Character Sheet Thread

 
Amata, Shardmind Psion, Shard Disciple
Init +11 HP 77/77 Bloodied 38 Healing Surge 19 (0 used /8)
AC 22 Fort 19 Reflex 22 Will 24 Speed 6
Str 9 (-1) Con 14 (+2) Dex 12 (+1) Int 21 (+5) Wis 11 (0) Cha 21 (+5)
Betrayal
At-Will Augmentable, Charm, Implement, Psionic
Standard Action Ranged 12
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target 1 square to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier.

Augment 1
Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier.

Augment 2
Hit: You slide the target a number of squares equal to your Charisma modifier to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll and the damage roll equal to your Charisma modifier. The target is also dazed until the end of your next turn.
Betrayal,
Dishearten
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 12 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

Augment 1
Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.

Augment 2
Hit: 2d6 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
Dishearten,
Mind Break
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 12
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
Special: You can use this power unaugmented as a ranged basic attack.

Augment 1
Hit: As above, but the vulnerability equals 5. The target loses resistance to psychic damage until the end of your next turn.

Augment 2
Hit: 2d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to 5 + your Charisma modifier until the end of your next turn.
Mind Break,
Shard Swarm
Encounter Teleportation
Move Action Close burst 2
Target: Each enemy in burst
Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport your speed.
Shard Swarm,
Send Thoughts
Encounter Psionic
Free Action Ranged 20
Target: One creature that shares a language with
you.
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.
Send Thoughts,
Distract
Encounter Psionic
Minor Action Ranged 10
Target: One creature
Level 11: One or two creatures
Level 21: One, two, or three creatures
Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Distract,
Telepathic Projection
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 12
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and the target is subject to your telepathic projection (save ends). While the target is affected by your telepathic projection, when you start your turn, the target makes a melee basic attack as a free action against a target you choose.
Miss: Half damage, and the target makes a melee basic attack against a random creature. If this attack targets one of your allies, the target takes a -2 penalty to the attack roll.
Telepathic Projection,
Hypnotic Pulse
Daily Implement, Psionic, Psychic
Standard Action Area burst 1 within 12 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed (save ends).
Miss: The target is dazed until the end of your next turn.
Hypnotic Pulse,
Mind Blast
Daily Implement, Psionic
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: The target is stunned (save ends).
Miss: The target is dazed until the end of your next turn.
Mind Blast,
Irruption of the Living Gate
Encounter Implement, Psionic, Zone
Standard Action Area burst 1 within 12 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies.

Augment 2
Keyword: This power gains the teleportation keyword.
Area: burst 2 within 12 squares
Effect: As above, and while the zone persists, you can teleport to a square within it as a move action.
Irruption of the Living Gate,
Intellect Leech
Daily Psionic
Minor Action Ranged 20
Target: One creature
Effect: Until the end of the encounter, whenever the target takes psychic damage while within 10 squares of you, you gain temporary hit points equal to 5 + your Charisma modifier.
Intellect Leech,
Insightful Warning
Encounter
Immediate Interrupt Personal
Trigger: A creature you can see makes an attack roll for an area or a close attack that includes you as a target
Effect: You and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it.
Insightful Warning,
Intellect Fortress
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier.
Intellect Fortress,
Recrystallize
Daily Healing, Psionic, Teleportation
No Action Personal
Trigger: You drop to 0 hit points or fewer
Effect: You spend a healing surge and then teleport 10 squares.
Recrystallize

Magic Items:
Shimmering Cloth Armor +2
You do not provoke opportunity attacks when you make ranged or area attacks.
Shimmering Cloth Armor +2,
Amulet of Seduction
Property: You gain a +2 item bonus to Bluff and Diplomacy checks.
Property: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.
Power (Daily * Charm): Standard Action. Make an attack: Close burst 1; one creature in burst; Charisma + the amulet’s enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends.
Amulet of Seduction,
Acrobat Boots
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.
Acrobat Boots,
Gem of Colloquy (Draconic)
Item Slot: Head
Property: Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem’s creation.
Gem of Colloquy (Draconic),
Hedge Wizard's Gloves
Power (At-Will • Arcane, Conjuration): Standard Action. As the wizard’s mage hand power.
Power (At-Will • Arcane): Standard Action. As the wizard’s prestidigitation power.
Hedge Wizard's Gloves,
Delver's Light
Prerequisite: (embedded component)
Requirement: You must have the living construct racial trait to use this item.
Power (At-Will): Free Action. The delver’s light sheds dim light to a radius of 20 squares.
Power (At-Will): Free Action. The delver’s light sheds bright light to a radius of 20 squares.
Power (At-Will): Free Action. The delver’s light sheds no light.
Delver's Light

Feats:
Crystalline Auger
Benefit: Your attacks ignore the first 5 points of psychic resistance. This increases to 10 points at 11th level, and to 15 points at 21st level.
Crystalline Auger,
Psychic Lock
Any target you hit with a power that has the psychic keyword takes a -2 penalty to its next attack roll.
Psychic Lock,
Aberrant Mark of Madness
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to Will until the end of the encounter.
Aberrant Mark of Madness,
Staff Expertise
You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.
Staff Expertise

Rituals Known:
Sending, Enchant Magic Item, Wizard's Curtain, Transfer Enchantment, Disenchant Magic Item, Silence, Comprehend Language, Seek Rumor, Fool's Gold

Notes Resist 10 Psychic (Race)
Does not eat, breathe, or sleep, trances for 4 hours (Race)
Use Intelligence for starting HP (Background: Auspicious Birth)

Looks good. My only issue here is that the yellow font is hard as all Hell to read.

Quote:
Originally Posted by DannoE View Post
Looks good. My only issue here is that the yellow font is hard as all Hell to read.
That's an easy fix, I'll change the tags to be another color.

EDIT: Done. That's actually a lot nicer than it was; I'll have to do blue from now on.

A couple of would-be NPCs. You guys can decide which one you want, or use Thor as a Companion Character. I may also make one for the black dragonborn from Typhon, but he'll likely also be a Warlock (Fey Pact). And honestly, I don't want to waste the time if you guys don't want to travel with the dude.

Sir Willem Johanson Yakovson, Human Warlock (Star Pact), Spellscarred Savant
Init +7 HP 83/83 Bloodied 41 Healing Surge 20 ( used /)
AC 22 Fort 23 Reflex 22 Will 21 Speed 6
Str 10 (0) Con 21 (+5) Dex 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 14 (+2)
Dire Radiance
At-Will * Arcane, Fear, Implement, Radiant
Standard Action -- Ranged 10

Target: One creature

Attack: Constitution vs. Fortitude

Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage.
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.
Dire Radiance,
Hand of Blight
At-Will * Arcane, Implement, Necrotic, Psychic
Standard Action -- Melee touch or Ranged 10

Target: One creature

Attack: Charisma or Constitution vs. Fortitude

Hit: 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage.
Hand of Blight,
Eldritch Strike
At-Will * Arcane, Weapon
Standard Action -- Melee weapon

Target: One creature

Attack: Charisma or Constitution vs. AC

Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square.
Increase damage to 2[W] + Charisma or Constitution modifier at 21st level.

Special: When you take this power, you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. This choice remains throughout the character’s life.
This power counts as a melee basic attack. You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature.
Eldritch Strike,
Arms of Hadar
Encounter * Arcane, Implement
Standard Action -- Close burst 2

Target: Each creature in burst

Attack: Constitution vs. Reflex

Hit: 1d8 + Constitution modifier damage, and you push the target 2 squares.

Star Pact: You push the target a number of squares equal to 1 + your Intelligence modifier.
Arms of Hadar,
The Lash's Bite
Daily * Arcane, Implement, Psychic
Standard Action -- Ranged 10

Target: One enemy

Attack: Constitution vs. Will

Hit: 3d10 + Constitution modifier psychic damage, and the target loses all immunities and resistances (save ends).

Infernal Pact: The target takes a -2 penalty to the first saving throw against this effect.

Miss: By choosing to take psychic damage equal to 5 + onehalf your level, you do not expend this power and you gain a +4 power bonus to the attack roll with this power against the same target before the end of your next turn. You cannot reduce the damage you take in any way.
The Lash's Bite,
Assassin's Bane
Daily * Arcane, Zone
Minor Action -- Close burst 3

Effect: The burst creates a zone that lasts until the end of your next turn. Enemies within the zone cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Sustain Minor: The zone persists.
Assassin's Bane,
Frigid Darkness
Encounter * Arcane, Cold, Fear, Implement
Standard Action -- Ranged 10

Target: One creature

Attack: Constitution vs. Fortitude

Hit: 2d8 + Constitution modifier cold damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Star Pact: The target takes a penalty to AC equal to your Intelligence modifier until the end of your next turn.
Frigid Darkness,
Hellsworn Blessing
Daily * Arcane, Polymorph
Standard Action -- Melee touch

Target: One willing ally

Effect: The target assumes the form of a hellsworn until the end of the encounter or until you dismiss the effect as a minor action. While in this form, the target gains darkvision, gains a +2 power bonus to attack rolls, and deals 2d8 extra fire damage with melee attacks.

Infernal Pact: The target also gains resist fire equal to 5 + one-half your level.
Hellsworn Blessing,
Shrouding Gloom
Encounter
Minor Action -- Personal

Requirement: You must have cover or concealment.

Effect: You make a Stealth check.
Shrouding Gloom,
Reach of the Doomed
Encounter * Arcane, Poison, Weapon
Standard Action -- Melee weapon (reach 3)

Primary Target: One creature

Primary Attack: Strength vs. AC, Dexterity vs. AC, or Constitution vs. AC

Hit: 2[W] + Strength, Dexterity, or Constitution damage. You can spend a healing surge to make a secondary attack against the target.

Secondary Attack: Strength vs. Fortitude, Dexterity vs. Fortitude, or Constitution vs. Fortitude

Hit: 2d10 poison damage, and the target is dazed until the end of your next turn.
Reach of the Doomed,
Feast of Souls
Daily * Arcane, Implement, Psychic, Zone
Standard Action -- Area burst 1 within 10 squares

Target: Each creature in burst

Attack: Constitution vs. Will

Hit: 1d8 + Constitution modifier psychic damage, and the target is dazed (save ends).

Effect: The burst creates a zone of hungry spirits that lasts until the end of your next turn. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 1d8 + your Constitution modifier cold damage. As a move action, you can move the zone 2 squares.

Sustain Minor: The zone persists.
Feast of Souls,
Scar of the Blue Wings
Encounter * Arcane
Move Action -- Personal

Effect: You gain a fly speed of twice your speed for this move action.
Scar of the Blue Wings,
Venomous Bloodfang
Encounter * Arcane, Necrotic, Weapon
Standard Action -- Melee weapon

Target: One creature

Attack: Strength vs. AC, Dexterity vs. AC, or Constitution vs. AC

Hit: 1[W] + Strength, Dexterity, or Constitution damage + 2d6 necrotic damage. You regain hit points equal to twice the necrotic damage you dealt.
Venomous Bloodfang,
Bracers of Mighty Striking
Level: 2
Price: 520 gp
Item Slot: Arms

Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Bracers of Mighty Striking,
Dread Nightshade
Level: 15
Price: 1,000 gp
Reagent
Power (Consumable): Free Action. Expend this reagent when you use a power with the poison keyword of up to 7th level. Roll twice for the power’s attack roll and take the better of the two results.
Dread Nightshade,
Veterans Leather Armor +2
Level: 7
Price: 2,600 gp
Armor: Any
Enhancement: +2 AC

Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
Veterans Leather Armor +2,
Rod of Feythorns +3
Level: 12
Price: 13,000 gp
Implement (Rod)
Enhancement: +3 attack rolls and damage rolls
Critical: +3d8 poison damage
Property: When you place a Warlock’s Curse upon a target, that target loses resist poison (save ends).
Rod of Feythorns +3,
Sacrificial Bastard Sword +3
Level: 11
Price: 9,000 gp
Weapon: Any melee
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 damage
Power (Daily): Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.
Sacrificial Bastard Sword +3,
Periapt of Cascading Health +2
Level: 10
Price: 5,000 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Encounter): Minor Action. You end one condition that a save can end.
Periapt of Cascading Health +2
Notes
- Student of the Plague: Sight of the Unseen- You have darkvision extending 1 square in all directions that you can turn on and off at will.

- Killing Curse - Use d8s to figure Warlock's Curse damage

- Ulban's Flare - When you hit a creature with dire radiance and you have concealment or total concealment from that target, the target takes 2 extra damage and a -2 penalty to attack rolls until the end of your next turn. The extra damage increases to 4 at 11th level and to 6 at 21st level.

- Twofold Curse - Can curse the two nearest enemies as a single action

***
Plague Familiarity (11th level): You no longer take a -2 penalty to all defenses and saving throws against the Spellplague and plaguechanged or spellscarred creatures. Instead, you gain a +2 bonus to all defenses and saving throws against them.

Plague Mastery (11th level): This paragon path acts as a paragon path for spellscarred multiclassing. At 11th level, choose a spellscarred encounter attack power of level 7 or lower.
At 12th level, you gain the spellfire healing power.
At 20th level, choose a spellscarred daily attack power of level 19 or lower.

Spellfire Action (11th level): Instead of taking an extra action when you spend an action point, you can regain one spellscarred encounter power you have already used.
***

Sark Fitz-Obould, Half-Orc Ranger, Horizon Walker
Init +10 HP 76/76 Bloodied 38 Healing Surge 19 (0 used /8)
AC 25 Fort 22 Reflex 23 Will 20 Speed 6
Str 18 (+4) Con 14 (+2) Dex 21 (+5) Int 9 (-1) Wis 16 (+3) Cha 11 (0)
Hunters Teamwork
At-Will * Martial, Weapon
Standard Action -- Ranged weapon

Target: One creature

Attack: Dexterity vs. AC. If two or more allies are adjacent to the target, you gain combat advantage against the target with the attack.

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Hunters Teamwork,
Fading Strike
At-Will * Martial, Weapon
Standard Action -- Melee or Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and you shift 2 squares to a square that is not adjacent to the target.
Level 21: 2[W] + Dexterity modifier damage.
Fading Strike,
Skirmish Shot
Encounter * Martial, Weapon
Standard Action -- Ranged weapon

Effect: Before the attack, you move your speed.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.
Skirmish Shot,
Skirmish Stance
Daily * Martial, Stance
Minor Action -- Personal

Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.
Skirmish Stance,
Far Sight
Encounter
Minor Action Personal

Effect: Until the end of your next turn, your ranged weapon attack rolls take no penalty from long range, and they ignore cover and concealment, but not superior cover or total concealment.
Far Sight,
Paired Predators
Encounter * Beast, Martial, Weapon
Standard Action -- Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: Your beast companion can make a melee basic attack against a target within its reach as a free action.

Beast: If your companion is a boar, a lizard, or a wolf, the attacks deal extra damage equal to your Wisdom modifier.
Paired Predators,
Splintering Shot
Daily * Martial, Weapon
Standard Action -- Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.

Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
Splintering Shot,
Eyes of the Deep Delver
Encounter
Minor Action -- Personal

Effect: You gain blindsight 10 until the end of your next turn.
Eyes of the Deep Delver,
Finishing Cut
Encounter * Martial, Weapon
Standard Action -- Melee weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage. If the target is bloodied or prone, the attack deals 2[W] extra damage.
Finishing Cut,
Marked for Death
Daily * Martial, Reliable, Weapon
Standard Action -- Melee or Ranged weapon

Target: One creature designated as your quarry

Attack: Strength (melee) or Dexterity (ranged) vs. AC

Hit: 3[W] + Strength modifier (melee) or 3[W] + Dexterity modifier (ranged) damage, and you mark the target until the end of your next turn. Until the end of the encounter, your Hunter’s Quarry deals two extra dice of Hunter’s Quarry damage against the target.
Marked for Death,
Padfoot Advance
Encounter * Martial
Free Action -- Personal

Effect: Until the end of your turn, you don’t take a penalty to Stealth checks for moving, and if you don’t hit with an attack while you are hidden, you remain hidden.
Padfoot Advance,
Worldly Strike
Encounter * Arcane, Weapon
Standard Action -- Melee or Ranged weapon

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged). If the target has an origin other than natural, the attack deals extra damage equal to your Wisdom modifier, and the target is dazed until the start of your next turn.
Worldly Strike,
Deathcap Spores
Level: 12
Price: 500 gp
Alchemical Item
Power (Consumable • Poison): Standard Action. Make an attack: Area burst 1 within 10; +15 vs. Fortitude; 2d8 poison damage, and ongoing 5 poison damage (save ends).
Deathcap Spores,
Cape of the Mountbank +2
Level: 10
Price: 5,000 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
Cape of the Mountbank +2,
Boltshard Hand Crossbow +3
Level: 12
Price: 13,000 gp
Weapon: Crossbow
Enhancement: +3 attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Standard. Make a ranged basic attack using this crossbow against each creature in a close blast 3.
Boltshard Hand Crossbow +3,
Dynamic Longsword +3
Level: 11
Price: 9,000 gp
Weapon: Any melee
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 damage
Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.
Dynamic Longsword +3,
Boots of the Fencing Master
Level: 7
Price: 2,600 gp
Item Slot: Feet

Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
Boots of the Fencing Master
Notes Feats:
- Versatile Expertise: +1 to ATK rolls with Crossbows & Heavy Blades. +2 @ 15th Lvl. +3 @ 25th Lvl.

- Sneak of Shadows: You gain training in the Thievery skill.ccOnce per encounter, you can use the rogue’s Sneak Attack class feature.

- Two-Fisted Shooter: You can treat the hand crossbow as an off-hand weapon, and you can reload it one-handed as a free action. When you score a critical hit and have a hand crossbow in your off hand, you can make a ranged basic attack with that weapon.

- Lethal Hunter: Use d8's for Hunter's Quarry damage.

- Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

- Weapon Focus (Crossbow): You gain +1 per tier to damage with crossbows.

- Secret Stride: You don’t take the –5 penalty to Stealth checks for moving more than 2 squares.

***
Class Features:
- Running Attack: If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.
Attached Images
File Type: jpg Thor_Companion_Char.jpg (87.8 KB, 0 views)







Feats
Brutal Shroud
Whenever you make the damage rolls for your assassin’s shroud, reroll each die that shows a 1 until it shows a different number.
Brutal Shroud
Don’t Count Me Out
While you are bloodied, you gain +2 feat bonus to saving throws against effects that IMMOBILIZE, DAZE, STUN, or WEAKEN you. Increase this bonus to +3 if you have the Human Perseverance feat.
Don’t Count Me Out
Destructive Wizardry
When you use an arcane attack power and hit 2 or more creatures, you gain a +2 bonus to that power’s damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.
Destructive Wizardry
Far Spell
If a wizard power has a range of 10 squares or fewer, increase the power’s normal range by 2 squares. If a wizard power has a range of 11-20 squares, increase the power’s normal range by 5 squares. This also applies to area powers, so an area burst 1 within 10 becomes area burst 1 within 12.
Far Spell
Hybrid Talent: Bleak Disciple
When you hit a unbloodied target with an assassin attack power or assassin paragon path power, you gain 3 temporary hit points.
Hybrid Talent: Bleak Disciple
Human ResolveHeroic Tier
Prerequisite: Human
Benefit: Whenever you spend an action point to make an attack, you gain temporary hit points equal to 3 + your Charisma modifier.
Human Resolve
Frantic Recovery Heroic Tier
Prerequisite: Human
Benefit: When you spend an action point to gain an extra action, until the end of your turn, you can use your second wind as a minor action.
Frantic Recovery
Armor Proficiency: Leather Proficient with Leather Armor.
Armor Proficiency: Leather
Killer's Insight Benefit: Once per encounter when you use assassin’s shroud, you can subject the target to two shrouds instead of one.
Killer's Insight

Action Point ContentsGain 7 Temp hit points (Feat: Human Resolve)
Until the end of your next turn you can use your Second Wind as a MINOR action (Feat: Frantic Recovery)
Action Point Bonuses

Deep-pocket Cloak Contents
1 - Primal Element
2 - Tanglefoot Bags
2 - Salve of Slipperiness
2 – Ghoststrike Oil
1 – Flambane Bomb
2 – Flashbag Powder
2 – Lockburst Chalk
4 – Clockwork Bomb

Thieves Tools
Spellbook
Ritual Book
2 – sunrods
Handcrossbow
Crossbow bolts
Rations
50’ rope
Waterskin
Deep-pocket Cloak Contents

Interesting build. Reminds me of the main character in the The Godcatcher. I'll be anxious to see how it looks when you get it finished.

Quote:
Originally Posted by DannoE View Post
Interesting build. Reminds me of the main character in the The Godcatcher. I'll be anxious to see how it looks when you get it finished.
Wait to you see what I spent my money on! Working on it between directing children to clean rooms!

...Yeah that's certainly interesting. I honestly do not know what to make of it yet, but I can tell you it never would have occurred to me...

I'm surprised you didn't go with the Wizard (Wand of Accuracy)/Rogue (Stealth) combo. In fairness, though, I'm personally partial to the Orb (Illusionist) build, too. My favorite character is a Human Illusionist (Wizard of the Spiral Tower) named Boone.

Have you chosen a PP yet?




 

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