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4 posters

    Chris play builds

    Chris
    Chris


    Posts : 9474
    Join date : 2011-10-26

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    Post  Chris Tue Feb 12, 2019 6:07 pm

    1/2 orc
    totem barb 4, champion 6


    Str 20 +5
    Dex 14 +2
    Con 16+3
    Int 8 -1
    Wis 12 +1
    Cha 8 -1

    prof +4

    AC  = 19  (1/2 plate +1) 15+1+2+1
    HP: 99

    Greataxe +1 = +10 to hit, 1d12 damage +6\+8 rage 2 attacks, crit 19-20  (3d12 crit)

    Saves:  Str +9 and Con +7, adv on Dex +2



    Fighter traits

    • Mariner (Unearthed Arcana): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC
      second wind
      action surge
      ASI at 4th and 6th, Str +2, Str +2
      extra attack 5th
      Champion - crit on 19-20


    Barb traits

    • Rages 3\d +2
      unarmored defense
      reckless attack
      danger sense
      Bear: While raging you have resistance to all damage except psychic damage
      ASI at 4th great weapon fighting


    Outlander - athletics and survival
    orc - intimidate
    barb - perception, nature

    1/2 orc

    •     Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
         Size: Medium.
         Speed: 30 feet.
         Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
         Menacing: You gain proficiency in Intimidation.
         Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
         Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
         Languages: You can speak, read, and write Common and Orc.


    Last edited by Chris on Tue Feb 12, 2019 6:36 pm; edited 2 times in total
    Chris
    Chris


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    Chris play builds Left_bar_bleue35/35Chris play builds Empty_bar_bleue  (35/35)
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    Chris play builds Empty Re: Chris play builds

    Post  Chris Tue Feb 12, 2019 6:25 pm

    Chris play builds Adjvpe10

    medieval Vader
    Paladin Oatherbreaker 8\Hexblade 2

    Str 10
    Dex 14 +2
    Con 14 +2
    Int 8 -1
    Wis 12+1
    Cha 18 +4

    prof +4

    AC =  20   (halfplate, shield +1, dex +2)
    HP: 82

    longsword +1 =  +9 1d8+11  x2 attacks
    *vs Cursed target +9 1d8+15 crit 19-20  2 attacks

    shield (bonus action) shove w Attack action


    saves:  Cha +12, Wis +9, all +4 from aura.  Dex +9 vs aoe (shield master)

    Paladin


    • Divine Smite
      Lay on Hands (40)
      Dueling style +2 damage
      Divine health
      channel divinity
      extra attack
      aura of protection
      spells:  4 1st, 3 2nd plus Oathbreaker spells  (shield of faith, compel duel, aura of vitality, etc)
      ASI at 4th and 8th:  Cha +2, shield master


    Oathbreaker

    •    Control Undead: As an action, the paladin targets one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
         
      Dreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

      Aura of Hate
      Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.


    Hexblade

    • Hex Warrior

      Additionally, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
      Hexblade's Curse

      Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:

         You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
         Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
         If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.

      You can't use this feature again until you finish a short or long rest.

      2 Cantrips - eldritch blast +
      3 known 1st + Hexblade spells, 2 spell slots (shield +)
      2 invocations - agonizing blast (+cha damage) and grasp of hadar (pull 10ft to me)


    spell\channel DC = 16

    Human +1 to CHA and DEX, 2 skills (perception+), feat:  war caster
    paladin: insight and persuasion
    soldier: athletics and intimidation


    Last edited by Chris on Wed Feb 13, 2019 1:27 pm; edited 1 time in total
    Chris
    Chris


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    Post  Chris Tue Feb 12, 2019 6:48 pm

    Battlemaster 10
    mtn dwarf

    Str  18 +4
    Dex 10
    Con  18 +4
    Int 8 -1
    Wis 13
    Cha 8 -1

    prof +4

    AC = 19 (plate +1)
    HP: 104

    polearm+1 = +9 1d10 +5, reach +5ft

    Fighter

    • Fighting style - tunnel fighter
      second wind
      action surge
      extra attack 5
      indomitable
      ASI - polearm master, sentinel, str\con +1


    Battlemaster

    • superiority dice x5 d10
      maneuvers: 7 total, save DC 16



    Tunnel Fighter (Unearthed Arcana): You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

    dwarf - resistance to poison, adv poison saves
    soldier - athletics and intimidation
    extra dwarf tools
    fighter - perception +
    MAS
    MAS
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    Post  MAS Wed Feb 13, 2019 9:01 pm

    3 monsters! The paladin looks to be the most versatile, and the other two are just plain brutal. I like the "reach/polearm" build, with battlemaster there is a lot of tricks up your sleeve. The half-orc looks like it could push DPS to the max.

    I am mulling over a tabaxi cleric/wizard build, maybe cleric/rouge. Serves the god of thieves. A black cat named "Lucky Wink
    Chris
    Chris


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    Post  Chris Wed Feb 13, 2019 10:25 pm

    Thanks!
    BM is almost like a caster fighter with all the maneuvers, very cool design of the class.

    Cleric/wizard with criminal/charlatan background would be a sick crunch. He could literally do... everything
    MAS
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    Post  MAS Thu Feb 14, 2019 11:51 am


    Battle-master brings the Fighter class into its own at higher levels when they typically become less utilitarian due to spellcasters reaching maturity.

    So many builds, so little time!

    Chris
    Chris


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    Post  Chris Thu Feb 14, 2019 12:48 pm

    for sure!

    Action surges and the 3rd attack at 11th sets Fighters apart when you combine that with multiple maneuvers, which recover after short rest. they can take 6 attacks\maneuvers in a round when they need to, basically once per fight

    I was going to play a Ranger too, before Rob's arcane archer lol!
    but Rangers are really good at low levels, so I might save that idea

    I am really torn on what to try, but leaning towards the pally\hexblade for the utility you mentioned. I know a melee smasher would be fun but I also know that I get bored with those quickly. the vader build has a lot of different tricks to do: can heal, buff the party, aoe fear, pulls with grasp of hadar, auras, spells, etc
    Chris
    Chris


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    Post  Chris Thu Feb 14, 2019 3:03 pm

    Kruhl's family were merchants in the north seas between the Ikkinid Empire and the human kingdom of Azteca.  They were slaughtered by pirates when Kruhl was just 10 years old.  He washed ashore on the beaches of the Ikkinid Empire.  He swore an oath to Nemesis, the God of Vengeance, and joined the Imperial navy to hunt down pirates.

    Kruhl was eventually given command of his own ship: the IMS Avenger.   He was commanded to capture pirates and try to learn the location of their hidden bases in the north sea.  He earned a bad reputation (sailor background) among pirates for taking no prisoners and burning any pirate-scum ships he encountered.  He was proud of his reputation and willfully disobeyed his orders.  

    Kruhl's influence in the Imperial court never grew but he caught the attention of a noble lord's daughter.  He was distrusted both as a human and because he failed to follow orders.  Their relationship was forbidden and he was ordered back to sea on the Avenger.  However, Kruhls' pride got in the way again.  He broke his Oath to the Empire and Nemesis.   They planned to sneak away in secret, leaving the navy and the empire behind..... but they were caught in the act.  

    Nemesis turned on Kruhl.  His beloved was murdered.  He was believed to be dead and thrown overboard.  Elyss-yss found him in the darkness of the sea.  Kruhl sacrificed his Oath to Nemesis (Oathbreaker), his faith, and perhaps some of his humanity.




    Sailor - athletics and perception

    Variant Feature: Bad Reputation

    If your character has a sailor background, you may select this background feature instead of Ship’s Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


    Last edited by Chris on Thu Feb 14, 2019 5:38 pm; edited 3 times in total
    MAS
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    Post  MAS Thu Feb 14, 2019 4:52 pm

    Awesome backstory!!! I like the way this "World" is trending, many gods, some big, some small, but active, and it matters how one relates to them.

    Can you sketch out a map of this setting if/when you get some time? I'd like to take that and expound in some mapmaking software - since it looks like we might be playing "here" for a while if we start to rotate GMs. I'll try to go back and pull the lore that has been created so far - names of places and such.
    Chris
    Chris


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    Post  Chris Thu Feb 14, 2019 5:37 pm

    this is from the "next" thread a while back, but probably got lost in forum history

    Chris wrote:Ok, let me see if I can narrow down your choices with some information.  I DO want this to be a sandbox-style adventure, but I think I need to give some background.

    Currently, the Eye rests in Wyvern Bay on one of hundreds of smaller islands in the Archipelago, shown in red.




    Chris play builds Seawor10


    To the north lies the Elven Ikkinid Empire.  They have built a massive wall to keep out the neighboring human horse-tribes.   The Imperial culture is full of art, music, architecture, technology and magic.  The horse-tribes are nomads with a keen mind for mounted warfare.  

    Due East are the human tribes of the Azteca.  They are primitive but have built impressive cities for trade.  

    South of the Azteca is the Dwarven Salaharda Caliphate.  Their capital city of Bhornalduhr sits in the fertile delta of the mighty Ganyar river.  The Caliphate welcomes trade but rules with a religious zealotry that includes the holy Gassaric assassins.  



    Across the sea, to the SW, are the orkish raider tribes of the Nhorolo, likely Rogan's people.  

    North of them on the Western Continent are the dwarven mountain tribes of the Dhern Faruhm Mountains.  They are wild and savage folk pinned between orks and Vocheoria, the insectoid races of the far north.




    In general, the Eastern continent is built on trade and boasts higher tech civilizations.  The Western continent is more tribal and primitive by nature.  

    You could have many adventures just within the Archipelago, should you choose to stay there.  That is the main area of pirates and merchants passing between the Ikkinid Empire and the Salaharda Caliphate.


    this is just a small area of about the size of the Caribbean Sea
    whit10
    whit10


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    Post  whit10 Thu Feb 14, 2019 6:43 pm

    we should have Drusus (my Vader looking dude) and your guy in a campaign... lol
    MAS
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    Post  MAS Thu Feb 14, 2019 7:38 pm

    Chris wrote:this is from the "next" thread a while back, but probably got lost in forum history

    Chris wrote:Ok, let me see if I can narrow down your choices with some information.  I DO want this to be a sandbox-style adventure, but I think I need to give some background.

    Currently, the Eye rests in Wyvern Bay on one of hundreds of smaller islands in the Archipelago, shown in red.

    To the north lies the Elven Ikkinid Empire.  They have built a massive wall to keep out the neighboring human horse-tribes.   The Imperial culture is full of art, music, architecture, technology and magic.  The horse-tribes are nomads with a keen mind for mounted warfare.  

    Due East are the human tribes of the Azteca.  They are primitive but have built impressive cities for trade.  

    South of the Azteca is the Dwarven Salaharda Caliphate.  Their capital city of Bhornalduhr sits in the fertile delta of the mighty Ganyar river.  The Caliphate welcomes trade but rules with a religious zealotry that includes the holy Gassaric assassins.  

    Across the sea, to the SW, are the orkish raider tribes of the Nhorolo, likely Rogan's people.  

    North of them on the Western Continent are the dwarven mountain tribes of the Dhern Faruhm Mountains.  They are wild and savage folk pinned between orks and Vocheoria, the insectoid races of the far north.




    In general, the Eastern continent is built on trade and boasts higher tech civilizations.  The Western continent is more tribal and primitive by nature.  

    You could have many adventures just within the Archipelago, should you choose to stay there.  That is the main area of pirates and merchants passing between the Ikkinid Empire and the Salaharda Caliphate.


    this is just a small area of about the size of the Caribbean Sea

    Thanks, I knew it was somewhere in the pile!!!
    Josef909
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    Post  Josef909 Thu Feb 14, 2019 9:09 pm

    And to think, we haven't visited any of it!

    Will post Sjins turn in the game thread after our workout.
    MAS
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    Post  MAS Thu Feb 14, 2019 11:02 pm

    Whatcha think?

    I'd like to add grid numbers/letters so we can identify specific hex spaces further.


    Chris play builds Base_c13
    Chris
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    Post  Chris Thu Feb 14, 2019 11:37 pm

    Wow, awesome job!
    I love the extra details
    Chris
    Chris


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    Post  Chris Thu Feb 14, 2019 11:38 pm

    Put a volcano island pirate base in there somewhere Wink
    MAS
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    Post  MAS Sun Feb 17, 2019 4:26 pm

    For a pole-arm fighter, straight out of Volo's for Bugbear racial - "Long-Limbed. When you make a melee attack on your
    turn, your reach for it is 5 feet greater than normal."

    A Bugbear pole-arm fighter has a 15 ft reach!

    BUGBEAR TRAITS
    Your bugbear character has the following racial traits.
    Ability Score Increase. Your Strength score increases
    by 21 and your Dexterity score increases by 1.
    Age. Bugbears reach adulthood at age 16 and live up
    to 80 years.
    Alignment. Bugbears endure a harsh existence that
    demands each of them to remain self-sufficient, even at
    the expense of their fellows. They tend to be chaotic evil.
    Size. Bugbears are between 6 and 8 feet tall and
    weigh between 250 and 350 pounds. Your size
    is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. You can see in dim light within 60 feet
    of you as if it were bright light, and in darkness as if it
    were dim light. You can't discern color in darkness, only
    shades of gray.
    Long-Limbed. When you make a melee attack on your
    turn, your reach for it is 5 feet greater than normal.
    Powerful Build. You count as one size larger when
    determining your carrying capacity and the weight you
    can push, drag, or lift.
    Sneaky. You are proficient in the Stealth skill.
    Surprise Attack. If you surprise a creature and hit it
    with an attack on your first turn in combat, the attack
    deals an extra 2d6 damage to it. You can use this trait
    only once per combat.
    Languages. You can speak, read, and write Common
    and Goblin.
    Chris
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    Post  Chris Sun Feb 17, 2019 5:57 pm

    Yeah, i saw that, but it is "only on your turn" so it wouldnt apply for opportunity attacks, sadly.

    The rest of the racial package isnt built for heavy armor
    MAS
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    Post  MAS Sun Feb 17, 2019 9:20 pm

    Dig it - not the same build exactly, but interesting possibilities. Monk/wizard focused on touch attacks?

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