
??) Practiced Reliability: Single-target single attack roll encounter power of choice gains reliable keyword. You can change what power this feat applies to every time you level
??) Rapid Combat Challenge: May-o-O granted by combat challenge doesn't count against immediate action uses. Can still only use it once.
??) Martial Mastery: When you spend AP, you also regain an encounter power!
??) Surprise Mark: When you roll init and aren't surprised, you can mark one enemy within 10 squares. This mark lasts until you make an attack or until the end of your next turn!
Tainted Wounds You have learned how to
turn shadow magic against the monsters you face.
When your weapon scores a hit, you leave behind a
lingering curse that saps a foe's ability to heal.
Benefit: If you hit an enemy with a melee weapon
attack, it cannot regain hit points until the end
of your next turn.
Dragon's Indomitability; Req Kobold: You can roll two dice and use either result, when saving vs daze or stun.
ITEMS:
Mirrored Mask (Lv 27 only) 1,625,000 gp: Enemy crits me? They go blind.
(BOONS)
-Book of Five Truths (The Fourth Truth)
-Corellon's Boon of Arcane Might
-Melora's Storm Blessing
-Moradin's Blessing of Iron
-Quickening Waters
Soothe the Savage Beast
(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.
Theme: Guardian
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:
May's tactics are simple, really. She just wants to get all the enemies focused on her so they don't attack her friends. Basic defender mentality. However, she does have tactics towards achieving that end her own way; As a kobold, she has the footwork to position herself relatively easily (And consequently, flank). May uses Shield Feint when she wants to lock an enemy in place because of the threat of +3 to her AoO. However, Weapon Master's Strike allows a huge versatility; May can switch between higher damage, higher AC, or repositioning the enemy as she wishes. And that's just her at-wills. Her encounter powers are designed to mark as many enemies as she can while her daily is designed to move into striker territory in a boss fight. Ultimately, May is a swiss army knife designed to defend and aid the team in every way outside buffs/debuffs and heals. It should be noted that when it comes to fighting, May believes all techniques are fair (such as dirt in the face, stab in the back, etc), but has a serious disdain for being ignored or bypassed in combat.
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:
8 (Half Lvl) + 5 (Str mod) + 2 (Proficiency) + 4 (Enh) + 2 (feat) = 21
Singing Stick:
8 (Half Lvl) + 5 (Str mod) + 3 (Proficiency) + 3 (Enh) + 2 (feat) = 22
Tortoise Blade:
8 (Half Lvl) + 5 (Str mod) + 2 (Proficiency) + 3 (Enh) + 2 (feat) = 21
Defense math
AC: 18 (10+half lvl) + 4 (darkhide armor) + 5 (Dex) + 2 (Arena Fighter) + 1 (Shield) + 4 (Enh) + 1 (Defensive weapon property) = 36
Fort: 18 (10+half lvl) + 5 (str mod) +2 (Class) +3 (feat) + 4 (enh) = 33
Ref: 18 (10+half lvl) + 5 (dex mod) + 1 (Shield) + 4 (enh) + 1 (Feystep lacings) = 27
Will: 18 (10+half lvl) + 2 (wis mod) + 3 (feat) + 4 (enh) = 26
Exsiccating Weapon (L4, +1, treat as fire & necro v fire or necro vulnerability)
Punishing Weapon (Lv8, +2, 3,400gp, Infinite stacking dmg)
Dragonslayer Weapon (L9)
Medic's Weapon (L9, +2, 4200gp, heal ally Cha mod)
(L4 version: 840gp)
Flaming Weapon (L10, +2, 5k, can make your dmg fire dmg)
Laser Pistol (Lv10, +2, 5,000gp, v Ref;2d8 fire dmg at-will)
Future Powers:
13)
Rituals:
Enhance Vessel
Find the Path
Passwall
Phantom Steed
Steed Summons
Water Walk
Feats:
01) Master at Arms (+1 weapon attcks, minor to sheath and draw a weapon)
02) Superior Fortitude (+2 Fort, resist 3 ongoing)
04) Extended Arena Training (Singing Stick, Whip)
06) Two-Blade Warrior (Treat one-handed weapons as off-hand)
08) Small Warrior (Versatile grants +1 AC and Ref)
10) Agile Superiority (Use Dex mod instead of Wis mod for AoO granted by mark)
11) Iron Will (+2 feat bonus to will defense)
12) Staggering Challenge (Knock prone with AoO instead of dmg)
14) Arena Battle Rhythm (Miss with arena weapon: Deal DEX mod dmg)
16) Mark of Passage (Shift 1 extra, teleport 1 extra, master travel rituals)
18) Improved Initiative (+4 initiative)
Later feats:
Heavy Blade Opportunity (AoO with heavy blade = use At-Will power)
Mobile Warrior (shift 1 after attack with flail, heavy blade, light blade, spear)
??) Opportunity Sidestep (When you hit with AoO, shift 1 as free action)
??) Evasion (dmg on miss v Ref doesn't dmg you.)
??) Mettle (dmg on miss v Fort or Will doesn't dmg you.)
??) Mark of Warding (-3 instead of -2 mark penalty. +1 to defense bonuses)
??) Durable (+2 surges)
??) Improved Initiative (+4 initiative)
??) Superior Reflexes (+2 Ref, CA on first turn)
??) Swift Recovery (+3 feat bonus to surge value)
??) Tenacious Resolve (+5 feat bonus to saves v ongoing)
??) Toughness (+5 HP)
??) Marked Fury (penalty for marking is -2 or number of enemies next to you)
??) Savage Axe (+con dmg to AoO)
??) Encouraging Shield (+shield to Will)
??) Stout Shield (+shield to Fort)
??) Sudden Roots (Enemy hit with AoO is slowed) WARDEN MC
epic feats:
??) Martial Resolve (Save v daze,stun,slow,weak,immob at start AND end of turn)
??) Long Step (When you shift, you can shift 1 additional square)
??) Rapid Regeneration (While you have regen, increase it by your con mod)
??) Triumphant Attack (When you crit, that target takes -2 for the rest of the encounter)
??) Unstoppable Charge (Your turn doesn't automatically end on a charge)
??) Overwhelming Impact: Turn hammer melee slow into dazed.
??) Practiced Reliability: Single-target single attack roll encounter power of choice gains reliable keyword. You can change what power this feat applies to every time you level
??) Rapid Combat Challenge: May-o-O granted by combat challenge doesn't count against immediate action uses. Can still only use it once.
??) Martial Mastery: When you spend AP, you also regain an encounter power!
??) Surprise Mark: When you roll init and aren't surprised, you can mark one enemy within 10 squares. This mark lasts until you make an attack or until the end of your next turn!
Tainted Wounds You have learned how to
turn shadow magic against the monsters you face.
When your weapon scores a hit, you leave behind a
lingering curse that saps a foe's ability to heal.
Benefit: If you hit an enemy with a melee weapon
attack, it cannot regain hit points until the end
of your next turn.
Dragon's Indomitability; Req Kobold: You can roll two dice and use either result, when saving vs daze or stun.
ITEMS:
Mirrored Mask (Lv 27 only) 1,625,000 gp: Enemy crits me? They go blind.
(BOONS)
-Book of Five Truths (The Fourth Truth)
-Corellon's Boon of Arcane Might
-Melora's Storm Blessing
-Moradin's Blessing of Iron
-Quickening Waters
Soothe the Savage Beast
(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.
Theme: Guardian
quote: |
Lv 1; Enc interrupt, ally within 2 of you is hit by attack that isn't targeting you. Shift swap positions and be attacked instead, then make melee basic after. Lv 5: +2 Power bonus to insight an perception. Lv 10: Choose one creature/person to be your bonded charge. You can sense when they are in danger, as long as they are within 1 mile of you. You can sense the general direction and distance of your charge. If an enemy attacks your charge, you gain +1 flat bonus To-Hit against that enemy until the start of that enemy's next turn. You can only have one bonded charge at a time. Writer reminds that you are supposed to be a protecting the weak, so GM should no no making someone with as good or better Melee skill than you. Basically, "No Angel/Mittens you can't make the Matt/May your charge so you can shoot better, you cheater" ;.; Useful Utility Lv 10: Encounter interrupt. Trigger, an adjacent ally is hit by an attack that does not include you as a target. Effect: it hits you instead, and after attack is resolved you can spend a healing surge. |
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:
May's tactics are simple, really. She just wants to get all the enemies focused on her so they don't attack her friends. Basic defender mentality. However, she does have tactics towards achieving that end her own way; As a kobold, she has the footwork to position herself relatively easily (And consequently, flank). May uses Shield Feint when she wants to lock an enemy in place because of the threat of +3 to her AoO. However, Weapon Master's Strike allows a huge versatility; May can switch between higher damage, higher AC, or repositioning the enemy as she wishes. And that's just her at-wills. Her encounter powers are designed to mark as many enemies as she can while her daily is designed to move into striker territory in a boss fight. Ultimately, May is a swiss army knife designed to defend and aid the team in every way outside buffs/debuffs and heals. It should be noted that when it comes to fighting, May believes all techniques are fair (such as dirt in the face, stab in the back, etc), but has a serious disdain for being ignored or bypassed in combat.
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:
8 (Half Lvl) + 5 (Str mod) + 2 (Proficiency) + 4 (Enh) + 2 (feat) = 21
Singing Stick:
8 (Half Lvl) + 5 (Str mod) + 3 (Proficiency) + 3 (Enh) + 2 (feat) = 22
Tortoise Blade:
8 (Half Lvl) + 5 (Str mod) + 2 (Proficiency) + 3 (Enh) + 2 (feat) = 21
Defense math
AC: 18 (10+half lvl) + 4 (darkhide armor) + 5 (Dex) + 2 (Arena Fighter) + 1 (Shield) + 4 (Enh) + 1 (Defensive weapon property) = 36
Fort: 18 (10+half lvl) + 5 (str mod) +2 (Class) +3 (feat) + 4 (enh) = 33
Ref: 18 (10+half lvl) + 5 (dex mod) + 1 (Shield) + 4 (enh) + 1 (Feystep lacings) = 27
Will: 18 (10+half lvl) + 2 (wis mod) + 3 (feat) + 4 (enh) = 26