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1 year ago ::
Mar 07, 2012 - 12:59PM
#1
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I've only played one campaign before the one I'm currently playing, except I was a wizard. Our group needed a healer, so I am trying the warlord. It seems to be going okay so far, but I'm looking for advice to make him better. Our group is 2 Eladrin's, one a rogue and the other a wizard, and a Goliath Barbarian. Then you have me:
Adalhelm Dragonborn Warlord Inspiring Prescence
Level 2 STR 19 CON 13 DEX 10 INT 13 WIS 12 CHA 15
HP: 35/17/10 & 9 surges per day AC: 19 (11 +7 armour, +1 veteran's chain enhancement) FORT: 16 (11 +4 Str, +1 class) REF: 13 (11 +2 Int, +1 misc) WILL: 14 (11 +3 Cha, +1 class)
At wills: Wolf-Pack Tactics & Furious Smash Encounter: Inspiring Word, Hammer & Anvil, Dragon Breath (Str v. Ref & Acid) Daily: Bastion of Defense Utility: Encouraging Boost Feats: Toughness, Skill Training(Perception) *because our overall perception was really low. Equipment: Fleshseeker Warhammer, Light Shield, Veteran's Chainmail, Earring of Warning(+1 initiative)
Skills: Acrobatics 0 Arcana +2 Athletics +4 Bluff +3 Diplomacy +8 (trained) Dungeon +2 Endurance +6 (trained) Healing +7 (trained) History +4 Insight +2 Intimidate +10 (trained) Nature +2 Percept +7 (Trained) Religion +2 Stealth +1 Streetwise +3 Thievery 0
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1 year ago ::
Mar 07, 2012 - 1:05PM
#2
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I forgot to put that I only have PHB 1 & 2. The DM had MP1 as well for us to look at.
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1 year ago ::
Mar 09, 2012 - 7:19PM
#3
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You might want to replace Skill Training: Perception with some multiclass feat that allows you to train Perception, plus give you some neat feature in addition. (For instance, MC Warden and get a one-turn mark.)
It looks like you will have to be an off-tank (take turns with the barbarian) so look into things that make you harder to bring down.
You want powers that let your friends (especially the barbarian) take an MBA on your turn.
Get a look at MP1 and MP2; there are more "give your friends a basic attack" powers there than in the PH series. If the Wizard has Magic Missile, THAT qualifies as a basic attack, hint hint. *
You also want to coordinate some simple battle plans with your friends. For instance, the turn when you ran into a crowd and multi-marked them all is the turn when the Rogue should come in and CLOBBER somebody; the enemies won't be able to hit his squishy self back.
* My son has a Warlord and I have a Warlock. We made sure beforehand that he has at least one "a basic attack" worded power (vs "a melee basic attack"), so he can call on my RBA Eldritch Blast when needful. Other than that, I try NOT to tell him how to build his character; he's the one who has to enjoy playing it.
Best complements I have yet received: Spoiler:
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Making it up as I go along: {BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to. {Lord_Karsus} You know, I like that better than the explanations for the Spellplague.
My plot device: http://community.wizards.com/go/thread/ … #489880509 (The reaction is the next post.)
Prepped ahead of time: I started the thread "1001 Failed Interrogation Results" {ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.
My characters: Spoiler:
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Active Characters: LFR Half-elf StarLock6 Gondolin Nightstar AoA Dwarf Guardian Druid6 Narvik from House Wavir
Character A-building: Neverwinter Dwarven Invoker / Heir of Delzoun / worships Silvanus (!) "Truenamer" - speaks Words of Creation
Concepts I'm kicking around: "Buggy" Wizard - insect flavor on everything Halfling Tempest Fighter - just because nobody else is doing it Shifter Beast-o-phile Druid - for PoL campaign
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1 year ago ::
Mar 10, 2012 - 11:56AM
#4
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You might want to replace Skill Training: Perception with some multiclass feat that allows you to train Perception, plus give you some neat feature in addition. (For instance, MC Warden and get a one-turn mark.)
It looks like you will have to be an off-tank (take turns with the barbarian) so look into things that make you harder to bring down.
You want powers that let your friends (especially the barbarian) take an MBA on your turn.
Get a look at MP1 and MP2; there are more "give your friends a basic attack" powers there than in the PH series. If the Wizard has Magic Missile, THAT qualifies as a basic attack, hint hint. *
You also want to coordinate some simple battle plans with your friends. For instance, the turn when you ran into a crowd and multi-marked them all is the turn when the Rogue should come in and CLOBBER somebody; the enemies won't be able to hit his squishy self back.
* My son has a Warlord and I have a Warlock. We made sure beforehand that he has at least one "a basic attack" worded power (vs "a melee basic attack"), so he can call on my RBA Eldritch Blast when needful. Other than that, I try NOT to tell him how to build his character; he's the one who has to enjoy playing it.
Thanks. The wizard didn't take MM though sadly. I will definitely grab up the Martial Powers books and see what I can find that will keep me fighting the way I need, and keep it fun.
I have been using Wolf Pack to move the barb into CA or closer to help defend the front line. I plan on taking scale armor to make me tougher and maybe a fort, reflex, or will feat to increase those if needed. I'll definitely look into multi-classing, since I know little about it and how helpful it may turn out.
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1 year ago ::
Apr 02, 2012 - 12:21AM
#5
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Date Joined:
Feb 13, 2012
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STR 19 CON 13 DEX 10 INT 13 WIS 12 CHA 15
HP: 35/17/10 & 9 surges per day AC: 19 (11 +7 armour, +1 veteran's chain enhancement) FORT: 16 (11 +4 Str, +1 class) REF: 13 (11 +2 Int, +1 misc) WILL: 14 (11 +2 Cha, +1 class)
Starting with a 19 STR is 'expensive.' If you took it down to 18 (16 pre-dragonborn bonus), and dropped the 13 INT, you could have a 14 CON, 12 DEX, and 16 CHA. You'd have
HP: 36/18/11 & 10 surges AC/FORT: same REF: same (but +1 initiative by going for DEX instead of INT) WILL: 15
And your Furious Smash would be more worthwhile, giving a +3 hit/dam instead of +2, and your Inspiring Presence better, too.
You could also improve your AC and REF by using a shield.
I'll definitely look into multi-classing, since I know little about it and how helpful it may turn out. The thing about multiclassing to get trained Perception isn't because multi-classing will be terribly helpful to your build, it's just effectively 'free' compared to taking the Skill Training feat.
Finally, as you're in a defender-less party, you might consider Battlefront Leader, an alternative to Combat Leader (that +2 initiative bonus you grant). It gives you heavy sheild proficiency, and you can take a feat to get scale proficiency /and/ an extra healing surge.
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1 year ago ::
Apr 02, 2012 - 7:31AM
#6
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STR 19 CON 13 DEX 10 INT 13 WIS 12 CHA 15
HP: 35/17/10 & 9 surges per day AC: 19 (11 +7 armour, +1 veteran's chain enhancement) FORT: 16 (11 +4 Str, +1 class) REF: 13 (11 +2 Int, +1 misc) WILL: 14 (11 +2 Cha, +1 class)
Starting with a 19 STR is 'expensive.' If you took it down to 18 (16 pre-dragonborn bonus), and dropped the 13 INT, you could have a 14 CON, 12 DEX, and 16 CHA. You'd have
HP: 36/18/11 & 10 surges AC/FORT: same REF: same (but +1 initiative by going for DEX instead of INT) WILL: 15
And your Furious Smash would be more worthwhile, giving a +3 hit/dam instead of +2, and your Inspiring Presence better, too.
You could also improve your AC and REF by using a shield.
I'll definitely look into multi-classing, since I know little about it and how helpful it may turn out. The thing about multiclassing to get trained Perception isn't because multi-classing will be terribly helpful to your build, it's just effectively 'free' compared to taking the Skill Training feat.
Finally, as you're in a defender-less party, you might consider Battlefront Leader, an alternative to Combat Leader (that +2 initiative bonus you grant). It gives you heavy sheild proficiency, and you can take a feat to get scale proficiency /and/ an extra healing surge.
It's been two sessions (we play every other week) and my build has improved some since level two. So far no TPKs, and we managed to survive some pretty heavy battles. Here's how the build looks now at level 4. Adalhelm
Show
Dragonborn Inspiring Warlord Level 4 Neutral Good, Deity Erathis
STR 20 (+7) CON 13 (+3) DEX 10 (+2) INT 13 (+3) WIS 12 (+3) CHA 16 (+5)
HP: 45 BL: 22 SV: 13 S/D: 10
AC: 21 (Summoned Chain, 6AC, 1 AC light shield & +2 Enh.) FORT: 20 (Class +1, +7 STR mod) REF: 16 (+3 INT mod, +1 misc.) WILL: 17 (+5 CHA mod, +1 Class)
Skills: +1 Acrobatics +3 Arcana +6 Athletics +5 Bluff +10 Diplomacy +3 Dungeoneer +7 Endurance +8 Healing +5 History +3 Insight +12 Intimidate +3 Nature +8 Perception +3 Religion +1 Stealth +5 Streetwise +1 Thievery
Feats: Toughness, Skill Training (Perc.), Improved Initiative
Powers: AW1: Wolf-Pack Tactics AW1: Brash Assault (from Furious Smash) AW: Summoned Chain ability AW: Communal Warhammer (+2 atk. rolls to an ally for 1 turn) E1: Inspiring Word E1: Hammer & Anvil E1: Dragon Breath (Acid, Str v. Ref) E3: Flattening Charge D1: Bastion of Defense U2: Encouraging Boost
Equipment/Rituals: Adventure Kit Tent 1 Healing Potion Ritual Book (Gentle Repose x3 uses) Light Shield Summoned Chainmail +2 Communal W.Hammer +2 Earring of Warning (+1 Initiative) 790gp
We rolled for our ability scores so I had rolled 17, 13, 13, 13, 12, 10. I didn't like the odd STR and probably should've changed DEX and INT. It's working well the way it is, and we beat a lv 10 hag as level 3's. The mage dropped to 1, but 2 nat 20's in a row put her from blooding to dead. It was fun, though escaping was the better option. Furious Smash didn't cut it for me even though it hit Fortitude. Brash Assault has been much better in one session, and the addition of Flattening Charge helps with the Fortitude attacks. The only thing I don't target is Willpower, which I think our mage does. It's turning out to be a good build.
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1 year ago ::
Apr 02, 2012 - 1:48PM
#7
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The bard (or skald) multiclass feats will give you access to Perception training AND an extra daily heal.
I would also suggest an Expertise feat to increase your chance to hit. Many Warlord riders only take effect on the hit, so missing is especially bad for you. Grab a +3 proficiency weapon (longsword, etc.) to really get your hit ratio up.
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.
You're already refluffing, what not refluff to something that doesn't suck?
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1 year ago ::
Apr 02, 2012 - 2:06PM
#8
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The bard (or skald) multiclass feats will give you access to Perception training AND an extra daily heal.
I would also suggest an Expertise feat to increase your chance to hit. Many Warlord riders only take effect on the hit, so missing is especially bad for you. Grab a +3 proficiency weapon (longsword, etc.) to really get your hit ratio up.
I take the bard multi-class --> I get Perception training and Majestic Word for free. What else do I have to do for multi-classing? Is it going to affect my spells/exploits that I've got and/or have planned out in the future?
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1 year ago ::
Apr 02, 2012 - 2:45PM
#9
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Nope, you'll still qualify for all the Warlord goodies you wanted. But now you've also got access to some Bard feats and Paragon Paths, granted, those might not be all that useful to you. Since Bards are Arcane, you've also got access to feats with a prequisite of an Arcane class. Again, might not be useful to you or your build.
Under normal circumstances, you do get only 1 multi-class though, so plan accordingly.
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.
You're already refluffing, what not refluff to something that doesn't suck?
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1 year ago ::
Apr 02, 2012 - 3:26PM
#10
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Nope, you'll still qualify for all the Warlord goodies you wanted. But now you've also got access to some Bard feats and Paragon Paths, granted, those might not be all that useful to you. Since Bards are Arcane, you've also got access to feats with a prequisite of an Arcane class. Again, might not be useful to you or your build.
Under normal circumstances, you do get only 1 multi-class though, so plan accordingly.
That's sweet. So I take out my Skill Training feat, pick up Bardic Dillentante and bam multi-class? I guess I was thinking of hybrids where you have to alternate skills from the two classes you use. I'll be letting my DM know that I'm going to multi-class.
Are there any +3 hammers, or a way to increase my "to hit" with them? I was going to go with Bastard Sword expertise feat, but I like bludgeoning people to death. If swords are better, I'll be figuring out a way to change my current weapon to one with my DM.
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