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Therius Hart
Damage Per Round
This assumes that Therius spares a minor action at the start of the encounter to activate a Frozen Whetstone (which he can draw as a free action), using Booming Blade to attack a target with 26 AC (level +14). An enemy hit by Booming Blade while marked has the option of doing nothing (effectively stunned), attack Therius (drawing damage from White Lotus Riposte), move away from Therius (taking damage from Booming Blade), or attacking an ally (drawing his Aegis of Assault). The enemy is assumed to provoke White Lotus Riposte damage, the least damaging of the three possible sources of damage while still acting. Combat Advantage or Frost Vulnerability are not included, but possible because of Wintertouched and Lasting Frost.

DPR: 17.32
KPR: 0.1444

To Hit: +18 vs. AC
+6 Half Level, +5 Intelligence Modifier, +3 Proficiency Bonus, +3 Enhancement Bonus, +1 Feat Bonus
Normal Damage: 20.5 damage
1d10 [5.5], +5 Intelligence Modifier, +3 Enhancement Bonus, +3 Feat Bonus, +2 Item Bonus, +1 Dragonshard, +1 Whetstone
Critical Damage: 35.5 damage
1d10 [10], +5 Intelligence Modifier, +3 Enhancement Bonus, +3 Feat Bonus, +2 Item Bonus, +1 Dragonshard, +1 Whetstone, +3d6 [10.5](+3 Farbond Spellblade)

0.6 * 20.5 + 0.05 * 35.5 + 0.65 * 5

Encounter Nova
Nothing impressive here, Swordmages aren't made for damage. Make sure you've used a Frozen Whetstone, then use Armathor's Step for a bonus to your next attack roll, before using Four Corners Attack, targeting Will with the secondary attack. Use an action point and use Booming Blade, using Echoes of Sword magic if it misses. Use Heroic Effort on the first attack that misses, and apply Ruby Scabbard damage to the first attack that hits.

Damage: 66.03

Four Corners Attack: 0.9 * 22.5 + 0.05 * 37.5 + 0.95 * (0.88 * 20.5 + 0.05 * 35.5) = 39.39125
Booming Blade: 0.95 * (0.8448 * 25.5 + 0.05 * 40.5) + 0.05 * (0.8 * 20.5 + 0.05 * 35.5) = 23.29778
Echoes of Sword Magic: 0.10744 * [0.95 * (0.7948 * 25 + 0.05 * 43.5) + 0.05 * (0.75 * 20 + 0.05 * 38.5)] = 2.34101016
Ruby Scabbard: [1 - (0.05 * 0.15 * 0.2)] * 1 = 0.9985

Daily Nova
40.8429 damage
Move into position using Armathor's Step, then Attack using Vanishing Blade, then Action Point to use Booming Blade. Use Heroic Effort on the first attack that misses by 4 or less, and should Booming Blade still miss, use Echoes of Sword Magic as a free action to attack all targets in a close blast 3. Targets hit by Echoes of Sword Magic are marked by my aegis until the end of my next turn, and these marks do not interfere with my normal aegis.


Nathan Abhorsen
Note: This is all without censure, the damage ability of an Avenger.
Damage Per Round
With Oath of Enmity:
- Charging: 23.67 damage
0.0975 * 46.75 + 0.84 * 22.75
- Not Charging: 19.61 damage
0.0975 * 40.75 + 0.8125 * 19.25

Without Oath of Enmity:
- Charging: 16.05 damage
0.05 * 44.75 + 0.65 * 21.25
- Not Charging: 12.59 damage
0.05 * 38.75 + 0.6 * 17.75
To Hit Maths

Damage Maths

157.4 Damage
Nathan is assumed to have combat advantage for this nova, and for the damage bonus of Invigorating Pursuit. Combat advantage likely given from his feat Deadly Draw. Use an action point and charge using Raging Tempest, followed with Menacing Presence, all against your Oath of Enmity Target, using Elven Accuracy to reroll the first miss. Assuming at least 1 hit, follow up with Sohei Flurry. To hit is worked out against a target with 26 AC (Level + 14).



Racial Traits
Average Height: 5' 9"-6' 5"
Average Weight: 130-170 lb.

Ability Scores: +2 Wisdom, +2 Strength or +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-Light

Languages: Common, Elven (Tuilvilanuue)
Skill Bonuses: +2 Athletics, +2 Perception
Glide: You may fall from any height and never take falling damage (and therefore always land on your feet), except if you fall while stunned or unconscious. If you willingly jump down from a height as part of a move action on your turn, you may shift 2 squares when you land, ignoring difficult terrain. You cannot use this ability if you are carrying more than a normal load.
Unerring Direction: Raptorans have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. This ability only works on the Mortal World; it does not function on other Planes.
Wing-Aided Movement: When you make an Athletics check to jump, roll twice and use either result.
Wing Ligaments: If you fall while stunned, unconscious, or otherwise unable to use Glide (say because you were carrying a heavy load), you are treated as if you had a fly speed of 8 (unless obviously you already have a fly speed that’s better) for the purposes of landing safely. If you would still take damage, your wings unfurl as powerful ligaments in them stiffen, and you corkscrew into the ground and instead take 1d10 falling damage no matter the height.
Flight: You have the flight power.

Racial Power
Raptoran Racial Power

You unfurl your wings and take to the skies!
Move Action
Special: You must be carrying no more than a normal load to use this power.
Effect: You may fly up to 8 squares. If you don’t end the movement on a surface that can support you, you fall.

Raptorans are unique among the common races for their ability to fly. In ancient times, the raptorans made a pact with the primal spirits of air, gaining the ability to fly in exchange for pledging the finest warriors of their race to the service of the spirits in various battles. Although the spirits have not called upon the raptorans in living memory, the pact entered into by those distant ancestors continues to shape raptoran society.

Feathered wings are a raptoran's singular identifying feature. When fully outstretched, they span 10 to 12 feet. Raptorans tend to be thinner and slightly taller than humans, with most of their extra height in their legs; their arms are likewise somewhat longer.

- Most races now have +2 to one stat, and then a choice of +2 to one of two stats.
- It probably won't matter, but, for purposes of interacting for races like Reverent perhaps, etc., the bonus to Will should be marked as Racial.
- For All Fours, there is no longer medium armour. Also, being able to avoid opportunity attacks...I can imagine melee rogues abusing this fact and moving at full speed around the battle field while avoiding every opportunity attack. The moving at full speed while crawling seems fine though.
- One problem with the whole mask thing overall, does it stop people from being able to gag you or blindfold you? If so, that should probably be mentioned as an actual ability, not tucked away in the physical description.
- Sure you don't want this to be of Fey (or otherwise not normal) Origin?

Otherwise, looks okay. I'm a bit iffy on Kitsune Dodge allowing it to also redirect the attack without say, spending a feat on the power, though it's probably okay as it is.

P.S Actually, after reading the wording closer, a few things on it;
- You should probably say the attack just hits someone else, the damage and effects bit might create awkward situations where a personal buff from the effect is now somehow transferred.
- The not adjacent to the triggering enemy seems...overly restrictive, particularly with what I want you to add next.
- The attack should still be legal against the enemy you redirect too, as in, a melee attack still needs to be within the triggering enemies reach.

Nathan Abhorsen
====== Created Using Wizards of the Coast D&D Character Builder ======
Nathan Abhorsen, level 8
Elf, Avenger
Avenger's Censure Option: Censure of Pursuit
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Parentage - Orphan (Insight class skill)
Theme: Sohei

STR 14, CON 13, DEX 18, INT 10, WIS 20, CHA 8

STR 14, CON 13, DEX 14, INT 10, WIS 16, CHA 8

AC: 25 Fort: 20 Ref: 22 Will: 23
HP: 69 Surges: 8 Surge Value: 17

Athletics +11, Insight +16, Perception +18, Religion +9, Stealth +13

Acrobatics +8, Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +9, Endurance +5, Heal +9, History +4, Intimidate +3, Nature +11, Streetwise +3, Thievery +8

Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sohei Attack: Sohei Flurry
Elf Racial Power: Elven Accuracy
Avenger Feature: Abjure Undead
Avenger Feature: Divine Guidance
Avenger Feature: Oath of Enmity
Feat Attack: Divine Rage
Avenger Attack 1: Overwhelming Strike
Avenger Attack 1: Avenging Shackles
Avenger Attack 1: Raging Tempest
Avenger Attack 1: Aspect of Might
Avenger Utility 2: Refocus Enmity
Avenger Utility 2: Holy Blessing
Avenger Attack 3: Relentless Stride
Avenger Attack 5: Menacing Presence
Avenger Attack 7: Inexorable Pursuit

Level 1: Battle Awareness
Level 2: Valenar Weapon Training
Level 4: Avenging Resolution
Level 6: Divine Rage
Level 8: Improved Defenses [Tyrus Maths Fix]
Level 8: Versatile Expertise [Tyrus Maths Fix]
Level 8: Unarmored Agility

Backpack (empty)
Flint and Steel
Belt Pouch (empty)
Silk Rope (2x 50 ft.)
Trail Rations x10
Sunrod x2
Climber's Kit
Desert Clothing
Cold-weather clothing
Ten-foot pole
Waterskin x2
Manacles, iron
Thieves' Tools
Chalk and slate
Map case
Carnage Falchion +2
Badge of the Berserker +2
Magic Cloth Armor (Basic Clothing) +2
Iron Armbands of Power (heroic tier)
Boots of Adept Charging
Horned Helm (heroic tier)
Restful Bedroll
Potion of Healing x3
Talent Shard (level 8)
Elixir of Aptitude (heroic tier)

Nathan Abhorsen
Nathan Abhorsen, the Ruby Sorceress's Blade
"Note I only serve you as your requests are yet to run against the Stern Lady, careful how you proceed now."

Name: Nathan Abhorsen
Race: Elf
Class and Level: Avenger [Censure of Pursuit] (Fighter Multiclass), 8
Nickname: Ruby Knight
Height: 183cm (6')
Weight: 59.1kg (130 lbs.)
Age and Birthdate: 25, November 5th
Gender: Male
Alignment: Lawful Good
Deity: Wee Jas
Hair: Silver gray
Eyes: Gray
Skin: Pale

Physical Description:






levels and roles
Level 3, and, I missed last month so I'm not too sure. Any Role EXCEPT for Controller would be good really, in the order of Strikers > Defenders > Leaders. (Strikers and Defenders nearly being a tie.)

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