Perhaps then they gain +1 str, dex, and con for every point of damage that they would take, or they reflect the damage back on me? I suppose that might work.
I'm taking a staff, but for my melee, unarmed (as sub-optimal as that is).
I build the character first, optimization next. I'm actually working on some sayings he's going to use for each daily. This is going to be one of my favorite characters, I just know it
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Perhaps then they gain +1 str, dex, and con for every point of damage that they would take, or they reflect the damage back on me? I suppose that might work.
nope thats just plain unfun nah what i do is much much worst... Oni Brothers might have a second chance at TPK
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Hm? I don't think that quest went on long enough for me to call the Oni Brothers an evil act of yours. I mean, all it seemed they did was respawn and make vague threats. Although, forcing half the party to run to the encounter with an enchantment could be considered evil... but I wouldn't.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Crushing Surge - Invigorating, Martial, Weapon
Standard Action; Melee weapon Target: One creature Attack (Str): +12 vs. AC Hit: 1d8+10 damage, and you gain 2 temporary hit points. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Sure Strike - Martial, Weapon
Standard Action; Melee weapon Target: One creature Attack (Str): +14 vs. AC Hit: 1d8+4 damage. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Twin Strike - Martial, Weapon
Standard Action; Melee weapon Requirement: You must be wielding two melee weapons. Target: One or two creatures Attack (Str): +12 vs. AC and +13 vs. AC Hit: 2x 1d8+4 damage. If both attacks hit one target, you deal an extra 1d6 damage to the target. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Longtooth Shifting - Healing
Minor Action; Personal
Requirement: You must be bloodied
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Distracting Spate - Martial, Weapon
Standard Action; Melee weapon Target: One creature Attack (Str): +12 vs. AC Hit: 2d8+10 damage, and the target grants combat advantage to you until the end of your next turn. If you’re wielding two melee weapons, the attack deals an extra 3 damage. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Leonine Surge - Martial, Weapon
Standard Action; Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack (Str): +12 vs. AC and +13 vs. AC Hit: 2x 1d8+10 damage. If both attacks hit, the target is knocked prone and takes an extra 1d6+3 damage. If both attacks miss, you grant combat advantage to all enemies until the start of your next turn. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Two-Fanged Strike - Martial, Weapon
Standard Action; Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack (Str): +12 vs. AC and +13 vs. AC Hit: 2x 1d8+10 damage. If both attacks hit, you deal an extra 1d6+3 damage. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Adaptive Assault - Martial, Weapon
Standard Action; Melee weapon Target: One or two creatures Attack (Str): +12 vs. AC and +13 vs. AC Hit: 2x 1d8+10 damage. If both attacks hit the same target, the target takes an extra 1d6 damage and either ongoing 5 damage or is dazed (save ends either). Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you. Miss: Half damage.
Jaws of the Wolf - Martial, Weapon
Standard Action; Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack (Str): +12 vs. AC and +13 vs. AC Hit: 2x 2d8+10 damage. If both attacks hit one target, you deal an extra 1d6 damage to the target. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you. Miss: Half damage.
Two-Wolf Pounce - Martial, Weapon
Standard Action; Melee weapon Requirement: You must be wielding two melee weapons. Special: You can shift 2 squares before making this attack. Target: One creature Attack (Str): +12 vs. AC and +13 vs. AC Hit: 2d8+10 damage and 1d8+10 damage. If both attacks hit, you deal an extra 1d6 damage. Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you. Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack. Secondary Target: One creature Secondary Attack (Str): +13 vs. AC Secondary Hit: 2d8+4 damage. Secondary Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
No Opening - Martial (Encounter)
Standard Action; Melee weapon Trigger: An enemy attacks you and has combat advantage against you. Target: Personal Effect: Cancel the combat advantage you were about to grant to the attack.
Yield Ground - Martial (Encounter)
Immediate Reaction; Melee weapon Trigger: An enemy damages you with a melee attack. Target: Personal Effect: You can shift 2 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Toughness (bonus)
You gain an additional 5 hit points at each tier of play. Two-Weapon Defense (bonus)
While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex. Lethal Hunter (level 1)
The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s. Power Attack (level 1)
When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll. Two-Weapon Fighting (level 2)
While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon. Weapon Expertise: Heavy Blades (level 2)
You gain a +1 bonus to attack rolls with any weapon power you use with a heavy blade. Weapon Focus: Heavy Blades (level 4)
You gain a +1 bonus to damage rolls with any weapon power you use with a heavy blade.
Longtooth Shifter:
• Ability Bonuses: +2 Strength, +2 Wisdom
• Size: Medium
• Vision: Low-light
• Languages: Common and Draconic
• Skill Bonuses: +2 Athletics, +2 Endurance
• Longtooth Shifting: You have the Longtooth Shifting power.
Tempest Fighter:
• Bonus to Defense: +2 Fortitude
• Combat Challenge:
Every time you attack an enemy, whether the attack hits or not, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target.
A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
• Combat Superiority:
You gain a +3 bonus to opportunity attacks. An enemy struck by your opportunity attack stops moving. If it still has actions remaining, it can use them to resume moving.
• Tempest Technique:
When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the off-hand property. You gain Two-Weapon Defense as a bonus feat.
You gain a +1 bonus to damage rolls with weapons when wielding two weapons. This increases to +2 for weapons that have the off-hand property.
Two-Blade Ranger:
• Bonus to Defense: +1 Fortitude, +1 Reflex
• Two-Blade Fighting Style:
You can wield a one-handed weapon in your off-hand as if it were an off-hand weapon.
In addition, you gain Toughness as a bonus feat.
• Hunter’s Quarry:
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you can deal 1d8 extra damage to your quarry.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
+1 Deathcut Hide Armor: (free level 5 item)
Bonus: +4 to AC
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily - Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 Necrotic damage to that enemy.
+1 Oath Scimitar: (free level 4 item)
Attack (Main hand, Str): +12
Hit: 1d8+10 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Power (Daily): Minor Action. Your next attack against a creature marked by you deals an extra 1d6 damage per plus.
+1 Oath Scimitar: (840 gp)
Attack (Off hand, Str): +13
Hit: 1d8+10 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Power (Daily): Minor Action. Your next attack against a creature marked by you deals an extra 1d6 damage per plus.
Quickhit Bracers: (1000 gp)
Property: When using a power, if you hit one creature with both your main weapon and your off-hand weapon, deal an extra 1d6 damage to that creature.
Power (Daily): Minor Action. Use this power when you hit with both your main weapon and your off-hand weapon using one power. Make a melee basic attack with your off-hand weapon.
+1 Frostwolf Pelt: (840 gp)
Enhancement: +1 to Fortitude, Reflex and Will.
Property: You gain resist 5 cold
Power (Daily): Immediate Reaction. Trigger: An enemy adjacent to you hits you. Effect: The triggering enemy is knocked prone.
Ok with Landil's join we have filled up the minimun required to start this game, if anyone still wishes to join they are welcomed to chime in and will be added as soon as possible, all this means is that once the 4 Sheets are posted and ready to go we can start
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Sadly Monk is not really yet releasedit will be available with PHB 3 which is scheduled for release next year, the classes available are:
PHB1: Fighter, Rogue, Ranger,Cleric,Paladin,Warlock,Wizard, Warlord (But its banned for this game)
PHB2: Barbarian, Warden, Shaman, Druid, Avenger, Invoker, Sorcerer, Bard
Also Available are: Swordsage from the Forgotten Realms Book, and Artificer from the Eberron Book.
I will see about getting you in contact with some of the product but it will depend on the capacity of my inbox.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Not really, i mean all classes can choose Unarmed Combat now and in some cases its not that bad (Fighter for Example makes an ok Boxer), but the trade off is that they loose that item slot.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Okay, I got the missing books today, so I'll be brainstorming on a character now. Expect its appearance (with the massive background as usual :p) this weekend.
I'll be needing the Email, and you will have to wait till after my desktop returns since one of the files is 27mb and gmail only allows single files of up to 25mbs so i will need to compress and split it into smaller pieces for sending.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Sorry Eldros i had to go out after getting your PM and i honestly forgot to reply once i got home, yes i got your mail, i'll see about getting the files ready to send today
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Well, I may not have played in any 4e campaigns, but when you sit down and take the time to put together shifters and warforged to create transformers, you tend to get pretty good at making characters.
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Were this 3.5, there is actually an urban druid variant of the druid class. @_@
Were I to have primal power (I don't think its even out...is it?) There may be an urban variant in it.
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Well, we have enough Strikers (4). So if I were you Eldros, I would go for something with Leader and/or Controller, as we have only one of both, and those are the same person (Ain Soph Aur's character).
As we're lacking in distant power, I would advise taking one of the following:
A Controller based character would be a Guardian Druid//Wrathful Invoker. The Wisdom and Constitution both need make it a well-balance choice.
If you want a Controller and Leader an Invoker//Shaman would be good, as the key abilities overlap completely so you can choose which way to go with them.
But if you really like to go Striker I would advise taking a stealthy sniper one, so a Rogue//Warlock or a Ranger//Rogue (as you yourself planned on) would be good.
This is just advise though, go ahead and make whatever you want to. If you need any help you can always pm me, I have quite a chunk of experience with 4th Edition.
Well its not really a big deal if its all Strikers since most of you are doing Striker/Defender or some other combo, the party is rounded up nicely enough... you in particular landil are milking the system for all it has
Thank god whatever you guys can do, the enemies can as well
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I build the character first, optimization next. I'm actually working on some sayings he's going to use for each daily. This is going to be one of my favorite characters, I just know it
RIP Krensae Fluidtail: Sleep well with the fish
nope thats just plain unfun nah what i do is much much worst... Oni Brothers might have a second chance at TPK
Name: Eclipse
Race: Longtooth Shifter
Gender: Female
Class: Tempest Fighter / Two-Blade Ranger
Height:
Weight:
Level: 5
Alignment: Unaligned
Deity: (mainly) Bane, Melora
STR: 22 (+6) (19 base+2 racial +1 level)
CON: 15 (+2) (15 base)
DEX: 16 (+3) (16 base)
INT: 10 (+0) (10 base)
WIS: 17 (+3) (14 base+2 racial+1 level)
CHA: 10 (+0) (10 base)
Hit Points: 59
Bloodied: 29
Surge Value: 14
Surges/Day: 11
Speed: 6 squares
Initiative: +5
Armor Class: 20 (10 base+2 lvl+3 dex+3 armor+1 shield+1 enh)
Fortitude: 22 (10 base+2 lvl+3 class+6 str+1 enh)
Reflex: 18 (10 base+2 lvl+3 dex+1 class+1 shield+1 enh)
Will: 16 (10 base+2 lvl+3 wis +1 enh)
Crushing Surge - Invigorating, Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack (Str): +12 vs. AC
Hit: 1d8+10 damage, and you gain 2 temporary hit points.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Sure Strike - Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack (Str): +14 vs. AC
Hit: 1d8+4 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Twin Strike - Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One or two creatures
Attack (Str): +12 vs. AC and +13 vs. AC
Hit: 2x 1d8+4 damage. If both attacks hit one target, you deal an extra 1d6 damage to the target.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Longtooth Shifting - Healing
Minor Action; Personal
Requirement: You must be bloodied
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Distracting Spate - Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack (Str): +12 vs. AC
Hit: 2d8+10 damage, and the target grants combat advantage to you until the end of your next turn. If you’re wielding two melee weapons, the attack deals an extra 3 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Leonine Surge - Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack (Str): +12 vs. AC and +13 vs. AC
Hit: 2x 1d8+10 damage. If both attacks hit, the target is knocked prone and takes an extra 1d6+3 damage. If both attacks miss, you grant combat advantage to all enemies until the start of your next turn.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Two-Fanged Strike - Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack (Str): +12 vs. AC and +13 vs. AC
Hit: 2x 1d8+10 damage. If both attacks hit, you deal an extra 1d6+3 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Adaptive Assault - Martial, Weapon
Standard Action; Melee weapon
Target: One or two creatures
Attack (Str): +12 vs. AC and +13 vs. AC
Hit: 2x 1d8+10 damage. If both attacks hit the same target, the target takes an extra 1d6 damage and either ongoing 5 damage or is dazed (save ends either).
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Miss: Half damage.
Jaws of the Wolf - Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack (Str): +12 vs. AC and +13 vs. AC
Hit: 2x 2d8+10 damage. If both attacks hit one target, you deal an extra 1d6 damage to the target.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Miss: Half damage.
Two-Wolf Pounce - Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Special: You can shift 2 squares before making this attack.
Target: One creature
Attack (Str): +12 vs. AC and +13 vs. AC
Hit: 2d8+10 damage and 1d8+10 damage. If both attacks hit, you deal an extra 1d6 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.
Secondary Target: One creature
Secondary Attack (Str): +13 vs. AC
Secondary Hit: 2d8+4 damage.
Secondary Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
No Opening - Martial (Encounter)
Standard Action; Melee weapon
Trigger: An enemy attacks you and has combat advantage against you.
Target: Personal
Effect: Cancel the combat advantage you were about to grant to the attack.
Yield Ground - Martial (Encounter)
Immediate Reaction; Melee weapon
Trigger: An enemy damages you with a melee attack.
Target: Personal
Effect: You can shift 2 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Acrobatics: +9 (2 level+3 dex+5 trained-1 armor)
Arcana: +2 (2 level)
Athletics: +14 (2 level+6 str+5 trained+2 racial-1 armor)
Bluff: +2 (2 level)
Diplomacy: +2 (2 level)
Dungeoneering: +10 (2 level+3 wis+5 trained)
Endurance: +10 (2 level+2 con+5 trained+2 racial-1 armor)
Heal: +10 (2 level+3 wis+5 trained)
History: +2 (2 level)
Insight: +5 (2 level+3 wis)
Intimidate: +2 (2 level)
Nature: +10 (2 level+3 wis+5 trained)
Perception: +10 (2 level+3 wis+5 trained)
Religion: +2 (2 level)
Stealth: +4 (2 level+3 Dex-1 armor)
Streetwise: +2 (2 level)
Thievery: +4 (2 level+3 Dex-1 armor)
You gain an additional 5 hit points at each tier of play.
Two-Weapon Defense (bonus)
While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
Lethal Hunter (level 1)
The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s.
Power Attack (level 1)
When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting (level 2)
While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
Weapon Expertise: Heavy Blades (level 2)
You gain a +1 bonus to attack rolls with any weapon power you use with a heavy blade.
Weapon Focus: Heavy Blades (level 4)
You gain a +1 bonus to damage rolls with any weapon power you use with a heavy blade.
Longtooth Shifter:
• Ability Bonuses: +2 Strength, +2 Wisdom
• Size: Medium
• Vision: Low-light
• Languages: Common and Draconic
• Skill Bonuses: +2 Athletics, +2 Endurance
• Longtooth Shifting: You have the Longtooth Shifting power.
Tempest Fighter:
• Bonus to Defense: +2 Fortitude
• Combat Challenge:
Every time you attack an enemy, whether the attack hits or not, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target.
A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
• Combat Superiority:
You gain a +3 bonus to opportunity attacks. An enemy struck by your opportunity attack stops moving. If it still has actions remaining, it can use them to resume moving.
• Tempest Technique:
When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the off-hand property. You gain Two-Weapon Defense as a bonus feat.
You gain a +1 bonus to damage rolls with weapons when wielding two weapons. This increases to +2 for weapons that have the off-hand property.
Two-Blade Ranger:
• Bonus to Defense: +1 Fortitude, +1 Reflex
• Two-Blade Fighting Style:
You can wield a one-handed weapon in your off-hand as if it were an off-hand weapon.
In addition, you gain Toughness as a bonus feat.
• Hunter’s Quarry:
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you can deal 1d8 extra damage to your quarry.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
+1 Deathcut Hide Armor: (free level 5 item)
Bonus: +4 to AC
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily - Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 Necrotic damage to that enemy.
+1 Oath Scimitar: (free level 4 item)
Attack (Main hand, Str): +12
Hit: 1d8+10 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Power (Daily): Minor Action. Your next attack against a creature marked by you deals an extra 1d6 damage per plus.
+1 Oath Scimitar: (840 gp)
Attack (Off hand, Str): +13
Hit: 1d8+10 damage.
Critical: +1d6+1d8 damage, or +1d6+1d8+1d10 if the target is marked by you.
Power (Daily): Minor Action. Your next attack against a creature marked by you deals an extra 1d6 damage per plus.
Quickhit Bracers: (1000 gp)
Property: When using a power, if you hit one creature with both your main weapon and your off-hand weapon, deal an extra 1d6 damage to that creature.
Power (Daily): Minor Action. Use this power when you hit with both your main weapon and your off-hand weapon using one power. Make a melee basic attack with your off-hand weapon.
+1 Frostwolf Pelt: (840 gp)
Enhancement: +1 to Fortitude, Reflex and Will.
Property: You gain resist 5 cold
Power (Daily): Immediate Reaction. Trigger: An enemy adjacent to you hits you. Effect: The triggering enemy is knocked prone.
Modified Adventurer Kit: (15 gp)
• Backpack
• Flint and steel
• Belt pouch
• Rations
• Rope (50 ft.)
• Sunrods (2)
• Waterskin
Wealth:
• 90 gp
I would say Rogue or Warlock since we already have an avenger. But that just might be me liking to have everyone different @_@
RIP Krensae Fluidtail: Sleep well with the fish
And that concludes our sign ups awaiting on the sheets so the game can get going
PHB1: Fighter, Rogue, Ranger,Cleric,Paladin,Warlock,Wizard, Warlord (But its banned for this game)
PHB2: Barbarian, Warden, Shaman, Druid, Avenger, Invoker, Sorcerer, Bard
Also Available are: Swordsage from the Forgotten Realms Book, and Artificer from the Eberron Book.
I will see about getting you in contact with some of the product but it will depend on the capacity of my inbox.
RIP Krensae Fluidtail: Sleep well with the fish
All ready to go. I would help, but I'm actually a novice to 4E.
RIP Krensae Fluidtail: Sleep well with the fish
RIP Krensae Fluidtail: Sleep well with the fish
Were I to have primal power (I don't think its even out...is it?) There may be an urban variant in it.
RIP Krensae Fluidtail: Sleep well with the fish
As we're lacking in distant power, I would advise taking one of the following:
A Controller based character would be a Guardian Druid//Wrathful Invoker. The Wisdom and Constitution both need make it a well-balance choice.
If you want a Controller and Leader an Invoker//Shaman would be good, as the key abilities overlap completely so you can choose which way to go with them.
But if you really like to go Striker I would advise taking a stealthy sniper one, so a Rogue//Warlock or a Ranger//Rogue (as you yourself planned on) would be good.
This is just advise though, go ahead and make whatever you want to. If you need any help you can always pm me, I have quite a chunk of experience with 4th Edition.
Thank god whatever you guys can do, the enemies can as well