Final Exodus: Dark Reality
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Masayoshi Tsubasa

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Masayoshi Tsubasa Empty Masayoshi Tsubasa

Post by agentaaa Mon Oct 03, 2011 11:25 am

Name: Masayoshi tsubasa(changed the name, the other one sounded suggestive)
Class: Swordsman
level: 16
experience: 208,515
gold pieces:
0 platinum
18,390 gold
10 copper
1 silver
Alignment: chaotic/good
stats:
hp: 105.5/146
Str: 15(+2)(6)
Dex: 21(+2)(9)
Con: 16(+2)(7)
Int: 12(3)
Wis: 16(6)
Cha: 17(5)

Healing surges: 14

Skills:
Acrobatics, athletics, diplomacy, intimidate, bluff
class features:

Dexterous Attacks
Your basic melee attacks use a Dexterity check instead of a Strength check.

Parry Swordsman Class Feature
You block an enemy's attack with your sword.
Encounter Martial, Weapon
Immediate Interrupt Personal
Trigger: An enemy makes a melee attack against you.
Requirement: You must be wielding a blade weapon.
Effect: Your enemy's attack misses.

Frightful Presence [Lineage]
Prerequisite: Cha 17, Draconic Heritage
Benefit: You gain the Frightful Presence power.
Frightful Presence Feat Power
You stand tall and show off your draconic ancestry too make your enemies cower in fear.
Encounter Fear
Standard Action Close Burst 5
Target: Enemies in burst
Attack: Charisma Vs. Will
Hit: The target is stunned (save ends). Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Special: Increase range to Close Burst 10 at 21st level.

Recovery Strike Swordsman Class Feature
You hop up from the ground and make an attack against the enemy who knocked you down.
Encounter Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: You are knocked prone by a creature.
Requirement: You must be wielding a sword.
Target: The creature who knocked you prone.
Attack: Dexterity Vs. AC
Hit: 1[W] damage. You are no longer prone.
Miss: You are no longer prone.

Feat: Human perseverance
+1 to saving throws



Deadly Blade
You can strike your foes precisely in vital spot.
Prerequisite: Dex 18
Benefit: Choose either light or heavy blades. You treat all weapons of the chosen type as high crit weapons.
Special: You can take this feat up to two times. Its effects do not stack. When you take this feat a second time, you treat both heavy and light blades as high crit weapons.

Raging storm:
Prerequisites: you gain a +1 feat bonus to damage rolls when you use a power that has the lightning or the thunder keyword.
At 11th level, this bonus increases to +2. at 21st level it increases to +3
Toughness
Benefit: When you take this feat, you gain an additional hitpoints. You gain an additional 5 hit points at each tier of play(1st, 11th, and 21st level).

Feat: Mounted combat
gain access to special abilities of mount


Devastating critical:
Benefit: When you score a critical hit, you deal an extra 1d10 damage.

Attack Focus: Thunderspike
Through concentrated training you learn to make better use of one of your encounter attack powers.
Prerequisite: Character Level 3rd
Benefit: Choose an encounter attack power you know of lower level than your highest level encounter attack power. That power gains recharge 5 and 6. You may select this feat multiple times. Each time its effects apply to a different encounter attack power you know.
Special: 'Recharge [5, 6]' allows you to roll 1d6 at the beginning of your turn. If you roll 5 or 6 on the die, you regain the use of that power for the encounter until you expend it again. You may, in theory, recharge a power multiple times in an encounter. No matter how many powers you have with Recharge you only roll one die, and you regain the use of all powers with a recharge number equal to the number rolled.
If you retrain the power you have focused on, this feat automatically transfers to the new power.
If you replace the focused power with a higher level power, this feat transfers to an available legal choice. For example, if you have Attack Focus for your level 1 encounter power, then replace that power at level 13 with a level 13 encounter power, this feat will automatically transfer to one of your other encounter powers (your level 3, 7, or 11 power, but not your level 13 as it is your highest level encounter power).

Feat: Dragon whisperer:

+2 to diplomacy when speaking in draconic

Feat:
Armor Proficiency (Spidersilk)
You are trained in spidersilk armor.
Prerequisite: Dex 16, training with hide armor
Benefit: You gain training with spidersilk armor.


Dragon Breath Coating Feat Power
With great care, you coat one weapon or armor of yours or your ally with your inherent power.
Encounter Acid, Cold, Fire, Lightning, or Poison
Standard Action Melee touch
Target: You or one ally
Effect: Choose one of two actions:
Select one weapon wielded by yourself or one ally adjacent to you. Target weapon gains damage-type used by your dragon breath racial power until the end of a number of turns equal to your Constitution modifier (minimum 2). Select one armor worn by yourself or one ally adjacent to you. Target armor gains resist 5 to damage-type used by your dragon breath racial power until the end of a number of turns equal to your Constitution modifier (minimum 2).
Special: Add 1d6 extra damage to target weapon at 11th level, and 2d6 extra damage at 21st level; Increase target armor to resist 10 at 11th level, and resist 15 at 21st level.
If you have the Adaptable Breath feat you may choose the alternate damage-type chosen when the feat was taken. You can only use one Dragon Breath Encounter Power per encounter.


Feat: draconic heritage
Draconic Heritage [Lineage]
Prerequisite: Living humanoid race
Benefit: You gain the Dragon Breath attack power and resist 5 ice.

Power: dragon's breath

Powers:
Dragon Breath Feat Power
You call on your dragon ancestors to unleash a torrent of energy.
Daily Cold
Standard Action Close Blast 3
Target: Creatures in blast
Attack: Dexterity Vs. Reflex
Hit: 2d4 + Dexterity modifier Cold damage.

It's not Luck Swordsman Attack 1
Your attack is quick and precise, dazing your opponent.
Daily Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a short sword, long sword, bastard sword, great sword, or falchion
Target: One creature.
Attack: Dexterity Vs. AC
Hit: 2[W] + Dexterity modifier damage. Target is dazed. (save ends)
Miss: 2[W] damage.

Blade Blitz Swordsman Attack 9
Fast and accurate. Quite a deadly combination.
Daily Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a short sword, long sword, bastard sword, great sword, or falchion.
Target: One creature
Attack: Dexterity Vs. AC, 3 attacks.
Hit: 1[W] + Dexterity modifier damage.
Effect: For each successful attack, the target takes a -2 penalty to their AC defense. These effects are cumulative.

Shining Slash Swordsman Attack 9
Your blade begins to emit light, growing brighter and brigher with each passing moment.
Daily Martial, Radiant, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a short sword, long sword, bastard sword, great sword, or falchion.
Target: One creature
Attack: Charisma Vs. Fortitude
Hit: 3[W] + Charisma modifier radiant damage.

Fury of the Sword Swordsman Utility 10
You enter a near berserk state and unleash your devastating power.
Encounter Martial, Stance
Free Action Personal
Effect: You take a penalty to your AC and Fortitude equal to your Charisma modifier and gain a +5 power bonus to attacks rolls involving Charisma and a +2 power bonus to your Reflex and Will defenses.

Crackling Tendrils Swordsman Utility 6
With a flash of light, tendrils of lightning crackle around you interfering with other's attacks.
Encounter Martial, Lightning, Stance
Standard Action Personal
Effect: Any creature who makes a successful melee attack against you takes 1d10 lightning damage.

Thunderspike Swordsman Attack 7
Your weapon is the ultimate expression of your emotions. It's power waxes when your emotions are strongest.
Encounter Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a short sword, long sword, bastard sword, great sword, or falchion. You must be bloodied.
Target: One creature
Attack: Dexterity Vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: 2[W] - Charisma modifier damage.

Whistling Slash Swordsman Attack 1
You swing your sword fast enough that it whistles while moving through the air.
Encounter Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a short sword, long sword, bastard sword, great sword, or falchion.
Target: One creature.
Attack: Dex Vs. AC
Hit: 1[W] damage as though it was a critical hit. You take a -2 penalty to your next Stealth check.
Miss: You take a -2 penalty to your next Stealth check.

Meteor Blade Swordsman Attack 13
Your attack crashes through your enemy's defenses, leaving them vulnerable.
Encounter Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a short sword, long sword, bastard sword, great sword, or falchion.
Attack: Strength Vs. AC
Hit: 1[W] + Strength Modifier damage and target takes a penalty to it's AC equal to 10 + your Strength modifier.

Careful Strike Swordsman Attack 1
You take a moment to line up your attack and then strike with amazing accuracy.
At-Will Martial, Weapon
Standard Action Melee Weapon
Target: One creature.
Attack: Dex+2 Vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Static Shock Swordsman Attack 1
You create a large static force and hold it until you are near an enemy.
At-Will Martial, Lightning
Standard Action Ranged 2
Target: One creature.
Attack: Dexterity Vs. Fortitude
Hit: 1d6 lightning damage.
Increase damage to 1d8 11th level, and 1d10 at 21st level.

Blunt Face Attack Swordsman Attack 1
You attack your target with the blunt face of your sword
At-Will Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a sword.
Target: One creature.
Attack: Strength Vs. Fortitude
Hit: 1[W] damage and the target is stunned (save ends).
Increase damage to 2[W] at 21st level.

Blade Shield Swordsman Utility 2
You make a block with your sword to save your ally.
At-Will Martial
Immediate Reaction Melee Weapon
Trigger: An enemy makes a melee attack against an adjacent ally.
Effect: You shift the aforementioned ally 1 square away from the enemy, and you shift into their former space. The enemy rolls his attack against you instead of your ally. You gain a bonus to the defense affected by the enemy's attack equal to your strength modifier.

Thunder Block Swordsman Utility 6
You parry an attack and leave your enemy reeling.
At-Will Martial, Thunder, Weapon
Free Action Personal
Effect: When you use your parry class feature you may use this power to deal 1d10 thunder damage to the creature who attacked you.

Equipped weapon: Erebus
Equipped armor: +3 AC, 35 total
Fortitude: 20
Reflex: 22
items:
Erebus 4d20 damage + hellfire(1d8 ongoing), +3 stat bonuses
Steve(armor) +12 AC, +14 HP, -1 DEX, +2 STR, +2 CON 1d6 passive damage to attackers, undodgeable, 1d4 HP regen
everice: 4d8 + frostbite(2d4) + 3 to hit
+1 sword of lesser ever-bright
1d8+1 (( glows, acts as light, 1 time a day can change its glow colour 1 time a day can emit blinding flash ))
hide armor +3 AC
maaaaajical emerald.
1111 unlit torches
the unknown ring +3 DEX
iron pickaxe
agentaaa
agentaaa
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Female Number of posts : 3631
Age : 31
Location : lol, nice try, police people, you ain't getting it from me so easily
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Registration date : 2009-01-13

http://Agentaaa.deviantart.com

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