Community

 
Jump Menu:
Post Reply
Page 4 of 62  •  Prev 1 2 3 4 5 6 ... 62 Next
Hexhammer Gish
2 years ago  ::  Jun 13, 2008 - 12:04AM #31
Nifft
Posts: 934
Date Joined: 04/08/03
MASSIVE REVISION!

Added:
- Feats & Powers through 20th level

Updated:
- Frost Hammer abuse
- Trample the Fallen abuse

Cheers, -- N
Want your forums to look like forums? Use FireFox + Stylish + this Stylish script. UPDATED September 9, 2009.
Quick Reply
Cancel
2 years ago  ::  Jun 13, 2008 - 6:04AM #32
FabulousRex
Posts: 83
Date Joined: 12/16/04
Quick revision:

Warlocks only start with Leather Prof. So you're gonna have to slog through 1st level with a 14AC, and lose a feat for more Armor.

Since my DM ruled Wintertouched+Lasting Frost doesn't work, I can swap that one out in Heroic for the extra Armor Prof. Since I would want Plate pre-Paragon, this leaves the question of which 2 'optional' feats should I take?

Toughness seems a no-brainer. Improved Dark One's Own Luck also seems to be fairly nice as well, but I'm wondering if their are -any- feats that would also be helpful?
Quick Reply
Cancel
2 years ago  ::  Jun 13, 2008 - 6:54AM #33
StarKiller_
Posts: 176
Date Joined: 01/07/08
You need to fix the name Lingering Frost to Lasting Frost.

Also, your level 12 feat list seems to be missing Wintertouched.

Working through the build with a Warforged, yummy...
Quick Reply
Cancel
2 years ago  ::  Jun 13, 2008 - 7:58AM #34
Brian888
Posts: 56
Date Joined: 07/09/07
  • Dragon Slayer
Awesome! Thanks for the update!

One thing: At level 18, you talk about Vorpal Tornado being worth losing Howl of Doom in the last sentence. It looks like you mean losing Warlock's Bargain.
Quick Reply
Cancel
2 years ago  ::  Jun 13, 2008 - 9:04AM #35
Nifft
Posts: 934
Date Joined: 04/08/03

FabulousRex wrote:

Warlocks only start with Leather Prof. So you're gonna have to slog through 1st level with a 14AC, and lose a feat for more Armor.


Look at his 1st level feat.

StarKiller_ wrote:

You need to fix the name Lingering Frost to Lasting Frost.

Also, your level 12 feat list seems to be missing Wintertouched.


Will fix name and list; thanks!

@ Brian888: Thanks, I will fix that.

Cheers, -- N

Want your forums to look like forums? Use FireFox + Stylish + this Stylish script. UPDATED September 9, 2009.
Quick Reply
Cancel
2 years ago  ::  Jun 14, 2008 - 4:24PM #36
kkngs
Posts: 1
Date Joined: 06/14/08

Nifft wrote:

With our Curse, we deal 1d10+2d6+Str+2 on a melee hit, and on a miss we deal 2d6+Con damage. Our miss is as good as a Heroic fighter hitting with a maul, and that applies to all basic melee attacks, including Opportunity Attacks.


This is a really nifty build.

One question though: why do you expect to get your curse damage added when you miss? Hammer Rythm specifies that "this damage receives no modifiers or other beneifts you normally gain to weapon damage".

Quick Reply
Cancel
2 years ago  ::  Jun 14, 2008 - 4:50PM #37
Nifft
Posts: 934
Date Joined: 04/08/03

kkngs wrote:

This is a really nifty build.

One question though: why do you expect to get your curse damage added when you miss? Hammer Rythm specifies that "this damage receives no modifiers or other beneifts you normally gain to weapon damage".


I thought about that, and here's my reasoning: Curse damage isn't a benefit to weapon damage in particular, so the specific rule doesn't override the general rule in this case.

The rules of the Warlock's Curse simply state: if you damage a cursed enemy, you deal extra damage. You could Inexorable Shift (Iron Vanguard utility 12), Push an enemy, deal Con damage to him, and if he's Cursed he also takes Curse damage. I see this similarly.

However, it is cheesy, and requires a close reading of "weapon damage", so I'm open to counter-arguments.

Thanks, -- N

Want your forums to look like forums? Use FireFox + Stylish + this Stylish script. UPDATED September 9, 2009.
Quick Reply
Cancel
2 years ago  ::  Jun 14, 2008 - 5:30PM #38
StarKiller_
Posts: 176
Date Joined: 01/07/08
The Hexforged

This is the update based on the Nov 2009 errata and the EPG's removal of embedded leg components.

First here are my thoughts on key differences between a Hexhammer and a Hexforged:
1. As a warforged you don't get the dwarf's warhammer proficiency so you have a couple choices:
... 1a. use a mace which a warlock already knows how to use instead of spending a proficiency on a hammer weapon since Hammer Rhythm works with both maces and hammers;
... 1b. you can get Warhammer as a bonus proficiency if you use the Scales of War "Gritty Sergeant" background.
2. If you want to spend a feat on hammer proficiency:
... 2a. Theziner has pointed out the intense damage offered by the mordenkrad hammer and that is certainly the best 2-handed option;
... 2b. the craghammer is the 1-handed alternative. Note that if you have two vanguard weapons you get an extra 1d8 on a charge which is awesome but you will need to spend a feat on the Rakshasa Claw or Disembodied Hand familiar in order to be able to stow the weapon when you want to use your implement attack.
3. If you didn't spend that feat on a 2-handed hammer proficiency use it to grab a light shield proficiency and eventually make it to a heavy shield, this provides great utility as an attached component to a warforged and boosts your Reflex defense as well.
... 3a. You could stick with chainmail armor: the heavy shield makes up the difference between chain & plate and improves the Reflex defense which armor doesn't do; as an option not available to scale/plate you can get Eladrin Chain which is a boon to teleport spells.
4. No matter your weapon, have your implement embedded into an arm slot; the EPG removed our leg slots but you can still embed two implements (one per arm) and take the hand of whichever arm you want to use off your weapon to blast away. Thus, a two-handed weapon works quite well. If you go with the dual Vanguard weapons & Claw/Hand familiar then you familiar will basically hold the weapon while you blast with your embedded implement or swap weapon for non-embedded implement.

Thanks to being able to take Eldritch Strike instead of Eldritch Blast, this build becomes really good with a pre-racial 18 in Con as you no longer need to pump Str beyond enough to get chainmail.

Iron Vanguard is still a good PP but Warforged Juggernaught works well for charging since you can use Eldritch Strike as a melee basic.

Most of all, like the base Hexhammer, this build is fun: you get to do the striker role of Warlocks without the "glass cannon" feel.  Again, thanks to Nifft for coming up with the original Hexhammer build and to Theziner & others who have pitched in on the Hexforged build.

====== Created Using Wizards of the Coast D&D Character Builder ======
Sulfur, level 1
Warforged, Warlock
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact: Infernal Pact
Background: Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 13, Con 20, Dex 10, Int 14, Wis 8, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 18, Dex 10, Int 14, Wis 8, Cha 10.


AC: 16 Fort: 15 Reflex: 13 Will: 12
HP: 32 Surges: 11 Surge Value: 8

TRAINED SKILLS
Religion +7, History +7, Arcana +7, Intimidate +7

UNTRAINED SKILLS
Acrobatics -1, Bluff, Diplomacy, Dungeoneering -1, Endurance +6, Heal -1, Insight -1, Nature -1, Perception -1, Stealth -1, Streetwise, Thievery -1, Athletics

FEATS
Level 1: Armor Proficiency (Chainmail)

POWERS
Eldritch Blast: Eldritch Strike
Warlock encounter 1: Vampiric Embrace
Warlock daily 1: Armor of Agathys

ITEMS
Chainmail, Implement, Rod, Adventurer's Kit, Morningstar
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Future Feats:
2: Wpn Prof: Mordenkrad
4: Imp Dark One's Blessing
6: Sacrifice to Caiphon
8: Wpn Expertise
10: Student of the Sword (if Iron Vanguard PP) or Warforged Tactics (if Warforged Juggernaught PP)

Personality: play him as being possessed by an infernal entity and laugh maniacally as you feast upon mortal souls!

Quick Reply
Cancel
2 years ago  ::  Jun 14, 2008 - 6:54PM #39
Nifft
Posts: 934
Date Joined: 04/08/03

StarKiller_ wrote:

Played this build last night, had a blast! I used a warforged and he is a very memorable character: he definitely has that Cylon/Terminator vibe going.


Awesome! :D Glad to hear that it works for you, and excellent idea using a Warforged! Looks like you got really good use out of the embedded component rules.

StarKiller_ wrote:

3. I'm planning to stick with Chainmail: the heavy shield will make up the difference between chain & plate (in addition to helping out the Reflex save) and this way I can get Eladrin Chain which is a boon to our teleport spells.


You take a speed penalty with Chainmail though, right? Scale armor may be better for non-Dwarves. Depends on your party composition, probably, and you're right about teleporting -- Eladrin Armor gives a nice boost to your most powerful tactical movement.

Will you be able to squeeze Toughness in, too?

Cheers, -- N

Want your forums to look like forums? Use FireFox + Stylish + this Stylish script. UPDATED September 9, 2009.
Quick Reply
Cancel
2 years ago  ::  Jun 14, 2008 - 8:33PM #40
StarKiller_
Posts: 176
Date Joined: 01/07/08
Eladrin Chain has no speed or skill check penalties! Not planning for Toughness, will look at it in the future but your build gives us lots of temporary hit points so it may not be necessary...
Quick Reply
Cancel
Page 4 of 62  •  Prev 1 2 3 4 5 6 ... 62 Next
Post Reply
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing