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Switch to Forum Live View Building Captain America
1 year ago  ::  May 09, 2012 - 2:36PM #31
Raegoul
Date Joined: Aug 16, 2005
Posts: 177

May 9, 2012 -- 11:41AM, zelink551 wrote:

May 9, 2012 -- 11:39AM, ThatWasTotallyNinja wrote:

Just noticed this thread after posting over in the Avengers one.

The gist of my point: within the context of the Avengers, Cap is 100% Warlord.

In his solo books, he's facing different enemies and he has a totally different role. I'd say something like Fighter|Monk would be good here.




I disagree that he is 100% warlord, as I feel the playstyle of a warlord, and Captain america are different. Leader maybe, but certainly not 100% warlord.



Yes the problem is Fighting style and Leading style. What people are arguing about the supersoldier verses the superior character. While he recieved the supersoldier serum that only really gives him superior stats. The shield defines his weapon of choice and fighting style. The character is brave, commanding and teamwork/leading orientated. Someone said Fighter|Warlord is not optimal i am sure someone can make it work.

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1 year ago  ::  May 09, 2012 - 3:01PM #32
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,168

May 9, 2012 -- 2:36PM, Raegoul wrote:

May 9, 2012 -- 11:41AM, zelink551 wrote:

May 9, 2012 -- 11:39AM, ThatWasTotallyNinja wrote:

Just noticed this thread after posting over in the Avengers one.

The gist of my point: within the context of the Avengers, Cap is 100% Warlord.

In his solo books, he's facing different enemies and he has a totally different role. I'd say something like Fighter|Monk would be good here.




I disagree that he is 100% warlord, as I feel the playstyle of a warlord, and Captain america are different. Leader maybe, but certainly not 100% warlord.



Yes the problem is Fighting style and Leading style. What people are arguing about the supersoldier verses the superior character. While he recieved the supersoldier serum that only really gives him superior stats. The shield defines his weapon of choice and fighting style. The character is brave, commanding and teamwork/leading orientated. Someone said Fighter|Warlord is not optimal i am sure someone can make it work.




While that's true, Powerful Warning would make a lot of sense for Cap to use. Hit the guy about to hit your guy so your guy can hit that first guy.

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1 year ago  ::  May 09, 2012 - 4:20PM #33
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,258
Spoiler: Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Captain America, level 11
Human, Fighter (Weaponmaster), Battle Captain
Fighter Option: Combat Agility
Fighter Talents Option: Arena Training
Human Power Selection Option: Heroic Effort
Auspicious Birth (Auspicious Birth Benefit)
Theme: Elemental Initiate
 
FINAL ABILITY SCORES
STR 22, CON 11, DEX 18, INT 9, WIS 11, CHA 14
 
STARTING ABILITY SCORES
STR 17, CON 10, DEX 15, INT 8, WIS 10, CHA 13
 
 
AC: 29 Fort: 25 Ref: 22 Will: 19
HP: 97 Surges: 9 Surge Value: 24
 
TRAINED SKILLS
Athletics +13, Diplomacy +12, Endurance +7, Heal +10, History +9, Streetwise +12
 
UNTRAINED SKILLS
Acrobatics +6, Arcana +4, Bluff +7, Dungeoneering +5, Insight +5, Intimidate +7, Nature +5, Perception +5, Religion +4, Stealth +6, Thievery +6
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elemental Initiate Attack: Disciplined Counter
Human Racial Power: Heroic Effort
Fighter Attack: Combat Challenge
Fighter Attack: Combat Agility
Fighter Attack 1: Shield Feint
Warlord Attack 1: Powerful Warning
Fighter Attack 3: Shield Edge Block
Battle Captain Attack 11: Force Retreat
 
FEATS
Level 1: Resourceful Leader
Level 1: Master at Arms
Level 4: Novice Power
Level 8: Acolyte Power
Level 10: Adept Power
 
ITEMS
Magic Ki Focus +3 x1
Heavy Shield x1
Veteran's Earthhide Armor +3 x1
====== End ======


Basic Cap skeleton built with LFR restrictions and some sample power selections. He's got potent AP bonuses for allies between battle captain and resourceful leader, the PP has nice leader powers and power swaps for more. Fights in light armor with appropriate AC and capable with unarmed strikes and using the shield as an improvised weapon too but with master at arms and ki focus is full accurate and enhanced.

I'm just giving up on the shield chucking ability, unless your DM will let you get away with throwing the shield as an improvised weapon (getting arena benefits) and having it return due to ki focus enhancement. It's not a HUGE rules stretch, and certainly not abusive.
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1 year ago  ::  May 09, 2012 - 8:16PM #34
Brutticus
Date Joined: Sep 2, 2011
Posts: 61
Ive been dicking around in CB as well. The best i could do was Fighter|warlord/ Monk, battle captain, with a magical throwing shield and a magic ki focus. 

Ironman is giving the most trouble; are there any utility powers anywhere that grant at will flight? Those magic shoes only work if you have light armor on (which Tony very clearly doesnt) 
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1 year ago  ::  May 09, 2012 - 9:06PM #35
wulfax
Date Joined: Feb 22, 2004
Posts: 8

May 9, 2012 -- 8:16PM, Brutticus wrote:

Ive been dicking around in CB as well. The best i could do was Fighter|warlord/ Monk, battle captain, with a magical throwing shield and a magic ki focus. 

Ironman is giving the most trouble; are there any utility powers anywhere that grant at will flight? Those magic shoes only work if you have light armor on (which Tony very clearly doesnt) 


sorcerer level 16 Dominant Winds
Or the Windlord theme; gets flight at like 23 as a movement mode.

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1 year ago  ::  May 09, 2012 - 9:28PM #36
masa
Date Joined: Oct 13, 2003
Posts: 130
gensai windsoul with desert voice pp get there encounter flight at will lv16
pixie get it lv1
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1 year ago  ::  May 09, 2012 - 10:03PM #37
Alcestis
Date Joined: Oct 7, 2009
Posts: 8,030
You need the ability to remain airborne as Ironman, is the thing. There are... two PPs that give that at 16? One requires Dragonborn and the other is Avenger only. All the at-will powers have a clause about landing.
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1 year ago  ::  May 10, 2012 - 6:56AM #38
Seraphex
Date Joined: Dec 11, 2007
Posts: 79
On the other hand, Iron Man clearly requires you to shoot mini missiles and machine guns from your shoulder, no? The problem with projecting fictional characters onto a DnD build is that the fictional character aren't bound by something as silly as game balance. What about Lyrander Wind Rider?
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1 year ago  ::  May 10, 2012 - 8:25AM #39
swk3000
Date Joined: Feb 10, 2011
Posts: 314
@ Jay_Ibero_911: I actually have Cap's shield figured out. It's a Throwing Shield Spiked Shield. The Spiked Shield covers the melee aspect, and the Throwing Shield covers the ranged aspect. Most importantly, the Throwing Shield enchantment says the shield returns to your grasp as part of the same action used to throw it. And the only thing you need to make it work is Weapon Proficiency (Spiked Shield). No need to bend over backwards to be considered a Swordmage.
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1 year ago  ::  May 10, 2012 - 8:50AM #40
Bohrdumb
Date Joined: Mar 31, 2010
Posts: 1,989
While the choices aren't where everyone else is at, here is a lvl Human Skald|Exe with a Farbond Spellblade Spiked Shield, so it will throw and return.

I'm doing an average of 10dmg on an at-will (+8 v ac 1d6+1d8+6). I can tack on movement, extra damage, and ally accuracy as the need arises. Dye his leather armor to match and things look pretty good from here and it starts at lvl 1!
Spoiler: Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Cap'n America, level 1
Human, Assassin (Executioner)/Bard
Hybrid Assassin (Executioner) Option: Hybrid Executioner Fortitude
Hybrid Bard Option: Hybrid Bard Reflex
Human Power Selection Option: Heroic Effort
 
FINAL ABILITY SCORES
STR 20, CON 11, DEX 14, INT 8, WIS 10, CHA 10
 
STARTING ABILITY SCORES
STR 18, CON 11, DEX 14, INT 8, WIS 10, CHA 10
 
 
AC: 16 Fort: 17 Ref: 15 Will: 11
HP: 23 Surges: 7 Surge Value: 5
 
TRAINED SKILLS
Acrobatics +7, Athletics +10, Diplomacy +5, Intimidate +5, Stealth +7
 
UNTRAINED SKILLS
Arcana +0, Bluff +1, Dungeoneering +1, Endurance +1, Heal +1, History +0, Insight +1, Nature +1, Perception +1, Religion +0, Streetwise +1, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Bard Utility: Skald's Aura
Human Racial Power: Heroic Effort
Bard Attack 1: Song of Serendipity
Bard Attack 1: Lesser Dimensional Step
Bard Attack 1: Disruptive Words
 
FEATS
Level 1: Skald Training
Level 1: Weapon Proficiency (Spiked shield)
 
ITEMS
Farbond Spellblade Spiked shield +1 x1
Magic Leather Armor +1 x1
====== End ======
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