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Техническая информация |
16.8.2010, 20:36
Сообщение
#1
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IAMDM Группа: Администрация Сообщений: 549 Регистрация: 9.9.2008 Из: Москва Пользователь №: 5 |
Сюда выкладываем всё, касающееся игромеханики партии.
Что касается бонусов на АП: От Крелла: +10 на вред и +13 временных хитов, если промазать по всем целям От Рива: Можно получить +6 на вред, но выдавать СА до конца своего следующего хода От Крелла за Flexible Authority: 11 временных хитов, +1 на попадание, +8 на вред или сделать базовую атаку или мув, давая при этом СА до конца своего следующего хода. |
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4.9.2010, 10:23
Сообщение
#2
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Ветеран Группа: Мастера Сообщений: 362 Регистрация: 16.4.2010 Пользователь №: 207 |
Код ====== Created Using Wizards of the Coast D&D Character Builder ======
Karo, level 13 Human, Swordmage, Sigil Carver Swordmage Aegis: Aegis of Shielding Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Light Blade) Arcane Admixture Damage Type: Arcane Admixture Thunder Birth - Among Another Race: Among Another Race (Genasi) Arcane Admixture Power: Sword Burst Background: Camp Follower, Birth - Among Another Race, Child of Fate, Early Life - Kidnapped (Stealth class skill) FINAL ABILITY SCORES Str 13, Con 16, Dex 15, Int 22, Wis 11, Cha 9. STARTING ABILITY SCORES Str 12, Con 14, Dex 13, Int 17, Wis 10, Cha 8. AC: 28 (30 if off hand free, +1 if shift) Fort: 22 Reflex: 26(27 if shift) Will: 21 HP: 103 Surges: 11 Surge Value: 25 TRAINED SKILLS Stealth +13 (14 in CC), Arcana +17, Athletics +12, Endurance +14, History +17 UNTRAINED SKILLS Acrobatics +8, Bluff +5, Diplomacy +5, Dungeoneering +6, Heal +6, Insight +6, Intimidate +5, Nature +6, Perception +6, Religion +12, Streetwise +5, Thievery +8 FEATS Human: Intelligent Blademaster (retrained to Greater Aegis of Shielding at Level 12) Level 1: Versatile Expertise Level 2: Coordinated Explosion Level 4: Steady Feet (retrained to Arcane Reach at Level 11) Level 6: Weapon Focus (Heavy Blade) (retrained to Weapon Focus (Light Blade) at Level 8) Level 8: Superior Implement Training (Resonating dagger) Level 10: Dual Implement Spellcaster Level 11: Arcane Admixture Level 12: Resounding Thunder POWERS +2 dam vs blooded, +1d6 extra dam on crit Bonus At-Will Power: Sword Burst (+16 vs ref, close burst 1 or 2, origin point no more than 2 sq from Karo; 1d6+20 if 2 daggers, 1d6+14 if one) Swordmage at-will 1: Booming Blade (+19vsAC, 1d4+11 if target moves away 1d6+3 thunder dam) Swordmage at-will 1: Frostwind Blade (+19vsAC, 1d4+11 another marked target takes 3 cold dam) Swordmage daily 1: Dance of the Sword (Close burst 2, 16vsWill, 1d8+14target can't shift or make oport attacks, save ends, origin no more 2 sq away from Karo) Swordmage utility 2: Dimensional Warp (swap places through teleport, Karo+1or2allies no more than 3 close burst ) retrained to Swordmage utility 2: Arcane Mutterings at 13 (encounter, make arcana instead of bluff,diplomace or intimidate) Swordmage encounter 3: Dimensional Vortex (16vsWill interupt, when ally hitted by melee attack, ranged 10, teleport target 5 sq, target makes its melee attack vs creature Karo chooses, if marked by aegis it makes 3 extra dam) Swordmage daily 5: Swordmage Shielding Fire(16vsFort, 1 target, 2d10+11, close burst 10, origin no more than 2 sq from Karo) Swordmage utility 6: Armathor's Step (Karo teleports 5 sq, if adjacent to enemy +2 to hit vs that enemy) Swordmage encounter 7: Transposing Lunge (19vsAC, 2d4+11, can be used instead of aegis, teleport target adjacent to Karo) Swordmage daily 9: Troll Rampage (19 vsAC, 2d4+11, gain reg 5 untill not bloodied) Swordmage utility 10: Inpenetrapable Warding (Warding to all DEF, not just AC, Stance) Swordmage encounter 13: Hypnotic Swordplay (replaces Foesnare) +16vs will, melee 1, 6 damage & target is stunned until end of Karo's next turn) ITEMS Drowmesh of Aegis Expansion +3, Jagged Resonating dagger +3, Challenge-Seeking Resonating dagger +3, Gauntlets of Blood (heroic tier), Executioner's Bracers (heroic tier), Casque of Tactics (heroic tier), Muleback Harness (heroic tier), Boots of the Fencing Master (heroic tier), Hunter's Flint (heroic tier), Backpack (empty), Bedroll, Belt Pouch (empty), Camouflaged Clothing, Everburning Torch, Grappling Hook, Silk Rope (50 ft.), Standard Identification Papers, Travel Papers, Waterskin, Flask (empty), Journeybreads (10), Handaxe, Fine Clothing, Trail Rations (10), Deep-Pocket Cloak +2 GP LEFT - 37,67 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== |
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