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| #1headAug 13, 2011 19:16:03 | Blood Knight(melee/ranged) Roll:Striker/Defender Power Source:Arcane Key Abilities: CON;INT; Def Bonus:+2 Con Hit Points at First:16+con Per Level:5 Path: Blood Seeker(striker roll),Mantle of Blood(Defender roll) Class Traits Armor Proficiencies:Cloth,leather,hide,chainmail,scale;Heavy Shields,Light Shields. Weapon Proficiencies:Simple melee, military Melee Implement: Orb Healing Surges:7+Con Mod Trained Skills:Arcane,Heal. choose 2 more from list . Class Skills:Dungeoneering,History,Insight,Nature,Religion,Perception Class Features:Blood Control,Blood Frenzy,Blood Orb Specialization,Blood Bolster. Path:Blood Seeker; The Blood Knight uses a one handed weapons and a Blood orb in the other weilding the powers of both to destroy his opponents in close quaters.(INT>CON) Path:Mantle of Blood; The Blood Knight uses a shield to defend himself and his allies while using the blood orb to bolster his teams defenses and weaken that of his foes.(CON>INT) Blood Control:When making death saving throws you get a +3 to your rolls(para +4 epic+5) Blood Frenzy: When you are bloodied for the first time in an encounter you gain a +1 to attack and damage rolls for the rest of the encounter.(para to hit+2, epic damage +2) Blood Orb: Any Orb the Blood Knight holds in their hand becomes imbued with their blood and gains the "Blood Orb" class Properties; The Blood Knight can recall the orb back to his hand within a 100ft range as a minor action;Can be used for Blood Knight class powers;When imbueing a Orb with the 'Blood Orb' properties it costs half the Blood Knights surges. Blood Bolster(class encounter power)(Minor Action) The Blood Knight may spend a healing surge but regains no hit points. Instead he may deal an additional 2d6 on his next attack before the end of his next turn OR Increases his defenses by +2 until the end of his next turn.(paragon 3d6/+3 Def epic 4d6/+4 Def) Class Feats: Blood Imbuement: Choose a damage type [Cold],[Poison],[Radiant] or[Necrotic] the damage type replaces [Fire] as your damage type. Coagulated Blood: You gain a +1 to AC and +1 to Fortitude but you lose 5 surges. Armored Heart: Gain profeciency in plate armor and 3 additional hit points. Blood Thirsty: (requires Blook Seeker path) Gain profeciency with the Bastard Sword and treat it as a Brutal 1 weapon Red Avatar: (requires Mantle of Blood path) When equiped with a shield all allies adjacent to you gain a +1 to AC and Reflex saves and when you use second wind your defense bonus is a +3 instead of a +2 Blood Armor: When you become bloodied your AC is increased by 1 |
| #2headAug 13, 2011 22:22:42 | Blood Knight Bloods Furry(At-will) Keywords:Weapon,Fire Target:One creature Range:Melee Attack: INT vs. AC;CON vs AC Blood energy from your orb coats your sword in a red radiant glow as you smite your foe burning them with your energies. 1[W]+INT damage Blood Seeker: Enemy takes additional fire damage equel to your CON Level 11 2[W]+INT Level 21 3[W]+ INT Blood Bargin(At-will) Keywords:Arcane,Implement,fire Target:Each creature in Burst Range:Burst 3 Attack:CON vs Fort; INT vs FORT You hold up your orb and chant loudly releasing red radiant energy that washes over allies and foes alike. CON MOD fire damage to each enemy in burst;each ally gains 2 temporary hit points. Mantle of Blood: each ally gains 3 additional temporary hit points. Level 11 Mantle of Blood bonus raises to 5. Level 21 Mantle of Blood bonus raises to 7. Blood Bomb(At-Will) Keywords:Arcane,Implement,Fire Target:Each Creature in blast Range:10 Blast 1 Attack:CON vs REFLEX; INT vs REFLEX You channel blood energy into the orb before you throw it at your enemies and watch it unleash suffering to all it comes near. CON MOD/INT MOD Damage;each creature suffers ongoing 3 fire damage(save ends) Blood Blast(At-Will) Keywords:Arcane,Implement,fire Target: One creature Range:10 Attack:CON vs AC You concentrate energy through your orb and blast an enemy with its energy forcing them back. Hit: 1d10+INT Effect: Target is pushed 1 square level 11 2d10+INT level 21 3d10+INT Blood Reaper(At-Will) Keywords:Arcane,weapon,fi Target:One creature Range:melee Attack: INT vs AC With quick chant and a vicious thrust you deliver a deadly blow and take with it some of your victims sustaining energy. 1[W]+INT DAM;effect you gain temporary hit points equel to your CON MOD Level 11 2[W]+INT DAM Level 21 3[W]+INT DAM |
| #3GarthanosAug 13, 2011 22:26:56 | Hmmm Interesting I have a Paladin Warlock using crimson legionaire feats that I call a Blood Knight. |