Tips with character

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Hi there, this is my first time crreating a character and hope I've done it right. I did my statlines using the dice rolling method. Any advice or tips would be appreciated as I found this element of creation rather fun and if I made any mistakes, I shall hopefully know better for next time

Nail: Unaligned Warforged Fighter (Tempest Fighter Build)

Level 1:

Str: 15 +Racial 2 =17
Con: 15 +Racial 2 =17
Dex: 17
Wis: 13
Int: 10
Cha: 9

HP: 32
Surges: 11
Surge value: 8

Speed: 6 -Armour 1 =5

Defences:
Fortitude: 10 +Str 15 =25
Reflex: 10 +Dex 17 =27
Will: 10 +Wis 13 +Racial 1 =24
AC: 10 +Armour 6 =16

Trained Skills:
Athletics: 5 -Armour 1 =4
Endurance: 5 +Racial 2 -Armour 1 =6
Intimidate: 5 +Racial 2 =7

Powers:
Racial: Warforged Resolve
At-Will: Dual Strike, Cleave
Encounter: Funneling Fury
Daily: Villain's Menace

Feats:
Two-Weapon Fighting
Two-Weapon Defence (Tempest Fighter bonus feat)

Equipment:
Main hand: Longsword
Off-hand: Short sword
Armour: Chainmail
Well, since you're going with stat rolling, you should put your 17 into strength, as that is your main stat, giving you a 19. A 15 in Dexterity is still good enough because it's a secondary. Also, you should use a light blade (such as a short sword) in your main hand as well as your off hand. This way you get the Tempest Fighter bonus for both weapons.

If you do go for two short swords (or other light blades), consider taking light blade expertise in the next few levels (probably at level 2). It gives an attack bonus with light blades and a damage bonus when you have combat advantage. If not, take Master of Arms. It gives you expertise with any weapons, and the ability to stow and draw a weapon as a free action.

As far as powers, Dual Strike serves the same basic function for you as Cleave, so you might want to consider using something else.

On another note, if you're willing to change races, something with Strength and Dexterity bonuses, such as the half orc or thri-kreen, would be better from an optimization stand point. If you're set on warforged, that will work out just fine.

Also, for your defenses, you don't add the full score, just the modifiers. So for Fortitude, it would be 10 (base) + 3 (modifier) +2 (from being a fighter) = 15.

Edit: Ninja'd
Fair enough. With the rolled stats it'll be more than fine. But yeah, I would go with light blade expertise instead of two-weapon fighting for the reason Erachima stated. And definitely go with short swords. (Although would spiked chain be a viable option with the mc feat? That way you save money on weapon enhancements later on. And it's 2d4 in each hand.)
Hi guys, thanks for the tips so far. I'm still new to this, so just a matter of learning really.

Where the defenses were concerned, I think it was just a misunderstanding as in the book (or pdf's in my case), it says like the greater of your Strength or Dexterity for example, guess I need to re-read bits to make sure I understand them.

I was under the impression also that longswords were main hand weapons and you could still use an off hand weapon in the off hand, but again, maybe I misunderstood and need to re-read.

And as far as the stat rolling goes, is there a standard way of setting them out or would I have to ask my DM how he'd like it done?

I was under the impression also that longswords were main hand weapons and you could still use an off hand weapon in the off hand, but again, maybe I misunderstood and need to re-read.

Tempest Fighters work almost exclusively with "offhand" weapons - here, meaning weapons that literally have the Offhand property, like Short Swords.  As such, because of your Tempest feature attack and damage boost, they soar over even Rapiers at first level, and with the Shocktrooper paragon path, become leagues better than Bastard Swords.


And as far as the stat rolling goes, is there a standard way of setting them out or would I have to ask my DM how he'd like it done?

There is indeed a standardized method.

You have at your disposal 22 points to spend on ability scores, starting out with a score spread of 8, 10, 10, 10, 10, 10.  You can spend your points to raise your scores one at a time, and past 13 it starts costing more points to add one extra to your score.

As a quick reference:

Starting from 22 points -
To go from 8 to 10 costs 2 points, and must be done if you wish to increase the 8 further.
10 to 11 costs 1 point.
10 to 12 costs 2 points. 
10 to 13 costs 3 points.
10 to 14 costs 5 points.
10 to 15 costs 7 points.
10 to 16 costs 9 points.
10 to 17 costs 12 points.
10 to 18 costs 16 points.


One of the most common point-buy spreads ends you up with a 16, 16, 13, 11, 10, 8 spread.  For you as a Tempest Fighter, you'll want your 16s going into Strength and Dexterity (to fuel your attack and damage bonuses on the Strength side, further increased by the option for Warforged to bump Strength; and on the Dexterity side, your initiative, AC, Acrobatics, and commonly used Light Blade feats.)  Your 13 can go into Constitution (and be bumped by your Warforged's static bonus to Constitution), not only for HP but to qualify for Armor Specialization (Hide) at Paragon, since you'll really need all the AC you can get; and the rest can go wherever you wish, perhaps sticking the 11 in Wisdom or Charisma to be sure you have at least some Will defense at Paragon.  Bump Strength and Dexterity every level, as they're vitally important to how you function, grab Agile Superiority when you can, and have fun. :3



Ok, so far I need to redo my stats and defenses, change my equipment and redo my feats.

Looking at Dual Strike and Cleave, what I come to understand is that Cleave hits one enemy and another adjacent to it as long as it within my reach. Dual Strike, though, is a two strike attack on one creature. Here's what it says:

Target: One creature
Attack: Strength vs. AC (main weapon and off-hand
weapon), two attacks
Hit: 1[W] damage per attack.



The other thing I don't understand which I couldn't seem to find is what the [W] means
[W] is shorthand for Weapon Damage.  So if you're using a short sword, it has 1d6 for damage.  Thus, anytime you see [W] you're rolling a d6.  4[W] would be 4d6 when used with a short sword.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Fair enough. With the rolled stats it'll be more than fine. But yeah, I would go with light blade expertise instead of two-weapon fighting for the reason Erachima stated. And definitely go with short swords. (Although would spiked chain be a viable option with the mc feat?)

The main reason to go spiked chain is for reach.  It takes some tricks to use it with a fighter, since most of their ability requires you to be adjacent.


|W| means your weapon damage.  1d6 for short swords, 2d4 for spiked chains.  
2|W| would give you 2d6, or 4d6 respectivly.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Ok, so far I need to redo my stats and defenses, change my equipment and redo my feats.

Looking at Dual Strike and Cleave, what I come to understand is that Cleave hits one enemy and another adjacent to it as long as it within my reach. Dual Strike, though, is a two strike attack on one creature. Here's what it says:

Target: One creature
Attack: Strength vs. AC (main weapon and off-hand
weapon), two attacks
Hit: 1[W] damage per attack.



The other thing I don't understand which I couldn't seem to find is what the [W] means



OK, Cleave doesn't actually hit two targets, you only deal STR damage to the adjacent target. That is important because you don't get to add anything to that second target that you would normally get on a hit.

Dual Strike was changed to require two targets.

[W] is shorthand for the damage die of your weapon, so for a short sword 1[W] would be 1d6, 2[W] would be 2d6, etc...

 
Ah that makes sense. I've been pouring through trying to find what it means. So for Dual Strike for example, where it says 1[W] damage per attack, that means if I'm making two attacks, one with each sword, then I just roll 1D6 for each attack or if it was a longsword for example, it'd be 1D8 or whatever it is.