Twinking The UnTwinkable: "Red Mage" Versatility-focused Bard Build

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Ok, so I am currently undertaking a rather silly project. I am trying to stat out DnD 4e character sheets for the cast of popular webcomic 8-bit Theater. Since they're a little too complex and powerful to be level 1 characters, I've decided to make them start out at level 8. Now, the comic, being based on Final Fantasy, uses a weird hybrid of Final Fantasy's rules, 3.0 DnD rules, narrative fiat and made up nonsense for its spells and battles. There's a lot of humor based on the characters existing within a strange game-like system and refusing to believe it.

Anyway, I've reached an impasse while trying to stat out one of the characters, Red Mage. For those who don't know, in the original Final Fantasy game, he is the most versatile class, able to cast both white and black magic as well as use swords(the strongest weapon type in the game) and heavier armor than most classes. He's the ultimate all-rounder. This aspect of the character was taken to its extreme in the comic, where he's portrayed as a neurotic, over-analytical twink obsessed with versatility, always trying to cheat or bend "reality"'s rules, doing stuff like changing his own character sheet and adding made-up feats to it to succeed in a given situation.

With that approach in mind, yet not wanting to ACTUALLY cheat, I am faced with a curious challenge. Make a character that isn't optimized for any particular role or campaign setting, but rather one that would be good at EVERYTHING in EVERY situation, while still fitting the character's thematic powers. Doing the best I could, I made him a half-elf Cunning Bard multiclass Fighter and Cleric. Half-elf for added versatility via way of dilettante(of course he'd lie about his race) and for the charisma stat bonus, since I of course couldn't make him anything but a bard. Fighter and cleric multiclassing was used to enhance his swordplay and healing, respectively.

I chose Lightning Strike as his dilettante power to boost his "black magic" (damage dealing spell) arsenal, and added a couple of rituals that increase his diversity.

Quite frankly, I'm not entirely satisfied with the end result. I'm certain if I had more experience I could have made him both more effective and versatile, while still keeping with the theme.

So, if anyone has any suggestions or ideas, please help me out. Remember, the emphasis of this character is "Jack of All Trades". This guy wishes he could be the best at EVERYTHING. And the more loopholes he can exploit in the process, the better, so "debated" feats and powers are more than welcome.

Here is the(in progress) sheet I have so far, made with a javascript character builder:
Red Mage


Male Half-Elf Bard / Fighter/ Cleric
Level 8
Unaligned

Strength 14 (+2)
Constitution 15 (+2)
Dexterity 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 16 (+3)

Height: 5' 11"
Weight: 175 lb
Skin: Pale
Eyes: Blue
Hair: White; Wavy; Beardless

Maximum Hit Points: 62

Bloodied: 31
Surge Value: 15
Surges / Day: 9 [includes constitution modifier]


Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Low-light

Initiative: 1d20 +6 = + 4 [half level] + 2 [dexterity]
Base Strength Attack: 1d20 +6 = + 4 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +6 = + 4 [half level] + 2 [dexterity]
Base Constitution Attack: 1d20 +6 = + 4 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 +6 = + 4 [half level] + 2 [intelligence]
Base Wisdom Attack: 1d20 +6 = + 4 [half level] + 2 [wisdom]
Base Charisma Attack: 1d20 +7 = + 4 [half level] + 3 [charisma]

Armor Class: 21 = 10 + 4 [half level] + 6 [chainmail] + 1 [if carrying light shield]
Fortitude Defense: 16 = 10 + 4 [half level] + 2 [constitution]
Reflex Defense: 18 = 10 + 4 [half level] + 1 [bard] + 2 [dexterity] + 1 [if carrying light shield]
Will Defense: 18 = 10 + 4 [half level] + 1 [bard] + 3 [charisma]

Armor: Chainmail (40 lb)

Shield: Small (6 lb)

Attacks:

Unarmed Melee: +6 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Longswordv: +9 vs AC [+6 strength attack] [+3 proficiency]; damage 1[W]=1d8+2 [strength bonus] 4 lb (Heavy blade) versatile
Hand crossbow: +8 vs AC [+6 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+2 [dexterity bonus] range 10/20 2 lb (Crossbow) Load free
Lightning Strike [1d8 + Charisma modifier lightning damage. A creature of your choice other than the target and within 10 squares of the
target takes lightning damage equal to your Dexterity modifier.]
Vicious Mockery +7i [base charisma attack] vs will
War Song Strike +7w [base charisma attack] vs AC
Blunder +7i [base charisma attack] vs will
Slayer's Song +7w [base charisma attack] vs. AC
Cunning Ferocity +7w [base charisma attack] vs reflex
Word of Mystic Warding +7w [charisma attack bonus] vs will
Distracting Shout +7i [base charisma attack] vs will
v Versatile weapon. Add +1 to damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 + 1 [human perseverance] vs 10

Encumberance 4e

Normal Load: 140 lb.
Heavy Load: 280 lb.
Maximum Drag Load 700 lb.


Encumberance 3.5

Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.


Languages: Common; Elven; Primordial;

Rituals Known:

Brew Potion [Level 1 per revision]
Secret Page [Level 1]
Endure Elements [Level 2]
Detect Secret Doors [Level 3]
Glib Limerick [PH2][Level 1]
Pyrotechnics [PH2][Level 2]

Skills:

Acrobatics: +10 = 2 [dexterity] + 4 [half level] + 5 [class training]-1 [armor]
Arcana: +13 = 2 [intelligence] + 4 [half level] + 2 [bardic knowledge] + 5 [class training]
Athletics: +8 = 2 [strength] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]
Bluff: +10 = 3 [charisma] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility]
Diplomacy: +14 = 3 [charisma] + 4 [half level] + 2 [half-elf] + 5 [class training]
Dungeoneering: +13 = 2 [wisdom] + 4 [half level] + 2 [bardic knowledge] + 5 [class training]
Endurance: +8 = 2 [constitution] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]
Heal: +11 = 2 [wisdom] + 4 [half level] + 5 [class training]
History: +11 = 2 [intelligence] + 4 [half level] + 2 [bardicknowledge] + 2 [jack of all trades] + 1 [bard skill versatility]
Insight: +11 = 2 [wisdom] + 4 [half level] + 2 [half-elf] + 2 [jack of all trades] + 1 [bard skill versatility]
Intimidate: +10 = 3 [charisma] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility]
Nature: +11 = 2 [wisdom] + 4 [half level] + 2 [bardic knowledge] + 2 [jack of all trades] + 1 [bard skill versatility]
Perception: +9 = 2 [wisdom] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility]
Religion: +13 = 2 [intelligence] + 4 [half level] + 2 [bardic knowledge] + 5 [skill training]
Stealth: +8 = 2 [dexterity] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]
Streetwise: +14 = 3 [charisma] + 4 [half level] + 2 [bardic knowledge] + 5 [multiclass training]
Thievery: +8 = 2 [dexterity] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]

Feats:

Student of the Sword [multiclass fighter]
Human Perseverance
Jack of all Trades
Bardic Knowledge [PH2]
Initiate of the Faith [multiclass cleric]

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: +6 [base strength attack] vs fortitude [standard action]
Grab: +6 [base strength attack] vs reflex [standard action]
Move grabbed target: +6 [base strength attack] vs fortitude [standard action]
Escape: +10 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
Vicious Mockery [Level 1]
Warsong Strike [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Lightning Strike [Half-Elf]
Majestic Word [minor action]
Words of Friendship [minor action]
Blunder [Level 1]
Cunning Ferocity [Level 3]
Distracting Shout [Level 7]

Daily Powers:

Slayer's Song [Level 1]
Hunter's Tune [Level 2 Utility][minor action]
Word of Mystic Warding [Level 5]
Trickster's Healing [Level 6 Utility][immediate reaction]
Healing Word

Half-Elf

* +2 Constitution, +2 Charisma (already included)
* +2 Diplomacy, +2 Insight
* Dilettante -- at-will power from another class as encounter power
* Dual Heritage (may use feats etc. for humans or elves)
* Group Diplomacy (allies within 5 squares get +1 on diplomacy)

Bard

* This bard chose the Virtue of Cunning option; usable once/round.
* Bardic Training
* Majestic Word
* Multiclass Versatility
* Skill Versatility
* Song of Rest
* Words of Friendship
* Ritual Caster [bonus feat, not listed above]
New class under development. Please report errors to [email]scalpel_blade@yahoo.com[/email] Thanks!



Red Mage's Equipment:

52 lb
2 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
3 lb
3 lb


_____
94 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x1
Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Musical instrument
Ritual book x1
Ritual components
Wand

Total

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about Red Mage:
I immediately wondered why you wouldn't go Valorous Bard, for the greater emphasis on weapons. Bard comes with several nice Cold powers and Sorcerer MC would help you pick up more (in the comic Red Mage's black magic is almost exclusively Ice Magic). You can grab from the Paladin list for more healing as well.

Alternatively, while your character would probaby avoid the Bow powers, the Prescience Bard fits Red Mage's "I know everything in advance" flavor better than anything.
Taking into account Anguirus23's advice, I made a new Red Mage build, valorous bard multi-ing as sorc and cleric(clerics give a free healing word while I'd have to waste a feat to get any healing from paladin multi), and with a sorc power swap feat.

I changed most of his powers, giving him ones that fit his personality and FF's spell list more, not to mention play to his new build's strengths.
Red Mage

Red Mage

Male Half-Elf Bard / Sorcerer / Cleric
Level 8
Unaligned

Strength 14 (+2)
Constitution 16 (+3)
Dexterity 14 (+2)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 16 (+3)

Height: 6' 1"
Weight: 185 lb
Skin: Pale
Eyes: Blue
Hair: White; Wavy; Beardless

Maximum Hit Points: 63

Bloodied: 31
Surge Value: 15
Surges / Day: 10 [includes constitution modifier]


Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Low-light

Initiative: 1d20 +6 = + 4 [half level] + 2 [dexterity]
Base Strength Attack: 1d20 +6 = + 4 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +6 = + 4 [half level] + 2 [dexterity]
Base Constitution Attack: 1d20 +7 = + 4 [half level] + 3 [constitution]
Base Intelligence Attack: 1d20 +6 = + 4 [half level] + 2 [intelligence]
Base Wisdom Attack: 1d20 +5 = + 4 [half level] + 1 [wisdom]
Base Charisma Attack: 1d20 +7 = + 4 [half level] + 3 [charisma]

Armor Class: 21 = 10 + 4 [half level] + 6 [chainmail] + 1 [if carrying light shield]
Fortitude Defense: 17 = 10 + 4 [half level] + 3 [constitution]
Reflex Defense: 18 = 10 + 4 [half level] + 1 [bard] + 2 [dexterity] + 1 [if carrying light shield]
Will Defense: 18 = 10 + 4 [half level] + 1 [bard] + 3 [charisma]

Armor: Chainmail (40 lb)

Shield: Small (6 lb)

Attacks:

Unarmed Melee: +6 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Short sword: +9 vs AC [+6 strength attack] [+3 proficiency]; damage 1[W]=1d6+2 [strength bonus] 2 lb (Light blade) Usable Off-hand
Hand crossbow: +8 vs AC [+6 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+2 [dexterity bonus] range 10/20 2 lb (Crossbow) Load free
DragonFrost [hand-edit]
Guiding Strike +7w [base charisma attack] vs AC
War Song Strike +7w [base charisma attack] vs AC
Frost Bind +7i [base charisma attack] vs fortitude
Slayer's Song +7w [base charisma attack] vs. AC
Charger's Call +7w [base charisma attack] vs AC
Tune of Ice and Wind +7i [charisma attack bonus] vs will
Timely Distraction:
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common; Elven; Primordial;

Rituals Known:

Secret Page [Level 1]
Endure Elements [Level 2]
Detect Secret Doors [Level 3]
Glib Limerick [PH2][Level 1]
Pyrotechnics [PH2][Level 2]

Skills:

Acrobatics: +10 = 2 [dexterity] + 4 [half level] + 5 [class training]-1 [armor]
Arcana: +13 = 2 [intelligence] + 4 [half level] + 2 [bardic knowledge] + 5 [class training]
Athletics: +8 = 2 [strength] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]
Bluff: +10 = 3 [charisma] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility]
Diplomacy: +14 = 3 [charisma] + 4 [half level] + 2 [half-elf] + 5 [class training]
Dungeoneering: +10 = 1 [wisdom] + 4 [half level] + 2 [bardic knowledge] + 2 [jack of all trades] + 1 [bard skill versatility]
Endurance: +9 = 3 [constitution] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]
Heal: +10 = 1 [wisdom] + 4 [half level] + 5 [class training]
History: +11 = 2 [intelligence] + 4 [half level] + 2 [bardicknowledge] + 2 [jack of all trades] + 1 [bard skill versatility]
Insight: +10 = 1 [wisdom] + 4 [half level] + 2 [half-elf] + 2 [jack of all trades] + 1 [bard skill versatility]
Intimidate: +10 = 3 [charisma] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility]
Nature: +10 = 1 [wisdom] + 4 [half level] + 2 [bardic knowledge] + 2 [jack of all trades] + 1 [bard skill versatility]
Perception: +10 = 1 [wisdom] + 4 [half level] + 5 [class training]
Religion: +13 = 2 [intelligence] + 4 [half level] + 2 [bardic knowledge] + 5 [multiclass cleric]
Stealth: +8 = 2 [dexterity] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]
Streetwise: +12 = 3 [charisma] + 4 [half level] + 2 [bardic knowledge] + 2 [jack of all trades] + 1 [bard skill versatility]
Thievery: +8 = 2 [dexterity] + 4 [half level] + 2 [jack of all trades] + 1 [bard skill versatility] -1 [armor]

Feats:

Soul of Sorcery [multiclass sorcerer][Resist 5 acid][AP]
Jack of all Trades
Bardic Knowledge [PH2]
Initiate of the Faith [multiclass cleric]
Multiclass Power Swap -- Encounter

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: +6 [base strength attack] vs fortitude [standard action]
Grab: +6 [base strength attack] vs reflex [standard action]
Move grabbed target: +6 [base strength attack] vs fortitude [standard action]
Escape: +10 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
Guiding Srike [Level 1]
Warsong Strike [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
DragonFrost [Half-Elf]
Majestic Word [minor action]
Words of Friendship [minor action]
Frostbind [Level 1]
Charger's Call [Level 3]
Timely Distraction [Level 7]:

Daily Powers:
Healing Word [cleric]
Slayer's Song [Level 1]
Concerted Effort [Level 2 Utility]:
Tune of Ice and Wind [Level 5]
Synchronicity [Level 6 Utility]:

Half-Elf

* +2 Constitution, +2 Charisma (already included)
* +2 Diplomacy, +2 Insight
* Dilettante -- at-will power from another class as encounter power
* Dual Heritage (may use feats etc. for humans or elves)
* Group Diplomacy (allies within 5 squares get +1 on diplomacy)

Bard

* This bard chose the Virtue of Valor option; usable once/round.
* Bardic Training
* Majestic Word
* Sorry -- I could not program multiclass versatility!
* Skill Versatility
* Song of Rest
* Words of Friendship
* Ritual Caster [bonus feat, not listed above]
New class under development. Please report errors to [email]scalpel_blade@yahoo.com[/email] Thanks!



Red Mage's Equipment:

50 lb
2 lb
2 lb
5 lb
1 lb



20 lb

1 lb
10 lb
10 lb
1 lb
4 lb
3 lb
3 lb

_____
112 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x1
Backpack
Bedroll
Everburning torch
Flint and steel
Ink vial
Ink pen
Ladder
Paper sheets x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Spyglass
Waterskins x1
Musical instrument
Ritual book x1
Ritual components

Total

Also...

bag of holding

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about Red Mage:


I think it's quite the improvement, and I thank Anguirus23 for his help. But I'm more than open to more critique. How else could I optimize this optimizer?
Song and Silence made a bard build that was good at everything. You should probably check it out.
I am intrigued, where would I find this build?
Just find a post by Song and Silence and click on the creations bar, it should have all of the builds, one of them being the aforementioned bard. (Should be named like the CharOp challnge or something along those lines, check all the builds just to be sure.)
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