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Sand raiders and the vault of Darom Madar

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Cargando editor
07/08/2015, 18:10
Le-kugath

Notas de juego

Me puedes echar una mano para elegir theme para un guerrero de tempestad goliat, Gracias...

Cargando editor
07/08/2015, 18:51
Krunhos

Te pongo algunos que me parecen interesantes:

Sohei

    Sohei Starting Feature (1st level): You gain the sohei flurry power.
    Sohei Level 5 Feature (5th level): You gain a +2 power bonus to Insight checks and Perception checks.
    Sohei Level 10 Feature (10th level): You gain a +1 power bonus to saving throws against fear effects and effects that render you dazed, dominated, or stunned.

 

Sohei Attack Sohei Flurry

The blood you’ ve drawn spurs you on, and you lash at other enemies around you with divinely inspired fury.

Encounter        Divine, Weapon
Minor Action      Melee weapon

Requirement: You must have hit an enemy with a weapon attack during this turn.

Target: One creature
    Level 21: One or two creatures

Attack: Highest ability modifier vs. AC

Hit: 1[W] damage.
    Level 11: 2[W] damage.

 

Guardian

    Guardian Starting Feature (1st level): You gain the guardian’s counter power.
    Guardian Level 5 Feature (5th level): You gain a +2 power bonus to Insight checks and Perception checks.
    Guardian Level 10 Feature (10th level): Choose one creature to be your bonded charge. You can sense when your bonded charge is in danger, as long as he or she is within one mile. You can sense the general direction and distance to your bonded charge if you don’t know where he or she is. If an enemy attacks your bonded charge, you gain a +1 bonus to attack rolls against that enemy until the start of that enemy’s next turn.
    You can have only one bonded charge at a time. Your bonded charge must be someone your guardian order is sworn to protect. Generally speaking, you can’t designate someone as a bonded charge whose melee combat skills equal or exceed your own; you’re supposed to protect people who don’t fight as well as you do.

 

Guardian Attack Guardian's Counter

Seeing a friend in danger, you step up to take the attack meant for your ally—and then you strike back.

Encounter        Martial
Immediate Interrupt      Close burst 2

Trigger: An ally within 2 squares of you is hit by an attack and you are not included in the attack.

Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.

Ironwrought

"The weapon is only as strong as the hand that wields it."

    Ironwrought Starting Feature (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +1 power bonus to Athletics checks and Endurance checks. Whenever you use your second wind, this power bonus increases to +4 until the end of your next turn.
    You also gain the inevitable strike power.
    Ironwrought Level 5 Feature (5th level): While you are bloodied, you have resist 2 to all damage. At 11th level, this resistance increases to 4. At 21st level, this resistance increases to 6.
    Ironwrought Level 10 Feature (10th level): Whenever you use inevitable strike, you gain a +1 power bonus to melee weapon attack rolls until the end of your next turn.

 

Ironwrought Attack Inevitable Strike

Elemental power flows through you, providing you with keen accuracy and sharper striking force.

Encounter        Elemental, Weapon
No Action      Personal

Trigger: You make a melee weapon attack roll.

Effect: Make the attack roll twice. If both attack rolls hit, the target takes 1d8 extra damage.
    Level 11: 2d8 extra damage.
    Level 21: 3d8 extra damage.