Daryavesh
From Shadowfell Geographic Society
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Character Sheets
Background
- Hired by Frobozz in its Equal Employment Opportunity compliance as a token human.
- Smells faintly of metal and oil
Assumptions
- Built for Level 6
- Martial Power in play
- stats below are for longsword, scale armor, heavy shield
- Part of his job is going to be "get to the brute/artillery and pin them down"; so powers that enable mobility through enemy lines, defense boosts, and other synergies are preferred.
- enc/dailies that do not take standard actions are preferred at the value of an at-will.
Equipment
- L7: Armor, to be specified from below (mw: drakescale)
- L6: Throwing Shield
- L5: TBD
- L5 equivs:
- option 1 (current assumption):
- L2 Staggering weapon
- L1 Amulet of Protection
- 120 gp
- option 2:
- L4 Sunblade
- 160 GP
- Option 3:
- L1 +1 sword
- L1 Amulet of Prot
- L1 Restful Bedroll
- -80 GP
- option 1 (current assumption):
Thoughts
- L6: Throwing Shield, L6. at-will heavy thrown weapon; acc +2, [W]=8, ranged 10, magic return.
- L7: Armor. All of these are great.
- Martyr's Armor: atwill/minor: -1 to AC until end of next turn, adjacent allies +1 power to AC same. Daily, interrupt, -enhanc to self, +power to adjacent ally.
- Veteran's Armor:after spend action point, +1 item to all attacks/defense until end of next turn. Daily free, spend an action; no action, recover one daily.
- Dwarven Armor:+1 item to End. Daily free, regain HP as if HS spent.
- Razor Armor:When enemy crits me, they take d10+dexmod.
- L5:
- Boots of Spider Climbing: athletics chekcs to climb are at normal speed; Daily, one move action with climb speed.
- We've seemed to have at least one encounter per day where climbing would have been nice.
- Ironskin Belt: Daily/minor, resist 5 weapon until end next turn.
- May not be bad combined with "I charge into your midst"
- Gauntlets of Ogre Power: +1 to Athl and Str checks; Daily free, +5 power bonus to damage. (Why is this power and not item?)
- +5 damage once a day? Maybe....
- Skull mask: enemies at -2 saves on all fear effect; resist 5 necro, +1 to intimidate.
- resistances are never to be scoffed at.
- Power Jewel: Daily/minor/milestone:regain first or third encounter power.
- very interesting; this is my two charge powers.
- Parry Gauntlets: total defense or second wind, +2 item bonus to defense.
- Not a dwarf, unlikely to use those powers often, but might be interesting.
- Cat Paws: +2 Athle to climb, Daily free, climb at normal speed; double climb speed form powers.
- Aside from the +2 to athletics checks, absent climbing powers, strictly worse than the Boots of SC.
- Boots of Spider Climbing: athletics chekcs to climb are at normal speed; Daily, one move action with climb speed.
- makeup items: 1:360, 2:520, 3:680, 4:840, 5:1000
- Weapons:
- Staggering weapon L2 (slide +enhancement),
- Sunblade L4: bright or dim light up to 20 squares;can do radiant; daily, burst 1 discriminating, str(+enh) v reflex, d8 radiant
- Sunblade is cooler, but gambling on finding a better weapon; plus, cost of staggering weapon leave room for an amulet of prot.
- Amulet of Protection +1: 360
- Misc:
- Alch fire (L1): 20, burst 1 in 10, +4 v ref, d6 fire, miss half
- Thunderstone: 50, burst 1 in 10, +8 v fort, d4 thunder, push 1 from center, deafened (save)
- elixir of dragonbreath: 100, item daily, gain at-will std close blast 3, +10 v ref, 2d6+con, acid/cold/fire/lightning/poison.
Feats
Action Surge
level 1. On an attack gained on an action point, +3 to hit.
Blade Opportunist
level 1. +2 to hit for heavy blade opportunity attacks.
Shield Defense
level 2. When a power with a shield hits, +1 to AC and reflex until end of next turn.
Weapon Focus
level 4: +1 to damage with heavy blades.
Shield Push
level 6: combat challenge, push 1 square
Future Feats
- L8: Reaping Blade: drop enemy to zero hp, shift as a minor for current turn.
- L10: Warrior of the Wild; multiclass ranger, Quarry once/enc, one skill.
Thoughts
Possibly swap Weapon focus and shield push. Warrior of the Wild is a placeholder to be swapped out at L11.
Stats
Attributes
- Strength 21: 18 +2 (human) +1 (4th) boost at every boost point.
- Constitution 11
- Dexterity 13, boost at every boost point except 4th level.
- Intelligence 10
- Wisdom 14: 13, +1 (4th), boost at 4th
- Charisma 8
- Lvlmod 3
Another option - Start Str at 19, and Wis at 15; no harm until 8th level, but a +1 on OAs
Reasoning
Strength is primary stat, so keep it high; this is a minmaxed build. Dex is his secondary attribute, principally for feats in (ahem) Paragon Tier. Wisdom is prereq for a couple of feats, but also boost opportunity attacks. If the campaign will be principally between 4th and 7th levels, consider rejiggering these.
Defenses
- AC: 25/26: 10 + lvlmod + drakescale (8) + enhancement (2) + shield (2). Situational: Shield defense feat, after using a shield power, +1 to Reflex and AC.
- Reflex: 18/19: 10 + lvlmod + dexmod (1) + human (1) + shield (2) + amulet (1). Situational: Shield defense feat, after using a shield power, +1 to Reflex and AC.
- Fortitude: 22: 10 + lvlmod + strmod (5) + human (1) + fighter (2)+ amulet (1)
- Will: 17: 10 + lvlmod + wismod (2) + human (1) + amulet (1)
Health
Hitpoints: 55: 9 + con + 6*level Surges: 9 Surgeval: 13
Powers
At Wills
- melee basic: +13/d8+7 (lvlmod (3) + prof (3) + str (5) + enhancement (1) + talent (1)), d8, strmod (5) + focus (1) + enhancement (1)
- opp attack: mb, +4/, halts movement
- combat challenge: marked adjacent shifts/targets notme, interrupt:mb, (SP: then push 1)
- Thrown Shield: +10vAC/d8+5 (lvlmod (3) + prof (2) + str (5)), ranged 10
- L1: Tide of Iron:mb, push 1, shift into square (SD: then +1 to AC and reflex until end of next turn)
- L1: Footwork Lure: mb: shift 1, slide target into square (SW: then slide again)
- L1: Cleave: mb, adjacent to me takes strmod (5) damage
- L2 (utility): Pass forward: move action, adjacent enemy start/finish move no OAs
Encounter
- L1: Shield Bash: may replace charge, +10 vs reflex/d10+5 (2 + str (5) + lvl (3)), push 1 and knock prone, (SD: +1 to AC/ref to end next turn)
- L3: hard call:
- Rhino Strike: mb, 2W, charge, no opp attacks. (SD)
- being able to charge right through enemy lines at the artillery may make this overly compelling; lets us shift the battlefield, and it does very nice damage.
- Sweeping Blow: mb+2/, (+2 is stromd/2) close burst 1 discriminating
- nice that it will mark (and likely hit) multiple targets
- Shield slam: Free, after hitting with melee, Str+2 v Fort, push 1 and knock prone (SD)
- does not take an action, but does no damage, just knocks prone. Useful, but not compelling, except when combined with an OA (stop you, then push you away from me). Also kicks in shield defense, so useful in a combo with cleave, footwork lure, Lasting Threat.
- Rhino Strike: mb, 2W, charge, no opp attacks. (SD)
Daily
- L1: Lasting threat: mb, 3W, reliable, target is permamarked until one of us is unconscious.
- L5: Rain of Steel: Stance, discriminating aura 1, [W] if I can make OAs.
- L6: nothing compelling. hard calls between (ordered):
- Settling the score: reaction, +2 power tohit enemy that just hit me until end of encounter.
- doesn't use a stance, which is nice, as I may want to use in same enc as Rain of Steel.
- Vigilant Protector: Stance, minor; take -1 to AC & reflex. While adjacent, allies have +2 power bonus to those.
- Rock Steady: Stance, forced movement -1, cannot be knocked prone.
- Agile Approach (enc): shift 2 and end next to enemy
- probably uninteresting, given Rhino Strike and pass forward.
- Defensive Training: Stance, minor, +2 power bonus to one of F,R,W.
- Settling the score: reaction, +2 power tohit enemy that just hit me until end of encounter.