作者 主题: 真 小黑屋  (阅读 18202 次)

副标题: 坑团兼开团帖XD

离线 水银

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真 小黑屋
« 于: 2009-02-09, 周一 02:43:21 »
鉴于现在周日早上的团没人,重开个小黑屋团。仍然是4e maptool团,这次不定时间,QQ/msn/skype联系,到了足够的人就开,每周次数不定。
等级商量完毕,16级,起始资金255540gp,自行购买魔法物品,不可购>19级。
大家车卡。仍然继续接受报名。
« 上次编辑: 2009-02-09, 周一 04:36:37 由 水银 »

离线 libraholy

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真 小黑屋
« 回帖 #1 于: 2009-02-09, 周一 02:51:09 »
种族:影灵   阵营:无 信仰:Amaunator
体型:中     性别:男 语言:通用语
职业等级:19
PARAGON PATHS:morning lord
××××××××××××××××××××××××××××××××××××××××××××××××××××××××××


****************************************************************************
购点属性:
力量 21 (+5等级)
敏捷 13 (+1等级+2种族)
体质 13 (+1等级)
智力 11 (+1等级+2种族)
感知 21 (+5等级)
魅力 13 (+1等级)

****************************************************************************
HP 120/60
Healing Surge +30
Healing Surge 8次+2
Initiative +10(+9等级+1敏捷)
Speed5
Passive Perception ??
Vision: darkvision
****************************************************************************
Defenses
防御等级 32(10+9等级, +13盔甲)
强韧 31(10+9等级, +5属性,+2专长+3增强+2armor)
反射 25(10+9等级, +1属性,+2盾牌+3增强)
意志 31(10+9等级, +5属性,+2专长+3增强+2职业)

****************************************************************************
healing word+4d6+1d6+3+5

Channel Divinity:
   Divinity Fortune(+1 AB to next ATT roll or sv)
   Trun Undead(+18 vs will,5d10+9 dam)
   Power of Amaunator(add 1d10 radint)
****************************************************************************
morning lord

Militant Dawn (11th level): When you use any
channel divinity power, you can also choose an enemy
within 5 squares of you to take radiant damage equal
to your Charisma modifier.

Unflagging Energy (11th level): When you
spend an action point to take an extra action to make
an attack, that attack is a critical hit on a roll of 18 or
higher

Burning Radiance (16th level): Whenever you
hit with a power that has the radiant keyword, the
target gains vulnerability 10 to radiant damage until
the end of your next turn.

****************************************************************************
At Will Power:
Rightous Brand(ATT:+23 vs AC DAM:1d12+15+10VA  RADIANT,+5AB)
Sacred Flame(ATT:+20 vs ref  DAM:1d6+9+10VA   RADIANT,+9THP/sv)

****************************************************************************
Encounter Power

Wild Strike(+23 vs AC,4d12+15+10VA,charge)--without healing keyword
Inspiring Strike(+23 vs AC,2d12+15+10VA,you or a ally regains 26+1d6)
pure Glow(+20 vs will,2d8+9+10VA,20radiant)--withour healing keyword
Healing strike(+23 vs AC,2d12+15+10VA,target marked,1 ally can spend a HS )


****************************************************************************
Daily Power
consecreted cround(1d6+5+10VA radiant dam,bloodied ally +6hp+1d6/turn)

quicksliver stance

Knight pf Glory(+20 vs AC,3d10+9,conjuration)
****************************************************************************
Utility power

mARYTR'S BLESS
Dcine Vigor(regain use of second wind)
mass cure light wounds(hs+10+1d6)
rising sun(ally regain 15HP+1d6,sustain bloodied ally regain 10HP+1d6,CB 5)
Divine armor(+2 power AC,all ally +5 resit untill encounter ends,close 3)
****************************************************************************
skill
religion ,Insight ,Heal ,History
****************************************************************************
Feat
novice power(wild strike)
weapon prof.(heavy blade)
weapon foucs(fullbalde)
durable
Armor prof(scale)
student of the sword




adpet power(Defender's Gambit)
Ghostly Rejuvenation
geart fortitude
iron will
武器专精(heavy blade)
****************************************************************************
Gear 324/15.3K
Armor:Bloodiron scale +4 lv18 85K
      +2 item AC against target on a hit

Weapon: sunblade(fullblade)/lv19 105k
              magic holysimble +4

Arm:Iron Armbands of Power LV16 45K
        +4 item dam to melee ATT

Feet: Feystep Lacings lv12 13K
      TP 5S/DAY
Hands:Gloves of the Healer lv12 13k
      Extra 1d6 HP with healing key word

Head:

Neck:Healer’s Brooch +4 lv19 13k
      +4 on regain HP

Rings:War 
     
      Ring of Protection Level17/65k
      +1sv,+2 to single defense/day
      
Waist:Healer’s Sash lv11 9K
      +1 HS/encouter
Wondrous Items: Power Jewel
                regain 1 encounter power/day

                 salve of power*3=15k
Potions:
« 上次编辑: 2009-03-14, 周六 03:02:42 由 libraholy »

离线 suez

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真 小黑屋
« 回帖 #2 于: 2009-02-09, 周一 02:52:18 »
弗兰德拉(Valandra),人类法师,Lv 19
5英尺9英寸,138磅,中体型,速度6,无信仰,普通视觉,无阵营,使用通用语、精灵语
生命:94  复原力:23  每日复原力次数:10
先攻:+15  行动点:1
力量9,体质12,敏捷11,智力25,感知18,魅力13
AC32, Fort25, Ref36, Will32
SAVE: item1+feat1+2(AP)=4
+2 to saving throws when you have no action points remaining
A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.

AC:10+9lvl+7int+2armor+4enh=32
强韧:10+9lvl+1con+4enh+1racial=25
反射:10+9lvl+7int+1+2armor+4enh+2feat+1racial=36
意志:10+9lvl+4wis+4enh+2wizard+2feat+1racial=32
-SV:head2(will)+feat2=4

基础近战:- 伤害:-
基础远程:+22 vs ref (Magic Missile) 伤害:2D4+11
专长:Armor Proficiency (Leather), Acolyte Power, Durable, Quick Draw, Human Perseverance, Initiate of the Faith; Spell Focus, Iron Will, Lightning Reflexes, War Wizardry, Stubborn Survivor, Implement Expertise (orb)
Arcane Implement Mastery: Orb of Imposition

Healing Word Cleric Feature
Encounter (Special) · Divine, Healing
Special: Multiclass Cleric: Once per day
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6
at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
21st level, and 6d6 at 26th level.

Paragon Path: Divine Oracle
Path Features
Foresight (11th level): You and each ally within 5
squares of you can’t be surprised. Also, you roll twice
when making an initiative check; use whichever roll
you like.
Prophetic Action (11th level): When you spend
an action point to take an extra action, you also gain
an extra move action that you can use during another
turn later in this encounter.
Terrifying Insight (16th level): Whenever you
make an attack against Will, you can roll twice and
use the higher result. If the attack misses, you are
dazed until the end of your next turn.

POWERS (3/4/3/5)
【At-Will】
Magic Missile Wizard Attack 1
At-Will · Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When
a power allows you to make a ranged basic attack, you can
use this power.

Thunderwave Wizard Attack 1
At-Will · Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will · Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
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.
Increase damage to 2d6 + Intelligence modifier at 21st level.

【Encounter】
Prismatic Burst Wizard Attack 13
You lob a fist-sized orb of pulsating white light some distance
away, blasting creatures in the area with rays of multicolored
light.
Encounter · Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the
target is blinded until the end of your next turn.

Crushing Titan's Fist Wizard Attack 17
Encounter · Arcane, Force, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier force damage, and the target
is immobilized until the end of your next turn.
Effect: Entering a square within the power’s area costs 4 extra
squares of movement. This effect ends at the end of your
next turn, and you can dismiss it as a minor action.

Enemies Abound Wizard Attack 7
You weave a veil of illusion over the eyes your enemies, causing them to view their allies as threats.
Encounter · Arcane, Illusion, Implement
Standard Action Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.

Prophecy of Doom Divine Oracle Attack 11
You predict dire results for your enemy.
Encounter · Divine
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can
choose to make the attack a critical hit. This power lasts
until the end of your next turn or until you or an ally uses
it to make an attack a critical hit.


【Daily】 (今日准备:Sleep, Evard’s Black Tentacles, Prismatic Beams)
Sleep, Wall of Ice
Fireball, Stinking Cloud
Evard’s Black Tentacles, Ice Storm

Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily · Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).

Evard’s Black Tentacles Wizard Attack 19
Wriggling, ebon tentacles of necrotic energy erupt from the
ground, grasping toward every creature within reach.
Daily · Arcane, Implement, Necrotic, Zone
Standard Action Area burst 4 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage, and the
target is immobilized (save ends).
Effect: The burst creates a zone of difficult terrain that lasts
until the end of your next turn.
Sustain Minor: When you sustain the power, repeat the
attack against any creature within the zone that is not
immobilized, and deal 1d10 necrotic damage to creatures
that are immobilized.

Prismatic Beams Wizard Attack 15
Scintillating beams of rainbow-colored light spring from your
outstretched hand, affecting your foes in unpredictable ways.
Daily · Arcane, Fire, Implement, Poison
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense,
the target takes 2d6 + Intelligence modifier poison
damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the
target takes 2d6 + Intelligence modifier fire damage, and
ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the
target is dazed (save ends).
Special: You make only one attack per target, but compare
that attack result against all three defenses. A target might
be subject to any, all, or none of the effects depending on
how many of its defenses were hit. The target must make a
saving throw against each ongoing effect separately.


【Utility】 (今日准备:Shield, Dimension Door, Blur, Good Omens, Divine Armor)
Shield, Feather Fall
Dimension Door, Dispel Magic
Blur, Arcane Gate
Good Omens
Divine Armor, Displacement

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs
into existence, protecting you against imminent attacks.
Encounter · Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense
until the end of your next turn.

Dimension Door Wizard Utility 6
You trace the outline of a doorway in front of you, step through
the portal, and reappear somewhere else nearby.
Daily · Arcane, Teleportation
Move Action Personal
Effect: Teleport 10 squares. You can’t take other creatures
with you.

Blur Wizard Utility 10
You cloak yourself with a shimmering aura, making your outline
almost impossible to discern.
Daily · Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power
bonus to all defenses, and enemies 5 or more squares
away from you cannot see you.

Good Omens Divine Oracle Utility 12
You peer into the future and predict good fortune for you and
your allies.
Daily · Divine
Standard Action Ranged 10
Targets: You and each ally in range
Effect: The targets gain a +5 power bonus to all d20 rolls
until the end of your next turn, but the targets cannot
score critical hits while this power is in effect.

Divine Armor Cleric Utility 16
As you mutter a fervent prayer, the power of your god encases
you and healing motes of silver light surround you and all nearby
allies.
Daily · Divine, Healing
Standard Action Close burst 3
Targets: You and each ally in burst
Effect: You gain a +2 power bonus to AC, and all targets
gain resist 5 to all damage until the end of the encounter.


【Ritual】
Animal Messenger, Comprehend Language, Tenser's Floating Disk
Hand of Fate, Brew Potion
Raise Dead, Remove Affliction
Consult Mystic Sages, Shadow Bridge


Key Skill   Ability  Trained  Bonus
Acrobatics   Dex          9
Arcana     Int    Y     21
Athletics    Str          8
Bluff      Cha         10
Diplomacy    Cha         10
Dungeoneering  Wis    Y     18
Endurance    Con          10
Heal      Wis          13
History     Int    Y     21
Insight     Wis    Y     18
Intimidate   Cha         10
Nature     Wis    Y     18
Perception   Wis          13
Religion    Int    Y     21
Stealth     Dex          9
Streetwise   Cha         10
Thievery    Dex          9


WEAPON:
Orb of Unlucky Exchanges
Lvl 18 +4 85,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when you hit
a target with an attack with this implement. One effect
affecting you or an ally within 5 squares of you ends. The
target gains that effect with the same duration.

Orb of Karmic Resonance(携带)
Lvl 13 +3 17,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when an
enemy succeeds on a saving throw. Choose one of the
following effects:
· End an effect or condition currently affecting you or
one ally within 5 squares of you.
· The enemy’s saving throw fails instead of succeeding.
Regardless of your choice, your next saving throw made
in this encounter also fails.

Orb of Inescapable Consequences(携带)
Lvl 8 +2 3,400 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when an attack
with this orb misses its target. The target is affected by
any conditions or effects of the attack as if the attack
had hit.

Orb of Impenetrable Escape(携带)
This murky orb reflects the visage of your enemy suffering from
an ongoing barrage of conditions and afflictions.
Lvl 6 +2 1,800 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when a
creature makes a save against one of your powers. It
rerolls its saving throw and must take the new result.

ARMOR:
Feytouched Armor
Materials from the Feywild are worked into this armor,
improving your reflexes and allowing you to disappear briefly.
Lvl 17 +4 65,000 gp
Armor: Leather, Snakeskin armor (+2 Ref)
Enhancement: AC
Property: Gain an item bonus to initiative checks equal to
the armor’s enhancement bonus.
Power (Encounter · Illusion): Standard Action. You become
invisible until the end of your next turn.

ARM:
Bracers of Bold Maneuvering
Lvl 8 3,400 gp
Item Slot: Arms
Power (Encounter): Minor Action. Gain a +4 power bonus
to AC against opportunity attacks until the end of your
next turn.

FEET:
Boots of Quickness
Lvl 8 3,400 gp
Item Slot: Feet
Property: Gain a +1 bonus to Reflex defense.

HANDS:
Gloves of Piercing
Item Slot: Hands 680 gp
Power (Daily): Minor Action. Until the end of the encounter,
your attacks ignore any resistance of 10 or lower.

Shadowfell Gloves(携带)
Lvl 6 1,800 gp
Item Slot: Hands
Power (Daily · Necrotic): Minor Action. Change the damage
type dealt by the next arcane power you use to necrotic.
Add 1d6 to the damage dealt by that power (if any).

HEAD:
Phrenic Crown
Lvl 17 65,000 gp
Item Slot: Head
Property: When you use a power against Will defense,
the target (or targets) takes a –1 penalty to saving throws
against any ongoing effect of that power.
Level 17: –2 penalty.

NECK:
Cloak of Distortion
Lvl 19 +4 105,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.

Cloak of the Chirurgeon *2 = 1360(携带)
This garment gives you the confidence and knowledge to
assuage an ally’s pain.
Lvl 3 +1 680 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain an item bonus to Heal checks equal to the
enhancement bonus of this cloak.
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.

RINGS:
Ring of Protection
Item Slot: Ring 65,000 gp
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.

Iron Ring of the Dwarf Lords
Item Slot: Ring 21,000 gp
Property: Gain one healing surge.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by a power that has a pull, a push, or a
slide effect. You negate the forced movement.
If you’ve reached at least one milestone today, you also
gain immunity to pull, push, and slide effects (unless you
are willing to be moved) until the end of your next turn.

WAIST:
Healer's Sash *3 = 27000
With this white homespun wrap, you can keep your allies going
long after they have exhausted their healing resources.
Lvl 11 9,000 gp
Item Slot: Waist
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter · Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.

WONDEROUS:
Salve of Power
Wondrous Item 5,000 gp
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.

Solitaire (Cinnabar)
This jagged red crystal boosts your resilience when you hit your
foes hard.
Wondrous Item 1,800 gp
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.

Glowstone *3 = 600
Other Consumable 200 gp
Property: A glowstone radiates dim light in a 2-square radius.
Power (Consumable · Radiant, Zone): Standard Action.
Use the glowstone to creates a zone of bright illumination
in an area burst 2 within 5 squares of you. Any undead
creature that is vulnerable to radiant damage that enters
or starts its turn within the zone is affected as if it had
taken radiant damage. For example, a skeleton that has
vulnerable 5 radiant takes 5 radiant damage if it enters
or starts its turn in the zone. The zone remains until the
end of the encounter or for 5 minutes, whichever comes
first. Using this power turns the glowstone to dust.

Everlasting Provisions
This plain basket radiates delicious smells.
Wondrous Item 840 gp
Property: After an extended rest, you open the basket,
creating enough food and water to feed five Medium or
Small creatures (or one Large creature) for 24 hours.

Restful Bedroll Level 1
An extended rest in this magic bedroll grants you extra vitality.
Wondrous Item 360 gp
Power (Daily): Standard Action. Use this power when you
complete an extended rest in the restful bedroll. Gain 1d8
temporary hit points that last until you take another rest
(short or extended).

Bag of Holding Level 5
This item appears to be a simple sack of brown canvas.
Wondrous Item 1,000 gp
Property: This bag can hold up to 200 pounds in weight or
20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.

Potion of vitality *3 = 3000

冒险者工具包,蜡烛*10,扁瓶*10,粉笔*10,缝衣针,哨子,空麻袋x2,肥皂1磅,钢面小镜,宗教材料470G,自然材料760G,奥术材料155G = 1500

结余:76940
« 上次编辑: 2009-03-14, 周六 02:54:43 由 suez »
Brilliant dark

离线 aland

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真 小黑屋
« 回帖 #3 于: 2009-02-09, 周一 03:05:58 »
元素人剑法兼政委-_-.........
倾向Paragon...
« 上次编辑: 2009-02-09, 周一 03:06:18 由 aland »
As Divine Grace ┓( ̄▽  ̄)┏

离线 AlbertNi

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真 小黑屋
« 回帖 #4 于: 2009-02-09, 周一 03:11:49 »
没有战土epic推人feat只能用政委了……
悲剧啊……一整条专长链就这么搭进去了……还牺牲了成打的伤害……顺便还必须照顾到5属性orz
悲剧啊!太不能战了555
PS正在考虑是不是换掉个AtWill稍微拿点伤害玩玩

Warlord (Bravura Presence)
MC: Fighter
P: Polearm Master

Str 22(+6) = 16+2(race)+4(lvl)
Dex 15(+2) = 13+2(lvl)
Con 13(+1) = 12+1(lvl)
Int  9(-1) =  8+1(lvl)
Wis 15(+2) = 13+2(lvl)
Cha 18(+4) = 14+2(race)+2(lvl)

HP: 100 = 12+13(con)+5*15(lvl)
HS Value: 26 = 100/4+1(race)
HS: 10 = 7+1(con)+2(feat)

AC: 30 = 10+8(lvl)+8(armor)+4(enh)
Fort: 29 = 10+8(lvl)+6(str)+4(enh)+1(class)
Ref: 25 = 10+8(lvl)+2(dex)+4(dex)+1(feat)
Will: 29 = 10+8(lvl)+4(cha)+2(armor)+4(enh)+1(class)

Feat:
Student of the Sword
Adept Power

Draconic Arrogance
Uncanny Dodge
Durable

Polearm Gamble
Spear Push
Polearm Momentum

Blade Opportunist
Heavy Blade Opportunity



Power
At Will
Furious Smash
Opening Shove

Encounter
Flattening Charge
Headstrong Bravery
Sunder Armor

Daily
Lasting Threat
Denying Mark
Renew the Troops

Utility
(E m)Shake It Off: make SV with power bonus =cha
(E m)Guileful Switch: Switch Init w/ ally, grant target another turn.
(D m S)Encouraging Stance: Bloodied Ally in 5 gain 5+Cha Temp when I attack.
(E S)Warlord’s Banner: All Allies in CBurst 5 can spend HS and +2 power to attacks


Weapon: Controlling Glaive +4 (lvl 18) (+2, 2d4, +1 Push)
Armor: Magic Crysteel armor +4 (lvl 16) (8+4 +2will)
Neck: Amulet of Protection +4 (lvl 16)

Feet: Feystep Lacings (lvl 12)
Waist: Healer’s Sash (lvl 11)
Head: Helm of Opportunity (lvl 14)

Arm: Iron Armbands of Power (lvl 6)
Hand: Gauntlet of the Ram (lvl 8)

Ring: None
Ring: None

Wonderous Items:
Salve of Power (lvl 10)
Salve of Power (lvl 10)
Salve of Power (lvl 10)
Solitaire (Cinnabar) (lvl 6)
Battle standard of healing (lvl 3)
Battle standard of might (lvl 4)

Shopping:
Total 255,540 GP
lvl Price Left
18 85
16 45
16 45 = 80
14 21
11 9  = 50
12 13
10 5
10 5
10 5 = 22
 8 3.4
 6 1.8
 6 1.8 = 15
 3 0.68
 4 0.84

Left 14,020 GP
« 上次编辑: 2009-03-09, 周一 01:49:04 由 AlbertNi »
突然之间不知道放神马签名好了……
哦对了,我也是新人了!

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« 回帖 #5 于: 2009-02-09, 周一 03:20:55 »
这团不定时间,随到随跑。跟奥秘非的结婚塔一样..

离线 aland

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« 回帖 #6 于: 2009-02-09, 周一 04:06:26 »
底子, 慢慢改...
Genasi Swordmage 16/ Paragon: Coronal Guard
Unaligned,Male ----- Medium
Normal Vision, Perception: 20, Insight: 25,
Languages: Common, Primordial (Barazhad, Common)
Speed: 6, Init: +11


HP 120 ----- Bloodied 60 ----- Healing Surge 30 x 11 (+5 Healer's Sash)

Str 20 +5 | Dex 09 -1 | Wis 14 +2
Con 15 +2 | Int 22 +6 | Cha 11 +0

 AC 37  Fort 31 Ref 28  Will 27
 +2 saves
Resist 10 Necrotic

=== Basic Attacks ===
 Str +13 | Con +10 | Dex +7 | Int +14 | Wis +10 | Cha +8


=== Skills ===
+ 7 . Acrobatics
+19 T Arcana
+18 T Athletics
+ 8 . Bluff
+ 8 . Diplomacy
+10 . Dungeoneering
+17 T Endurance
+15 T Heal
+13 . History
+15 T Insight
+8 . Intimidate
+13 . Nature
+10 . Perception
+14 . Religion
+ 7 . Stealth
+ 8 . Streetwise
+ 7 . Thievery


=== Features ===
----- Defense features
Earthsoul : +1 (racial) saves, +1 Fort;
----- Misc. features
Swordbond : Summon bonded light/heavy blade from 10 squares ; recreate whole blade from fragment
Elemental Origin : You are considered an elemental creature.

----- Paragon features------

Swordshield Action (11th level): When you
spend an action point to take an extra action, you also
gain a +2 bonus to all defenses until the start of your
next turn.

Improved Silver Shield (11th level): When
you use your aegis of shielding immediate interrupt,
you also gain 12 temporary hit points;

Improved Swordmage Armor (16th level):
Your Swordmage Warding bonus increases by 1,
becoming a +2 bonus to AC, or a +4 bonus if you have
one hand free.


----- Applied features and feats
Elemental Manifestation, Swordmage Warding, Swordmage Aegis,

=== Feats ===

Multiclass Warlord : One Warlord skill, Inspiring Word 1/day
Armor Proficiency (Hide) : Gain training with hide armor
Light Shield Proficiency;
Multiclass Utility : Swap 1 utility attack power
Multiclass Daily : Swap 1 daily attack power
Double Aegis: Mark two targets in area;
Hide Specialization: +1 AC, -1 ACP;
Weapon Proficiency: Spiked Shield;
Iron Will;
Great Fortitude;

=== At-will Powers ===

Aegis of Shielding -------- (Swordmage)
Minor, Burst 2
Effect: You matk the target. If you mark other creatures using other powers, the target is still marked. If marked target is within 10 squares of you and makes an attack that doesn't include you as a target and hit, you can reduce the damage to any one creature by 12 as an immediate interrupt.

Lightning Lure Swordmage Attack 1 ✦ Arcane, Implement, Lightning
Ranged 3
Target: One creature
Attack: [d20+18] vs. Fortitude
Hit: 1d6 +10 lightning damage, and you
pull the target to the nearest unoccupied space adjacent
to you.

Sword Burst Swordmage Attack 1 ✦ Arcane, Force, Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: + 18 vs. Reflex
Hit: 1d6 + 10  force damage.

=== Encounter Powers ===

Countering Thunderclap Coronal Guard Attack 11 ✦ Arcane, Implement, Thunder
Immediate Interrupt Close burst 5
Trigger: A creature hits your ally with a melee attack
Target: The triggering attacker
Attack: +18 vs. Fortitude
Hit: 1d6 + 10  thunder damage, and
you push the target 1 square. If the target can no longer
reach your ally, the attack misses.

Seed of Fire Swordmage Attack 13 ✦ Arcane, Fire, Weapon
Primary Target: One creature
Attack: + 20 vs. AC
Hit: 1d6+12  damage, and you push
the target 4 squares . Make a secondary attack.
Secondary Target: Each creature within 2 squares of the
primary target’s new location
Secondary Attack: +21 vs. Reflex
Hit: 2d6 +10 fire damage.
Aegis of Shielding: The secondary attack affects only
enemies.

Transposing Lunge Swordmage Attack 3✦ Arcane, Teleportation, Weapon
Target: One creature
Attack: +20 vs. AC
Hit: 2d6+12 damage, and you teleport
the target into a space adjacent to you.
Aegis of Shielding: When you use your aegis of shielding
immediate interrupt, you can use this power against the
target as part of the interrupt, even if the target is beyond
your reach.

Electrified Lash Swordmage Attack 7
Encounter ✦ Arcane, Implement, Lightning
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +18 vs. Fortitude
Hit: 2d6+ 10 modifier lightning damage.

Earthshock Racial Power
Minor Action Close burst 1
Target: Enemies in burst that are touching the ground
Attack:+17 vs. Fortitude;
Hit: The target is knocked prone.


=== Daily Powers ===
Shielding Fire Swordmage Attack 5 ✦ Arcane, Fire, Implement
 Close burst 10
Target: One creature in burst
Attack: +18 vs. Fortitude
Hit: 2d10 +6  fire damage, and the
creature is marked as if from your Swordmage Aegis
power until the end of the encounter. This does not
end existing marks placed by your Swordmage Aegis
power, and using your Swordmage Aegis power to
mark another enemy does not end this mark.
Miss: The creature is marked as if from your Swordmage
Aegis power until the end of the encounter. This does
not end existing marks placed by your Swordmage
Aegis power, and using your Swordmage Aegis power
to mark another enemy does not end this mark.
Aegis of Shielding: Until the end of the encounter,
when you reduce the damage the target deals using
aegis of shielding, the target takes fire damage equal to
the amount of damage your aegis of shielding power
prevents.

Be Gone Swordmage Attack 9 ✦ Arcane, Reliable, Teleportation, Weapon
Target: One creature
Attack: +20 vs. AC
Hit: 2d6 + 12 damage, and you teleport the target 5 squares.

Lead the Attack Warlord Attack 1 ✦ Martial,Weapon
Target: One creature
Attack:+19 vs. AC
Hit: 3d6 + 11 damage. Until the end of the
encounter, you and each ally within 5 squares of you gain
a +7 power bonus to attack rolls against the target.
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.


=== Utility Powers ===


Dragon Scales Coronal Guard Utility 12 Daily ✦ Arcane, Force
Minor Action Personal
Effect: You gain a +2 bonus to AC until the end of the encounter,
or until you are knocked unconscious.

Inspiring Word -------- [Healing] (Warlord)
Daily, Minor, You or one ally / Burst 10
Effect: Target can spend a healing surge and regain an additional 4d6 hp.

Impenetrable Warding Swordmage Utility 10 Daily✦ Arcane, Stance
Minor Action Personal
Effect: Your warding provides its bonus to all your defenses, not just AC.

Aid the Injured Warlord Utility 2 Encounter ✦ Healing, Martial
Standard Action Melee touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.

Armathor’s Step Swordmage Utility 6 Encounter ✦ Arcane, Teleportation
Move Action Personal
Effect: Teleport 5 squares. If you end this move adjacent to
an enemy, you gain a +2 power bonus to the next attack
roll you make against that enemy during your turn.

Bolstering Warding Swordmage Utility 16 Daily ✦ Arcane, Stance
Minor Action Personal
Effect: At the end of each turn, before making saving
throws, remove one effect on yourself that a save can end.



===Equipment===
Weapon:+4 Defensive Spiked Sheild Lv 17 65000
Critical: +1d6 damage per plus
Property: When you take the total defense or second wind
action, add +4 item bonus to all of your defenses until the start of your
next turn.

Armor: Feytouched +4 Fey Hide Lv 17 65000
Property: Gain an +4 item bonus to initiative checks, +2 Fortitude;
Power (Encounter ✦ Illusion): Standard Action. You become
invisible until the end of your next turn.

Hands:Breaching Gauntlets Lv 6 1800
Property: Reduce the value of any resistance an enemy has
against your attacks by 1.
Power (Daily): Free Action. Use this power when you
hit with a weapon attack, but before you deal damage.
Reduce the value of any resistance the target has against
your attack by 5 (save ends).

Arms:Iron Armbands of Power Lv 6
Property: Gain a +2 item bonus to melee damage rolls.

Neck: +3 Cloak of Distortion Level 14 21000
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.

+1 Cloak of the Chirurgeon Lv 3*2  1360
Enhancement: Fortitude, Reflex, and Will
Property: Gain +1 bonus to Heal checks;
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.

Feet: Boots of the Fencing Master Lv 7 2600
Property: When you shift, gain a +1 item bonus to AC and
Reflex defense until the end of your next turn.
Power (Encounter): Minor Action. Shift 2 squares.

Head: Crown of Nature’s Rebellion Lv 15 25000
Property: Gain resist 10 necrotic.
Power (Daily): Immediate Reaction. Use this power when
you are hit by an attack that deals necrotic damage. The
attacker takes an amount of damage equal to the nectoric
damage you took, along with any other effect from
the attack.

Waist: Healer’s Sash Lv 11 *5 45000
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.

Ring:
Iron Ring of the Dwarf Lords Lv 14 21000
Property: Gain one healing surge.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by a power that has a pull, a push, or a
slide effect. You negate the forced movement.
If you’ve reached at least one milestone today, you also
gain immunity to pull, push, and slide effects (unless you
are willing to be moved) until the end of your next turn.

Ring of Protection Lv 17 65000
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.

Wondrous Items:
Salve of Power Lv 10 *4 20000
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.

Solitaire (Cinnabar) Lv 6 1800
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.


Floating Lantern Lv 3 680
Property: This lantern never needs lighting or refilling.
When you let go of the lantern, it continues to hang in the
air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating
lantern or are adjacent to it, you can set its light to be
bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10
squares in any direction, but not more than 10 squares
from it.

Lamp of Discerning Lv 5 1000
Property: This lantern sheds light in a 10-square radius as
normal, but it never needs lighting or refilling. You and
all allies within the area of illumination gain a +1 power
bonus to Insight and Perception checks.


冒险套装+永燃火炬*2 100

1200GP, 7500XP
« 上次编辑: 2009-02-17, 周二 08:03:40 由 aland »
As Divine Grace ┓( ̄▽  ̄)┏

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真 小黑屋
« 回帖 #7 于: 2009-02-09, 周一 07:25:16 »
Kensei

Longtooth Shifting Shifter Racial Power
You unleash the primal beast within and take on a more savage
countenance.
Encounter ✦ Healing
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter or until rendered
unconscious, you gain a +2 bonus to damage rolls. In addition,
for as long as you are bloodied, you gain regeneration
2 (regeneration 4 at 11th level, regeneration 6 at 21st
level).


Str 16 + 2 + 4 = 22
Con 11 + 1 = 12
Dex 13 + 2 = 15
Int 8 + 1 = 9
Wis 16 + 2 + 3 = 21
Cha 10 + 1 = 11

AC 10 + 8lvl + 12armor + 1defensive + 1shield = 32
Fort 10 + 8lvl + 2class + 2feat + 6 Str + 3 enh = 31
Ref 10 + 8lvl + 2feat + 2 Dex + 3 enh + 1shield = 26
Will 10 + 8lvl + 2armor + 2feat + 5 Wis + 3 enh = 30

HP: 15 + 12 + 10feat + 6 * 15 = 127
HS: 12/day
HSvalue: 31
Speed: 6
Init: +10

AB + 8lvl + 4enh + 6 Str + 3prof + 2class = +23 (+26 if CA)
dmg 1d8 + 6Str + 4 enh + 4 class + 2feat + 2class +4item= 1d8+22 (+5 against marked)



Dual Strike Fighter Attack 1
You lash out quickly and follow up faster, delivering two small
wounds.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand
weapon), two attacks
Hit: 1[W] damage per attack.(1d8 +16, +5 against marked)

Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent
to you takes damage equal to your Strength modifier.

Pass Forward Fighter Utility 2
With perfect timing, you slip by your foe without dropping your
guard.
At-Will ✦ Martial
Move Action 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.

======================================================================
Rain of Blows Fighter Attack 3
You become a blur of motion, raining a series of blows upon your
opponent.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade, a spear, or a flail
and have Dexterity 15 or higher, make a secondary attack.
Secondary Target: The same or a different target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Come and Get It Fighter Attack 7
You call your opponents toward you and deliver a blow they will
never forget.
Encounter ✦ Martial,Weapon
Standard Action Close burst 3
Target: Each enemy in burst you can see
Effect: Each target must shift 2 and end adjacent to you, if
possible. A target that can’t end adjacent to you doesn’t
move. You can then attack any targets that are adjacent to
you (close burst 1).
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. (1d8+18 (+5 against marked))

Masterstroke Kensei Attack 11
An unerring strike foretells your enemy’s demise.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 2[W] + Strength modifier damage.

Storm of Blows Fighter Attack 13
You duck and weave between your enemies while slashing at
them ferociously.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a heavy blade or a light blade,
you gain a bonus to the damage roll equal to your Dexterity
modifier.
Effect: After the attack, you can shift 1 square and repeat
the attack against another target within reach. You can
then shift 1 square and repeat the attack against a third
target within reach. After the final attack, you can shift
1 square.

Into the Fray Fighter Utility 10
You unleash a fierce battle cry as you leap boldly into the fray.
Encounter ✦ Martial
Minor Action Personal
Effect: You can move 3 squares, as long as you can end your
move adjacent to an enemy.

Surprise Step Fighter Utility 16
You dog your enemy’s footsteps, refusing to yield.
Encounter ✦ Martial
Immediate Reaction Personal
Trigger: An adjacent enemy moves away from you
Effect: Shift into the square that the enemy vacated. You
have combat advantage against that enemy until the end
of your next turn.

======================================================================
Rain of Steel Fighter Attack 5
You constantly swing your weapon about, slashing and cutting
into nearby enemies.
Daily ✦ Martial, Stance,Weapon
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes
1[W](1d8+10(+5 against marked)) damage, as long as you are able to make opportunity
attacks.

Victorious Surge Fighter Attack 9
You strike true, and your enemy’s howl of pain is like music to
your ears, making you forget about your own wounds.
Daily ✦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you regain hit
points as if you had spent a healing surge.

Defender’s Gambit Fighter Attack 15(MP)
Inviting attack, you lure your enemy into letting its guard down
for a counterattack.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. Will
Hit: Until the end of your turn, you gain a power bonus to
melee attack rolls and melee damage rolls against the
target equal to your Wisdom modifier.
Effect: The target can make a basic attack against you as
an immediate reaction, and then you make a secondary
attack against it as a free action.
Secondary Attack: Strength vs. AC
Hit: 5[W] + Strength modifier.
Miss: Half damage.

Settling the Score Fighter Utility 6
When the attack hits you, you decide then and there to take your
enemy out.
Daily ✦ Martial
Immediate Reaction Personal
Trigger: An enemy hits you with an attack
Effect: You gain a +2 power bonus to attack rolls against
the triggering enemy until the end of the encounter.

Ultimate Parry Kensei Utility 12
With a whirl of your weapon, you expertly deflect an enemy’s
attack.
Daily ✦ Martial
Immediate Reaction Personal
Trigger: You take damage from an attack
Effect: Reduce the damage by an amount equal to your
level.
-------------------------------------------------------------

feat:
Nimble Blade
Iron Will
Great Fortitude
Lightning Reflex
Toughness
Durable
武器熟练
Weapon Focus
Uncanny Dodge
Marked Scourge
Prerequisites: 11th level, fighter, Combat Challenge
class feature
Benefit: Add your Wisdom modifier to damage
rolls you make against enemies marked by you.


Sunblade Level 19
This heavy golden sword attacks with the power and intensity of
the sun, burning nearby enemies.
Lvl 19 +4 105,000 gp
Weapon: Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: This weapon can shed bright or dim light up to 20
squares. You control the brightness and range of the light.
Power (At-Will ✦ Radiant): Free Action. All damage dealt
by this weapon is radiant damage. Another free action
returns the damage to normal.
Power (Daily ✦ Radiant): Standard Action. You cause
motes of light to burst out and attach to your enemies.
Make an attack: Close burst 1; targets enemies; Strength
vs. Reflex (apply a bonus to the attack roll equal to the
weapon’s enhancement bonus); on a hit, the target takes
1d8 radiant damage.
Level 14 or 19: 2d8 radiant damage.
Level 24 or 29: Close burst 2; 3d8 radiant damage.


Meliorating Crysteel (chain)armor Level 18
This dull steel armor looks extremely well-made, but also quite
simple. The more you get hit, the harder the armor gets.
Lvl 18 +4 85,000 gp
Armor: Chain
Enhancement: AC
Property: Each time you reach a milestone in a day, the
enhancement bonus of this armor increases by 1. This
bonus resets to the armor’s normal enhancement bonus
after an extended rest.

Cloak of Distortion Level 14
This cloak roils about you like the rippling air of a scorching
desert.
Lvl 14 +3 21,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.

Iron Armbands of Power Level 16
These plate armbands enhance the damage you dole out.
Lvl 16 45,000 gp
Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls.
Level 16: +4 item bonus.
Level 26: +6 item bonus.

从Suez处借460
« 上次编辑: 2009-02-18, 周三 07:08:57 由 水银 »

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« 回帖 #8 于: 2009-02-09, 周一 16:47:30 »
名字:PETER 种族:elf   阵营:无 class:ranger
体型:中     性别:男 语言:通用语,精靈語
职业等级:17
PARAGON PATHS:匕首大师
Speed:7
HP:119
Bloodied:59
Healing Surge:29(8)
Initiative:+16
-------------------------------
Str9    |Dex 23|Wis19
Con15| Int11  |Cha11
------------------------------
+20  Acrobatics(受訓)
+9  Arcana
+13 Athletics(受訓)
+ 9  Bluff
+ 9  Diplomacy
+18 Dungeoneering(受訓)
+11 Endurance
+13 Heal
+9 History
+20 Insight(受訓)
+9  Intimidate
+20  Nature(受訓)
+15  Perception
+9 Religion
+15  Stealth
+ 9  Streetwise
+20  Thievery(受訓)
------------------------------
Defenses:
ac:37(10+9lv+6dex+4hide+4+1feat+1护身)
fort:25(10+9lv+2con+4)
ref:29(10+9lv+6dex+4)
will:27(10+9lv+4wis+4)
---------------------------------
Beast:
LIZARD
Ability Scores:
Str21  |Dex18|Wis13
Con15| Int10 |Cha7
Size: Medium
Speed: 6 squares
Defenses:
AC:32
Fort:29
Ref:29
Will:27
Hit Points:142
Attack Bonus:21
Damage: 1d8
Melee Basic Attack: Bite or claw:20vs. AC; 1d8+5
Opportunity Attacks: A lizard gains a +2 bonus to the
attack roll when making an opportunity attack.
Trained Skills: Athletics, Endurance
------------------------------------
ab:+24
at-will:
Twin Strike,Nimble Strike
Encounter:
Shaft Splitter Sylvan Archer Attack 11
As your foe launches his attack, you loose a shot right down his
sights.
Encounter ✦ Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy hits you or an ally within 5 squares of
you with a ranged attack
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target
takes a –5 penalty to the triggering attack roll.
Bloodlust Strike Ranger Attack 13
You aim for where the blood already flows.
Encounter ✦ Martial, Weapon
Standard Action Ranged weapon
Target: One bloodied creature
Attack: Dexterity vs. AC (ranged)
Hit: 3w+7dex+3wis
蝎狮连刺 遊俠攻擊7
你急速射出两箭。
遭遇 ◆ 战技,武器
标准动作  远程武器
目标:一个或两个生物
攻击:敏捷 vs. AC,每个目标一次攻击
命中:2[W]+敏捷修正的伤害(第一次射击)以及 1[W]+敏捷修正的伤害(第二次射击)。

雷牙猛突Thundertusk Boar 遊俠攻擊3
你雙重的攻擊使你的敵人狼狽的退後。
遭遇✦戰技,武器
標準動作  遠程武器。
目標:一個或兩個生物
攻擊:敏捷vs護甲(遠程),兩次攻擊
命中:1w+dex。在每一次命中後,你都可以推擠對手1格。如果兩次攻擊皆命中相同目標,則你可以推擠目標等同1+睿智調整值的格數。

复仇之箭  游侠攻击 17
你将弓指向胆敢伤害你朋友的恶棍,射出一支复仇之箭。
遭遇 ◆ 战技,武器
即时反应  远程武器
触发:射程范围内的一个生物攻击你的盟友
目标:做出攻击的生物
攻击:敏捷 vs. AC,同时此次攻击获得等于你感知修正的威能加值。
命中:2[W]+敏捷修正的伤害。
daily
重击借机 匕首大师攻击11
你的第一击造成严重的伤口,所以你追加另一击。
遭遇✦战技,武器
次要动作   近战武器
必要条件:你必须手持一把匕首且在这一回合用匕首对一个敌人造成重击。
目标:被重击的敌人
攻击:敏捷vs.防御等级
命中:3[W]+敏捷调整值的伤害。
亂箭飛射Spray of Arrows  遊俠攻擊9
你用短弓接連不斷的開火,在你面前的敵人就這樣遭受箭雨攻擊。
每日✦戰技,武器
標準動作  近距衝擊3
先決條件:你必須持用遠程武器。
目標:在你視線所及中,衝擊範圍內的每個敵人
攻擊:敏捷vs護甲
命中:2w+dex
失手:傷害減半。
二重射击  游侠攻击 19
第一箭总是最有力的。
每日 ◆ 战技,武器
标准动作  远程武器
目标:一个生物
攻击:敏捷 vs. AC,两次攻击。如果第一次攻击命中,你的第二次攻击骰获得+5加值。如果第一次攻击失手,则正常进行第二次攻击。
命中:每次攻击2[W]+敏捷修正的伤害。
失手:每次攻击伤害减半。
Utility
剑之沉思 匕首大师实用12
集中精力一阵后,你用意志指导剑刃。
每日✦战技,武器
次要动作   自身
效果:直到遭遇结束,你的匕首的伤害骰增大一个级别。
暫退Yield Ground  遊俠輔助2
就算你的敵人與你相鄰,你依然向後一躍,遠離了接下來對你更重的傷害。
遭遇✦戰技
立即反應  個人
觸發:一個敵人對你造成近戰攻擊傷害
效果:你可以移步等同於睿智調整值的格數。在你的所有防禦值上得到+2威能加值直到你下一回合結束為止
藉敵穿梭Weave through the Fray  遊俠輔助6
你在密佈的戰鬥中閃躲著,不讓敵人有機會把你定在原地。
遭遇✦戰技
立即干涉  個人
觸發:一名敵人移動到鄰近你的位置
效果:你可以移步等同於睿智調整值的格數
迅捷步伐Expeditious Stride  遊俠輔助10
你如同瞪羚般的迅速移動使敵我皆大吃一驚。
遭遇✦戰技
次微動作  個人
效果:直到你下一回合結束為止,你的速度增加4,並且在你移步時可以多額外移步1格。
避擊一步Evade the Blow  遊俠輔助16
當你的敵人攻擊時,你從原地躍開,使他除了空氣外什麼都沒打中。
每日✦戰技
立即干涉  個人
觸發:敵人的近戰攻擊命中你。
效果:從你敵人身邊移步1格離開對方。
----------------------------
feats:
1.擅长武器(格挡匕首)
2.精靈之精確Elven Precision〔精靈〕
3.盔甲專精(革甲)Armor Specialization(Hide)
4.近戰訓練 Melee Training
5.遙距優勢 Distant Advantage
6.武器專攻(輕刃)
7.毁灭重击 Devastating Critical
8.即时备战 Quick Draw
9.致命獵手Lethal Hunter
10.阴影偷袭 Sneak of Shadows [兼职 游荡者]
--------------------------------------
格挡匕首
+4恶毒匕首
65,000 gp
ch:+4d12
+4Magic 暗黑革甲
45,000 gp
+2Companion’s Defender
Lvl 15 25,000 gp
Property: While adjacent to you, your companion gains a +2
item bonus to all defenses.
Flame Bracers
Flickering flames dance across your arm guards, darting to
cover your weapon on crucial attacks.
Lvl 13 17,000 gp
Item Slot: Arms
Property: When you score a critical hit with a melee attack,
deal an extra 1d10 fire damage.
Power (Daily): Minor Action. Your next successful weapon
attack before the end of your next round deals an extra
2d6 fire damage.
Gloves of Missile Deflection
17,000 gp
Property: Gain a +1 item bonus to AC against ranged
weapon attacks.
Power (Daily): Immediate Interrupt. Use this power when
you are hit by a ranged weapon attack. Gain resist 15
against that attack
+4防御护符
45,000gp
弩矢*2000
100GP
活力药水*42
« 上次编辑: 2009-03-22, 周日 12:41:42 由 petertong »
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« 回帖 #9 于: 2009-02-09, 周一 16:50:36 »
这个比传奇有爱。。。
迷失前,忠言在耳边,瑕疵遍布的爱恋,渴望永久多少年