Need help picking a character to support a 2 member party.

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Hi.   I need help picking a character to round out our 2 member party.  My buddy is going to play a 1st lvl human rogue scoundrel.  I am trying to decide on a character that would go well with his.  I am thinking of a defender to take the heat off of him while he sneak attacks and tumbles around the battlefield.  I am not sure which race/class combos would work the best to support him.  any help would be greatly appreciated.  I would also be interested in hearing any char optimization advice on the suggested classes as well....thanks!
Defender is not really needed for a 2-man party. Leader is probably best. Bard would be my first choice. Covers the skill holes of the brutal scoundrel rogue, brings healing to the table, and a versatile array of tools. I'd probably try half-elf to nab an AoE dilettante for some minion control, since 2-man parties tend to fight a good bit of minions (though there are other racial minion control options like Dragonborn).


If you do go defender I would go with a lay on hands paladin.  They have a lot of leader like abilities and that will help if you don't have a leader.

Bard, warlord or a wis/con cleric are also good choices.  Either you or the rogue should have some sort of ranged attack .  Those three leaders can all work at range or in melee and can cover some of the skills the rogue won't be good at.
If he's willing to go thief you could try a warlord. Using commander's strike to give the theif extra MBAs and providing some healing while having pretty decent defences for a non-defender.
wow, thanks for all the replies guys.   I dont have to be a defender i was just thinking a tank would be good for aggro control.  I hadnt really considered a leader and have never played one.  I ve played 2nd and 3rd and 3.5 edition most of my gaming life..about 27 years..  ive only had 2 4th edition chars so far.. a elf ranger, and a eladrin arcanist...what type of leader do you think would fit?  The scoundrel is going to be a dagger specialist, and will favor tactical maneuvering acrobatics,  and sneak attacking..and tumbling...he can shift his speed he says...thats cool...theres one power he says that lets him shift his speed before AND after his attack...i have access to the online char builder...thats how we create all of our characters..
i think that a strength-cleric with battle-clerics lore could work, he's quite bulky and can heal a lot, while fighting in melee in order to flank a lot. he can also provide a lot of non-surge-heal (important because the rogue will eat a lot of hits) and can grant saving throws, while having access to superior will (very important in a two-man-party, because a single stun will take away half you turns). if i'm right the cleric should have access to some aoe-attacks too.

Does bard have a melee-build? Following my experience with 3-man-parties, you wont be able to get out of melee all the time, so having a melee-attack is quite nice anyways, especially in a minion situation w/o aoe. The rogue needs some kind of ca-feature, preferably frost cheese, but flanking is a nice alternative

hybrid is a strong recommendation in two-man-parties, because there will be lots of situations which you cant cover with two classes alone.

e.g. rogue/sorcerer + strength cleric/paladin works in my head. the cleric/paladin provides healing and damage absorption while rogue/sorcer should be able to do damage against single target while having some aoe in minion-situations. all 4 classes shouldnt loose to much because of hybrid. although you could probably discuss weather a sorcerer isnt equally strong as a hybrid rogue unless you have off-turn-attacks like agile opportunist.

note: 4e is a lot more complex than 3.5 when it comes to building characters, meaning that a more or less optimised character equals two not so optimised characters easily.
I gotta call you on that man.

An optomized character can of course pull of tricks that a non-optomized can only dream of. However the difference between an optomized and a non-optomized character in 4e is vastly smaller than in 3e, and it's not due to complexity of the system at all. 
Consider a stealthy character.  Preferably Wis/Dex (stealth cleric perhaps).

Then you could both just sneak by monsters, and pull all sorts of tricks.

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
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

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.


While a defender isn't essential to a typical two-PC party, a shift-punishing defender is an essential partner to an optimized Brutal Scoundrel. Combining Riposte Stike+Vigilante Justice Style with a fighter's mark or aura guarantees an extra attack on the focus-fire target. (And do suggest the Guardian theme to your friend with the Rogue.)

I'd be inclined to field a Human Brawler Fighter with Str 18, Con 11, Dex 15, Int 8, Wis 14, Cha 10. Wear scale and pump Wisdom along with Strength. Use the Silent Hunter background to take Athletics, Heal, Perception, and Stealth. Ask your partner to take Athletics as well, so that both PCs can leap, climb, sneak, or even swim away from trouble. Wield a rapier and at level 3 take Rain of Blows and love it and treasure it and name your firstborn Rob in its honor. When you can afford a multiclass feat (which will be a looong while for a Brawler, even a human one), take one that offers Insight so that you can negotiate non-combat scenarios with some confidence.

Or play a Berserker, but then neither of you will be able to detect traps, ambushes, etc except on a lucky roll.

Hey thanks again everyone for your helpful comments.   As it turns out my buddy is playing this character so far... 


====== Created Using Wizards of the Coast D&D Character Builder ======
Rob, level 1 Human, Rogue (Scoundrel)
Rogue Tactics Option: Cunning Sneak
Rogue Option: Scoundrel Weapon Talent
Human Power Selection Option: Bonus At-Will Power Cutpurse (+2 to Thievery)
Theme: Watershaper  
FINAL ABILITY SCORES STR 14, CON 11, DEX 18, INT 10, WIS 10, CHA 14  
STARTING ABILITY SCORES STR 14, CON 11, DEX 16, INT 10, WIS 10, CHA 14    
AC: 16 Fort: 13 Ref: 17 Will: 13 HP: 23 Surges: 6 Surge Value: 5  
TRAINED SKILLS Acrobatics +9, Athletics +7, Bluff +7, Perception +5, Stealth +9, Streetwise +7, Thievery +11  
UNTRAINED SKILLS Arcana +0, Diplomacy +2, Dungeoneering +0, Endurance +0, Heal +0, History +0, Insight +0, Intimidate +2, Nature +0, Religion +0  
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Watershaper Attack: Buffeting Wave Rogue Attack 1: Deft Strike Rogue Attack 1: Duelist's Flurry Rogue Attack 1: Clever Strike Rogue Attack 1: One-Two Punch Rogue Attack 1: Spinning Blade Leap  
FEATS Level 1: Backstabber Level 1: Melee Training (Dexterity)  
ITEMS Leather Armor x1 Adventurer's Kit Dagger Short sword x1 Climber's Kit Thieves' Tools Glass Cutter Caltrops
====== End ======

As you can tell his char prolly isnt optimized, im the only one anal enough to try and do so.=)    Neither of us or our DM has had experience with optimized characters, and i really just want to have an amazing kick-ass character to show them both up....So, whether or not my character will make his character look good, or help him survive ..I just need help finding a build for an amazingly kickass character that will blow their and my minds.  Survivability, ie..resistances, hp, ac, saves, fort/will/ref   and damage output are at the top of my list

  ...looking forward to all your ideas guys..thx! 
As you can tell his char prolly isnt optimized, im the only one anal enough to try and do so.=)    Neither of us or our DM has had experience with optimized characters, and i really just want to have an amazing kick-ass character to show them both up....So, whether or not my character will make his character look good, or help him survive ..I just need help finding a build for an amazingly kickass character that will blow their and my minds.  Survivability, ie..resistances, hp, ac, saves, fort/will/ref   and damage output are at the top of my list

  ...looking forward to all your ideas guys..thx! 

I don't see anything terrible with his character...
 Watershaper is pretty sub-par, and he didn't take heroic effort.


There's very little you can do at level 1 to seperate yourself.

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
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

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.


Hrmf, no Riposte Strike, so forget my previous advice.

As mellored said, it's hard to stand out, much less have it all, at level 1. I'd be tempted to do this:

Deva Cleric
Str 10, Con 16, Dex 10, Int 8, Wis 18, Cha 12
Battle Cleric's Lore

AC 19 with scale armor and two-handed simple weapon. 
+1 racial to all defenses vs bloodied attacker
Resist 5 necrotic and radiant racial
28 HPs and 10 7-pt Surges

F1: Radiant Recovery (+3 tHPs when you give or take radiant hits. That is nice at L1.)

A1: Sonlinnor's Hammer (aka feat-free MBA)
A1: Pick a Wisdom-based radiant at-will. There are several awesome ones. Or there are 5 with Constitution-based riders if you don't choose Radiant Recovery. Blessing of Light is both radiant and adds damage to your attack.
---
E1: Divine Glow
---
D1: Moment of Glory (an auto-win button at L1) 


I think you need to talk with the other guy about tactics.  If he's going Cunning Sneak, then he's planning to hide a lot, which means you'll be the only target for all the monsters.  This is a common complaint against stealth characters - that they just make the monsters focus fire on the remaining party.

Now if you also went with a stealthy character, you could try to do some kind of hit-and-run kind of thing, but if you expect combat to turn into a i-hit-you-then-you-hit-me-back slugfest, then you either need to be pretty darn tough or convince your friend to come out of the shadows to fight with you.

As an aside, most low-op people I see who take Cunning Sneak do it because they think it's a good/easy way to get combat advantage (when actually the stealth rules are far more challenging to get down).  When they come to see that getting CA is pretty easy, piling on the damage with something like Brutal Scoundrel starts to look better.  And it doesn't hurt you to have a flanking buddy, either.
You could play around with Revenant-cheese, if you want survivability. If your friend and DM have no experience with optimization, being nigh-unkillable can get pretty impressive. Also, if your friend is going to be stealth all the time, you'll be the target all the time. Revenants can sure as hell take a hit.
As an aside, most low-op people I see who take Cunning Sneak do it because they think it's a good/easy way to get combat advantage

To be fair, the build does take Melee Training (Dexterity) right off the bat, indicating that the player has some concept in mind to force monsters into triggering off-turn OAs with his hidden status. I'm not sure how he plans to become hidden and move afterward to make his location unknown to Team Monster, but maybe he's got something figured out.

You could play around with Revenant-cheese

I suspect that would be a bit of a trap approach to party op. Revenants don't really kick into gear until paragon, and until then getting dropped removes 50% of party firepower. I wouldn't want anyone playing a heroic Revenant (at least, with the usual "hit me, I'm begging you!" tactics) in anything less than a 5-PC party.

You could play around with Revenant-cheese

I suspect that would be a bit of a trap approach to party op. Revenants don't really kick into gear until paragon, and until then getting dropped removes 50% of party firepower. I wouldn't want anyone playing a heroic Revenant (at least, with the usual "hit me, I'm begging you!" tactics) in anything less than a 5-PC party.

A revenant warforged with past soul works better then a dwarf at level 1.  And if you put everything into it you can get +9 to death saves by level 6-8.

And honestly, with a cunning sneak as his only partner, he already has a "kick me" sign on his back.

Edit: Con/Wis Serene Runepriest|Swarm Druid is massivly tough as well (can be revenant).  Especially at low levels.

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
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

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.

Oddly enough, the character that I would pair up with this guy is mostly the first character I played in 4E.

It's a Tempest Fighter|Ranger hybrid, with Str and Dex as co-primaries. Power selection valuing mobility quite highly.

Switching back and forth freely between ranged striker, melee striker, and defender...

What I would do different for this campaign is I would be sure to use multiclassing to pick up some healing - and insist that the Rogue player do likewise. (The campaign that I played this guy in had a fighter|cleric hybrid and a shaman, so I didn't need to be a healer.)
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
Thanks again to all of you who have taken the time to help me.   I think I have found the character that i want to play...

====== Created Using Wizards of the Coast D&D Character Builder ====== Gork, level 1 Warforged, Barbarian
Build: Rageblood Barbarian
Feral Might Option: Rageblood Vigor  
Akanûl (Akanûl Benefit) Theme: Ironwrought  
FINAL ABILITY SCORES STR 18, CON 18, DEX 13, INT 8, WIS 13, CHA 8  
STARTING ABILITY SCORES STR 16, CON 16, DEX 13, INT 8, WIS 13, CHA 8    
AC: 15 Fort: 16 Ref: 12 Will: 12 HP: 33 Surges: 12 Surge Value: 8  
TRAINED SKILLS Athletics +9, Endurance +11, Perception +6  
UNTRAINED SKILLS Acrobatics +0, Arcana –1, Bluff –1, Diplomacy –1, Dungeoneering +1, Heal +1, History –1, Insight +1, Intimidate +1, Nature +1, Religion –1, Stealth +0, Streetwise –1, Thievery +0  
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Ironwrought Attack: Inevitable Strike Warforged Racial Power: Warforged Resolve Barbarian Feature: Swift Charge Barbarian Attack 1: Howling Strike Barbarian Attack 1: Recuperating Strike Barbarian Attack 1: Desperate Fury Barbarian Attack 1: Swift Panther Rage  
FEATS Level 1: Axe Expertise   ITEMS Greataxe x1 Hide Armor x1 Lantern ====== End ======


Any suggestions on how I can op this char and whoop major ass are greatly appreciated...