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Switch to Forum Live View Pixie Charger Thief
1 year ago  ::  Apr 26, 2012 - 1:01PM #1
Barreck
Date Joined: Apr 25, 2012
Posts: 7
Wanted to make a Pixie for a FRL Campiagn starting at level 5

I came up with this for a decent striker build with some comical RP effect.
Pixie charger Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Hayseed, level 5
Pixie, Rogue (Thief)
Burglar (+2 to Thievery)
Theme: Guttersnipe
 
FINAL ABILITY SCORES
STR 11, CON 10, DEX 21, INT 8, WIS 10, CHA 17
 
STARTING ABILITY SCORES
STR 11, CON 10, DEX 18, INT 8, WIS 10, CHA 14
 
 
AC: 20 Fort: 13 Ref: 20 Will: 16
HP: 42 Surges: 6 Surge Value: 10
 
TRAINED SKILLS
Acrobatics +12, Bluff +10, Intimidate +10, Perception +7, Stealth +15, Streetwise +10, Thievery +14
 
UNTRAINED SKILLS
Arcana +1, Athletics +2, Diplomacy +5, Dungeoneering +2, Endurance +2, Heal +2, History +1, Insight +2, Nature +4, Religion +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Rogue Utility: Backstab
Rogue Utility: Unbalancing Trick
Rogue Utility: Escape Artist's Trick
Rogue Utility: Tactical Trick
Rogue Utility: Cunning Escape
Rogue Utility 2: Fleeting Ghost
 
FEATS
Level 1: Streak of Light
Level 2: Surprising Charge
Level 4: Light Blade Expertise
 
ITEMS
Gloaming Leather Armor +1 x1
Horned Helm (heroic tier) x1
Vanguard Short sword +1 x1
Badge of the Berserker +1 x1
Eternal Chalk
Adventurer's Kit
====== End ======


Main Idea is he always attacks by charging, Sense a charge is a Basic Melee attack he benifits from his tricks pretty much unbalancing Trick is his favorite Shift 2 Charge, hit knock prone.

  Streak of Light/surprising Charge feat combo always benifits from Surpising charge. getting dice bonus from weapon and helm and sneak attack I believe he attacks for +16(13+2CA+1charge) hits for 5d6 +1d8+10 damage ((talk about fountains of bload for a tiny little pointer))

Can charge enemies even if sharing a space with him (shift 2 charge back)

would like some advice and leveling and maximizing this charge potential.

 I think some  boots that negate falling would be helpful to utilizing charging to above altitude to knock down flying enemies.

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1 year ago  ::  Apr 26, 2012 - 1:08PM #2
Mand12
Date Joined: Jun 17, 2010
Posts: 16,965
I prefer doing this with hexblades, personally.  More well-rounded character and still high on the RP factor.

But yeah, the op for this is relatively straightforward.  You want Badge of the Berserker, Horned Helm, Vanguard Weapon, the +item bonus to MBA bracers that I'm blanking on the name of, oh yeah Bracers of Mighty Striking, that sort of thing.  You've got the core of the charge package, so you're pretty much good to go.
D&D Next = D&D:  Quantum Edition
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1 year ago  ::  Apr 26, 2012 - 1:22PM #3
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,167
I play this same build in LFR and it is a ton of fun. It is a bit hard to explain why a Pixie is adventuring, I've found, but it doesn't hurt RP that much if you're the sort who likes to go for bizarre stories. Mine is a Purple Dragon of Cormyr, after all. I think this is a better choice for them for a few reasons, but the main one is +1 to attack on MBAs after you activate the stance.

I'm at level 5 with mine. I'm trying to decide what hands to take. I think the following is a short list of good options.

Gloves of Eldritch Admixture - I know this looks odd, but it doesn't require you to be arcane or a warlock or anything to use the extra damage dice. Can make for a very nice daily nova or increase up to five seperate attacks throughout the day.
Strikebacks - Hitting the guy that hits you is always a good idea.
Gauntlets of Blood - Extra damage on bloodieds is good.
Gloves of Ice - If you go frost cheese.

I might be missing one or two, but I think those make for a nice little set of choices.

I'm also actually considering Underhanded Tactics and/or  Disheartening Ambushon my build as well. Sometimes you have too many dice to roll so it's nice to have something else to do with your Sneak Attack.

Feat Powerful Charge is another way to get some extra damage, though your build can't currently do that. Do you really need Cha 17? It's nice for skill checks, I admit.

Nimble Blade should probably be the next feat.
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1 year ago  ::  Apr 26, 2012 - 2:58PM #4
RenZhe
Date Joined: Apr 3, 2011
Posts: 972

Apr 26, 2012 -- 1:22PM, IxidorRS wrote:

Nimble Blade should probably be the next feat.




Nah, Backstabber. A charger thief more or less hits on a 2. Nimble Blade is utterly skippable for your entire career. And yes, Purple Dragon is ridiculously good for this buid.

Also, is the Gritty Sarge background available for use in LFR? You want a Rapier over your Shortsword ASAP.

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1 year ago  ::  Apr 26, 2012 - 3:19PM #5
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,167

Apr 26, 2012 -- 2:58PM, RenZhe wrote:

Apr 26, 2012 -- 1:22PM, IxidorRS wrote:

Nimble Blade should probably be the next feat.




Nah, Backstabber. A charger thief more or less hits on a 2. Nimble Blade is utterly skippable for your entire career. And yes, Purple Dragon is ridiculously good for this buid.

Also, is the Gritty Sarge background available for use in LFR? You want a Rapier over your Shortsword ASAP.




I didn't even notice he didn't have a Rapier.

Yes, you want a Rapier. Understand that this means no Auspicious Birth or Born Under a Bad Sign (though you have Burglar anyway) so your hit points will be fairly low. My Pixie has died multiple times in LFR (FYI, you probably won't care about that -1 to hit when dealing witha  death penalty if you are playing this in LFR.).

Puple Dragon is good not only for the +1 to hit (which again, could be skippable) but for the shift 1 after MBA, though this can lower the amount of off-turn attacks you get. Both benefits are good, though.

A word of advice, always be 1 square up. That way, if someone knocks you prone, you fall 1 square instead of falling prone and you can avoid flanking. Make sure that you tell people you are 1 up in case they are trying to flank with you (hopefully they won't care since your target will be prone anyway).

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1 year ago  ::  Apr 26, 2012 - 8:07PM #6
Shibbidydoo
Date Joined: May 8, 2011
Posts: 91
Doesnt pixie have an altitude limit of 1 on their fly, meaning that theyre pretty much ground bound?
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1 year ago  ::  Apr 26, 2012 - 8:19PM #7
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,167

Apr 26, 2012 -- 8:07PM, Shibbidydoo wrote:

Doesnt pixie have an altitude limit of 1 on their fly, meaning that theyre pretty much ground bound?




No, it means the square directly above the ground is the highest they can fly without falling at the end of their turn.

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1 year ago  ::  Apr 26, 2012 - 8:38PM #8
malisteen
Date Joined: Feb 12, 2004
Posts: 3,033

Apr 26, 2012 -- 8:07PM, Shibbidydoo wrote:

Doesnt pixie have an altitude limit of 1 on their fly, meaning that theyre pretty much ground bound?




It means they fall if they end their turn above altitude one.  Altitude one is one square above ground level - ie, the square above normal characters' heads - still within melee reach, but difficult to flank/prone/etc.  See the rules compendium on flight.

Necromancy: Friendship is Magic

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1 year ago  ::  Apr 26, 2012 - 8:49PM #9
Shibbidydoo
Date Joined: May 8, 2011
Posts: 91
ah cool, thanks for the clarification
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1 year ago  ::  Apr 26, 2012 - 9:34PM #10
Barreck
Date Joined: Apr 25, 2012
Posts: 7
So somehow fit Rapier probably just be easiest to use a feat to gain training with less controversy. Shortsword are more than enough constant damage at level 5, but yah upper levels eventually want to be throwing D8 and high crits.

  Some notes about utilizing party Mechanics and Tiny size, for surviability.  With a tank and using Escape Artist Trick the fairy can charge through a fighter into the mobs square strike and shift back behind the fighter for cover. probably better if you have another party member who knocks down mobs

How does falling and damage work when ending a turn above altitude, do you fall and take damage or just decend to the ground. although with action points theres ways around this.....

one move I like to call Action point Dragon Grounder  say theres a dragon flying a nice 20 feat above everybody well this build has I pretty ruthless sulution.  Move unbalancing trick Standard action Charge the dragon Dragon gets hit and falls to the ground, Action Point charge the dragon again or something else as to avoid it cause you probaly pissed it off.

But if falling is a non issue for damage one could just charge the dragon and both you end up on the ground   Take that dragon grounded by a creature 1/100 of your size.  With this scenario being able to find ways to avoid getting attacked by the dragon is important as your a prime target of being swallowed whole even by a Medium sized one.....
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