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1 year ago  ::  May 14, 2012 - 9:05AM #31
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
I will put up a deva sun domain warpriest.  Since its the simplest good leader build out there.

I am thinking dragonborn simple weapon battle cleric and deva panther shaman as well since I think panther is probably the easiest shaman build for a new player.
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1 year ago  ::  May 14, 2012 - 11:25AM #32
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
Genasi Shielding Swordmage
Difficulty:  **** (Mark tracking, tons of Immediates to deal with, knowing when to use which)

This is a fairly vanilla Genasi Shielding Swordmage.  It could greatly benefit from Mark of Storm and admixture thunder in Paragon, but we'll attempt to keep the base build as setting neutral as possible.  The background provides a small bonus to saving throws against some of the most detrimental effects, and the theme provides a great out of turn attack and extra protection for an ally.  If you're playing in a themed campaign and a certain flavor of resistance is going to be super useful, change the Elemental Manifestation as needed.

As a Swordmage, you're happiest marking one creature and then running off to engage someone else, and using your Immediate every turn to make the marked creature mostly ineffective.

Booming Blade:  +8 vs AC,  1d8 + 5 Thunder damage
Sword Burst:      +5 vs Reflex, 1d6 + 5 Force damage
Level 1 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Ki-amar, level 1
Genasi, Swordmage
Swordmage Aegis Option: Aegis of Shielding
Elemental Manifestation Option: Stormsoul
Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 10, CON 16, DEX 10, INT 20, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 10, INT 18, WIS 11, CHA 8
 
 
AC: 20 Fort: 14 Ref: 15 Will: 12
HP: 31 Surges: 11 Surge Value: 7
 
TRAINED SKILLS
Arcana +10, Athletics +5, Endurance +10, History +10
 
UNTRAINED SKILLS
Acrobatics +0, Bluff –1, Diplomacy –1, Dungeoneering +0, Heal +0, Insight +0, Intimidate –1, Nature +2, Perception +0, Religion +5, Stealth +0, Streetwise –1, Thievery +0
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Genasi Racial Power: Promise of Storm
Swordmage Feature: Aegis of Shielding
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Sword Burst
Swordmage Attack 1: Sword of Sigils
Swordmage Attack 1: Dimensional Thunder
 
FEATS
Level 1: Intelligent Blademaster
 
ITEMS
Longsword x1
Leather Armor x1
====== End ======

Immediates at Level 1 Show

Guardian's Counter (Interrupt) allows you to swap places with an ally within 2, and take an attack aimed at them.  You then get a melee basic attack against the attacker.
Aegis of Shielding (Interrupt) allows you to reduce 5+ConMod damage dealt by a creature you have marked if it attacks an ally within 10 squares of you.

Fairly typical set up at level 1, taking Intelligent Blademaster to ensure you have a respectable MBA and creatures will think about provoking.

Booming Blade:  +12 vs. AC, 1d8 + 6 Thunder damage
Sword Burst:      +9 vs Reflex, 1d6 + 6 Thunder damage
Level 5 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Ki-amar, level 5
Genasi, Swordmage
Swordmage Aegis Option: Aegis of Shielding
Elemental Manifestation Option: Stormsoul
Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 10, CON 17, DEX 10, INT 21, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 10, INT 18, WIS 11, CHA 8
 
 
AC: 23 Fort: 17 Ref: 18 Will: 15
HP: 56 Surges: 11 Surge Value: 14
 
TRAINED SKILLS
Arcana +12, Athletics +7, Endurance +14, History +12
 
UNTRAINED SKILLS
Acrobatics +3, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, Insight +4, Intimidate +1, Nature +4, Perception +4, Religion +7, Stealth +2, Streetwise +1, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Genasi Racial Power: Promise of Storm
Swordmage Feature: Aegis of Shielding
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Sword Burst
Swordmage Attack 1: Sword of Sigils
Swordmage Attack 1: Dimensional Thunder
Swordmage Utility 2: Channeling Shield
Swordmage Attack 3: Dimensional Vortex
Swordmage Attack 5: Swordmage Shielding Fire
 
FEATS
Level 1: Intelligent Blademaster
Level 2: Rose King's Shield
Level 4: War Wizard's Expertise
 
ITEMS
Leather Armor of Aegis Expansion +1 x1
Farbond Spellblade Longsword +1 x1
Amulet of Life +1 x1
Acrobat Boots x1
====== End ======

Immediates at Level 5 Show

Guardian's Counter (Interrupt) allows you to swap places with an ally within 2, and take an attack aimed at them.  You then get a melee basic attack against the attacker.
Aegis of Shielding (Interrupt) allows you to reduce 5+ConMod damage dealt by a creature you have marked if it attacks an ally within 10 squares of you.
Armor of Aegis Expansion (Interrupt) allows you to reduce the damage if a marked enemy targets you and at least one ally.  Won't come up every fight, but can be very useful.
Channeling Shield (Interrupt) allows you to reduce the damage for an attack against you or an ally within 10 squares.  And then you get a damage bonus for your next attack.
Dimensional Vortex (Interrupt) allows you to teleport a creature who just hit an ally with a melee attack.  You move the creature up to 5 squares and the attack hits a new, valid target of your choosing.  Drop him right next to his buddy.

With Rose King's Shield, you'll be generating a decent amount of THPs for yourself.  This feat is pretty wonderful through Heroic, though it does taper off in Paragon.  The Farbond Spellblade, combined with Intelligent Blademaster, gives you a Ranged Basic Attack option if the need arises.


Booming Blade:  +16 vs AC, 1d8 + 8 Thunder damage
Sword Burst:      +13 vs Reflex, 1d6 + 8 Force damage
Level 8 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Ki-amar, level 8
Genasi, Swordmage
Swordmage Aegis Option: Aegis of Shielding
Elemental Manifestation Option: Stormsoul
Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 10, CON 18, DEX 10, INT 22, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 10, INT 18, WIS 11, CHA 8
 
 
AC: 27 Fort: 21 Ref: 22 Will: 18
HP: 75 Surges: 12 Surge Value: 18
 
TRAINED SKILLS
Arcana +15, Athletics +9, Endurance +17, History +15
 
UNTRAINED SKILLS
Acrobatics +5, Bluff +3, Diplomacy +3, Dungeoneering +4, Heal +4, Insight +6, Intimidate +3, Nature +6, Perception +6, Religion +10, Stealth +4, Streetwise +3, Thievery +4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Genasi Racial Power: Promise of Storm
Swordmage Feature: Aegis of Shielding
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Sword Burst
Swordmage Attack 1: Sword of Sigils
Swordmage Attack 1: Dimensional Thunder
Swordmage Utility 2: Channeling Shield
Swordmage Attack 3: Dimensional Vortex
Swordmage Attack 3: Transposing Lunge
Swordmage Attack 5: Swordmage Shielding Fire
Swordmage Utility 6: Armathor's Step
 
FEATS
Level 1: Intelligent Blademaster
Level 2: Rose King's Shield
Level 4: War Wizard's Expertise
Level 6: White Lotus Riposte
Level 8: Elemental Echo
 
ITEMS
Acrobat Boots x1                                 [Bought with gold]
Circlet of Second Chances x1               [Bought with gold]
Farbond Spellblade Longsword +2 x1     [Level - 1 item]
Resplendent Cloak +2 x1                     [Like Level item]
Viper Belt x1                                       [Bought with gold]
Flowform Leather Armor +2 x1              [Level + 1]
====== End ======

Immediates at Level 8 Show

Guardian's Counter (Interrupt) allows you to swap places with an ally within 2, and take an attack aimed at them.  You then get a melee basic attack against the attacker.
Aegis of Shielding (Interrupt) allows you to reduce 5+ConMod damage dealt by a creature you have marked if it attacks an ally within 10 squares of you.
Flowform Armor (No Action) allows you to make a save against a condition as soon as it is imposed. 
Channeling Shield (Interrupt) allows you to reduce the damage for an attack against you or an ally within 10 squares.  And then you get a damage bonus for your next attack.
Dimensional Vortex (Interrupt) allows you to teleport a creature who just hit an ally with a melee attack.  You move the creature up to 5 squares and the attack hits a new, valid target of your choosing.  Drop him right next to his buddy.


White Lotus Riposte helps in adding some extra damage and setting up your Catch 22.  Elemental Echo can give you two turns of bonuses to hit and damage, and combines very nicely with Promise of Storm for some extra damage.

Armathor's Step gives you some movement freedom to reposition yourself as needed, and the Resplendent Cloak provides a good bonus for you and your allies against some of the more detrimental effects.

Transposing Lunge is still great, and we grab that for the level 7 encounter power.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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1 year ago  ::  May 14, 2012 - 1:28PM #33
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,167
Tell me if this seems too complicated and if there are any math errors I failed to notice.

Shadowmoss, Pixie Thief - **

You charge, and you charge, and then you charge some more. If you can’t charge you make a melee basic or a ranged basic against something granting combat advantage if possible, or against one of your ally's target if not (focuse fire!). You also have the encounter attack power Backstab, I would use this as early in combat as possible, or if you know one enemy will be tougher than the rest, use this on that target. Your typical first turn will be activating Focused Discipline, using Unbalancing Trick to shift 2 and then charge, adding several die of damage when charging including your sneak attack damage since you gain combat advantage while charging, and then knocking the enemy prone. If you have an action point, you should ready an action to attack the same enemy again off-turn. Alternatively, if an enemy is within charge distance, you can instead use Escape Artist’s Trick, then charge. At the end of your turn, shift back two squares and then use the action point to ready another charge against the same enemy. If you ever start your turn next to an enemy and you expect to prone that enemy or flank it or it in some other way presents combat advantage this round, use your minor action to use Sneak in the Attack. You also have the Purple Dragon of Cormyr theme. You want to activate this stance as early in combat as possible because two of its benefits are extremely useful to you: +1 power bonus to melee basic attacks, or shift 1 after hitting with a melee basic attack (since you fly, this can be over your opponent's head). You only get one of these at a time and you can’t gain them on the first turn unless your DM is nice to you (such as if you know you are in a dangerous situation and expect an ambush, ask if you can go into the stance, this is entirely up to the DM), be sure to pick a benefit at the start of the turn after you activate the stance. Remember that since you have altitude limit 1, going above this limit can be dangerous - you rarely want to be on the ground. You can use your tricks to move straight up and charge down (including the square 1 above your enemies). You can ignore the aerial tactics and stay on the ground if this is too complex or if your DM is giving you the stink eye.

Level dependant changes in play (If any):
5: You gain an off-turn action- Cunning Escape -Once an encounter you interrupt an enemy's attack to get a +4 bonus to all defenses against that attack, and you get to shift 3 at the end of that enemy’s turn. Note that sometimes enemies will have off-turn actions and it may not be that enemy’s turn when it attacks you.
6: You gain an off-turn action- Slip Aside -once an encounter you can half the damage you take from an attack

Suggested Items

Bracers of Mighty Striking 2+ - +2 Item bonus to damage with basic attacks
Boots of the Fencing Master 7+ - You should be shifting a lot, so you will get a bonus to AC and Reflex often.
Boots of Adept Charging 2+ - You shift 1 after charging. Focused Discipline with this can set up next turn or AP charge or if you want to use a different trick or are dazed. You can also use this
Strikebacks 10+ - Any chance to get a hit in, also a bonus to opportunity attack rolls.
Rhythm Blade Dagger - Shield bonus to AC and Reflex, ranged attack option
Charge Kit: Vanguard Rapier is best choice for the weapon, the rest is pretty standard charge package.


The charge breakdowns below assume you use the Purple Dragon theme power Focused Discipline to get a +1 power bonus to attack rolls. The CB shows +15 damage at level 11 before adding Light Blade Expertise and I am unsure of where 2 points of damage are coming from, but I went with the numbers it shows as I’m sure I’m just missing something. It also assumes you are not reducing sneak attack damage to impose attack penalties on the target.

Charge Breakdown Level 1
Attack +10 vs AC and 1d8+2d6+7 damage Estimated DPR = 15.23

Spoiler: Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Shadowmoss, level 1
Pixie, Rogue (Thief)
Proficiency: Weapon Proficiency (Rapier)
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Purple Dragon

FINAL ABILITY SCORES
STR 10, CON 11, DEX 20, INT 10, WIS 8, CHA 16

STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 8, CHA 14


AC: 17 Fort: 10 Ref: 17 Will: 13
HP: 23 Surges: 6 Surge Value: 5

TRAINED SKILLS
Acrobatics +10, Athletics +5, Bluff +8, Intimidate +8, Stealth +12, Thievery +10

UNTRAINED SKILLS
Arcana +0, Diplomacy +3, Dungeoneering –1, Endurance +0, Heal –1, History +0, Insight –1, Nature +1, Perception –1, Religion +0, Streetwise +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Purple Dragon Utility: Focused Discipline
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Rogue Utility: Backstab
Rogue Utility: Acrobat's Trick
Rogue Utility: Unbalancing Trick

FEATS
Level 1: Streak of Light

====== End ======


Charge Breakdown Level 5
Attack +17 vs AC and 3d8+2d6+12 damage Estimated DPR = 31.88

Spoiler: Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Shadowmoss, level 5
Pixie, Rogue (Thief)
Proficiency: Weapon Proficiency (Rapier)
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Purple Dragon

FINAL ABILITY SCORES
STR 10, CON 11, DEX 21, INT 10, WIS 8, CHA 17

STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 8, CHA 14


AC: 20 Fort: 14 Ref: 22 Will: 17
HP: 43 Surges: 6 Surge Value: 10

TRAINED SKILLS
Acrobatics +13, Athletics +7, Bluff +10, Intimidate +10, Stealth +14, Streetwise +10, Thievery +12

UNTRAINED SKILLS
Arcana +2, Diplomacy +5, Dungeoneering +1, Endurance +2, Heal +1, History +2, Insight +1, Nature +3, Perception +1, Religion +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Purple Dragon Utility: Focused Discipline
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Rogue Utility: Backstab
Rogue Utility: Acrobat's Trick
Rogue Utility: Unbalancing Trick
Rogue Utility: Tactical Trick
Rogue Utility: Cunning Escape
Rogue Utility 2: Sneak in the Attack

FEATS
Level 1: Streak of Light
Level 2: Light Blade Expertise
Level 4: Surprising Charge


====== End ======


Charge Breakdown Level 8
Attack +20 vs AC and 3d8+1d6+2d8+12 damage Estimated DPR = 38.28

Spoiler: Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Shadowmoss, level 8
Pixie, Rogue (Thief)
Proficiency: Weapon Proficiency (Rapier)
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Purple Dragon

FINAL ABILITY SCORES
STR 10, CON 14, DEX 22, INT 10, WIS 8, CHA 15

STARTING ABILITY SCORES
STR 10, CON 14, DEX 18, INT 10, WIS 8, CHA 11


AC: 23 Fort: 18 Ref: 25 Will: 18
HP: 61 Surges: 8 Surge Value: 15

TRAINED SKILLS
Acrobatics +16, Athletics +9, Bluff +11, Intimidate +11, Stealth +17, Streetwise +11, Thievery +15

UNTRAINED SKILLS
Arcana +4, Diplomacy +6, Dungeoneering +3, Endurance +6, Heal +3, History +4, Insight +3, Nature +5, Perception +3, Religion +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Purple Dragon Utility: Focused Discipline
Pixie Utility: Pixie Dust
Pixie Utility: Shrink
Rogue Utility: Backstab
Rogue Utility: Acrobat's Trick
Rogue Utility: Unbalancing Trick
Rogue Utility: Tactical Trick
Rogue Utility: Cunning Escape
Rogue Utility: Escape Artist's Trick
Rogue Utility 2: Sneak in the Attack
Rogue Utility 6: Slip Aside

FEATS
Level 1: Streak of Light
Level 2: Light Blade Expertise
Level 4: Surprising Charge
Level 6: Nimble Blade
Level 8: Backstabber

====== End ======
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1 year ago  ::  May 14, 2012 - 4:29PM #34
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737

Crossbow Artificer


Difficulty:  **** (Healing Infusion nuances, managing some interrupts, class features)

You're a ranged leader, and you focus on passing out buffs and THP to party members along with some debuffing.  Your bread and butter is Magic Weapon, which grants adjacent allies a bonus to hit and a damage bonus to boot.  This means you'll either want to be in the back next to a ranged striker or close to the front lines, just behind your strikers and defenders.  Most of your powers provide their benefits on a hit.  Hitting more means you pass out more goodies, so we're always interested in making sure we hit.  You've got your Arcane Empowerment and Heroic Effort to make sure you hit when you really need to, don't be afraid to use them.

You've got a few very important class features to keep track of, here they are in short:
Arcane Empowerment:  Once per day (and an additional time per milestone reached) you can empower a magical item, allowing you to do one of the following with it:  a one time bonus of +2 to an attack roll after it has been rolled OR recharge the daily power of an item.
You must spend a short rest with the item to empower it thusly.

Arcane Rejuvenation allows your allies to gain an amount of THP whenever they use the daily powers of their magical items.  The amount gained is equal to half your level plus your Intelligence modifier.

Healing Infusion is your basic leader Healing ability, with a few twists.  During a short rest, healing surges need to be expended to replenish your supply of Healing Infusions, but they can be spent by anyone.  You'll probably want to use the Resistive Formula on your beefy, tanky front liners.  It gives them +1 AC, and they can end the bonus at any time to gain a fat lump of THPs.  If you need actual healing, say for someone below zero hit points, then Curative Admixture is there.

Magic Weapon:  +9 vs AC, 1d8 + 5 damage
Level 1 Show


====== Created Using Wizards of the Coast D&D Character Builder ======


Thom, level 1
Human, Artificer
Human Power Selection Option: Heroic Effort
 
FINAL ABILITY SCORES
STR 10, CON 14, DEX 10, INT 20, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 10, INT 18, WIS 11, CHA 8
 
 
AC: 17 Fort: 14 Ref: 16 Will: 12
HP: 26 Surges: 8 Surge Value: 6
 
TRAINED SKILLS
Arcana +10, Dungeoneering +5, Heal +5, History +10, Perception +5, Thievery +5
 
UNTRAINED SKILLS
Acrobatics +0, Athletics +0, Bluff –1, Diplomacy –1, Endurance +2, Insight +0, Intimidate –1, Nature +0, Religion +5, Stealth +0, Streetwise –1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Static Shock
Artificer Attack 1: Burning Weapons
Artificer Attack 1: Punishing Eye
 
FEATS
Level 1: Eldritch Fusillade Expertise
Level 1: Ritual Caster
Level 1: Crossbow Caster
 
ITEMS
Ritual Book
Brew Potion
Disenchant Magic Item
Enchant Magic Item
Make Whole
Crossbow x1
Leather Armor x1
====== End ======

Punishing Eye is a truly nasty daily, as it can add a boatload of extra damage since it keys off your primary stat.  Right from level 1 you won't need to worry about using minor actions to load your crossbow, thanks to Eldritch Fusillade Expertise, and your crossbow is also your implement for those powers.  Everything wrapped up in a neat little package.

Magic Weapon:  +12 vs AC, 1d10 + 6 Cold damage, -1 AC for the target until end of your next turn if you hit.
Level 5 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Thom, level 5
Human, Artificer
Human Power Selection Option: Heroic Effort
 
FINAL ABILITY SCORES
STR 10, CON 15, DEX 10, INT 21, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 10, INT 18, WIS 11, CHA 8
 
 
AC: 20 Fort: 17 Ref: 19 Will: 15
HP: 47 Surges: 8 Surge Value: 11
 
TRAINED SKILLS
Arcana +12, Dungeoneering +7, Heal +7, History +12, Perception +7, Thievery +7
 
UNTRAINED SKILLS
Acrobatics +2, Athletics +2, Bluff +1, Diplomacy +1, Endurance +4, Insight +2, Intimidate +1, Nature +2, Religion +7, Stealth +2, Streetwise +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Static Shock
Artificer Attack 1: Burning Weapons
Artificer Attack 1: Punishing Eye
Artificer Utility 2: Swift Mender
Artificer Attack 3: Shocking Feedback
Artificer Attack 5: Smokepowder Blast
 
FEATS
Level 1: Eldritch Fusillade Expertise
Level 1: Ritual Caster
Level 1: Crossbow Caster
Level 2: Weapon Proficiency (Superior crossbow)
Level 4: White Lotus Enervation
 
ITEMS
Ritual Book
Brew Potion
Disenchant Magic Item
Enchant Magic Item
Make Whole
Repulsion Leather Armor +1 x1
Brooch of Shielding +1 x1
Frost Superior crossbow +1 x1
Circlet of Second Chances x1
====== End ======

White Lotus Enervation passes out a debuff to armor if you hit with Magic Weapon, making it great for your melee allies.  The superior crossbow has a +3 proficiency bonus which is the main reason for picking it up.

Repulsion Armor is there to push enemies away from you.  In mid heroic they'll probably have a ranged option, but it won't be nearly as good as their melee.  You can also hold a 3 square wide hallway or corridor against a single creature by positioning yourself in the middle of it.  Circlet of Second Chances is there for your save needs, and the Brooch of Shielding to reduce damage if you get hit hard.

Swift Mender is one of your few save-granting abilities, so love it.  Shocking Feedback is a great out of turn attack and it can reduce the damage an ally was going to take.  Smokepowder Blast is one of your rare enabling powers, so love it as much as Swift Mender.

Magic Weapon:  +16 vs AC, 1d10 + 8 Cold damage, -1 AC for the target until end of your next turn if you hit.
Level 8 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Thom, level 8
Human, Artificer
Human Power Selection Option: Heroic Effort
 
FINAL ABILITY SCORES
STR 10, CON 16, DEX 10, INT 22, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 10, INT 18, WIS 11, CHA 8
 
 
AC: 24 Fort: 21 Ref: 23 Will: 18
HP: 63 Surges: 9 Surge Value: 15
 
TRAINED SKILLS
Arcana +15, Dungeoneering +9, Heal +9, History +15, Perception +9, Thievery +9
 
UNTRAINED SKILLS
Acrobatics +4, Athletics +4, Bluff +3, Diplomacy +3, Endurance +7, Insight +4, Intimidate +3, Nature +4, Religion +10, Stealth +4, Streetwise +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Static Shock
Artificer Attack 1: Burning Weapons
Artificer Attack 1: Punishing Eye
Artificer Utility 2: Swift Mender
Artificer Attack 3: Shocking Feedback
Artificer Attack 5: Smokepowder Blast
Perception Utility 6: Guided Shot
Artificer Attack 7: Vampiric Weapons
 
FEATS
Level 1: Eldritch Fusillade Expertise
Level 1: Ritual Caster
Level 1: Crossbow Caster
Level 2: Weapon Proficiency (Superior crossbow)
Level 4: White Lotus Enervation
Level 6: Improved Initiative
Level 8: Arcane Trapsmith
 
ITEMS
Ritual Book
Brew Potion
Disenchant Magic Item
Enchant Magic Item
Make Whole
Frost Superior crossbow +2 x1
Repulsion Leather Armor +2 x1
Healer's Brooch +2 x1
Circlet of Second Chances
Gloves of Grace x1
Feyleaf Sandals x1
====== End ======

Your Thievery skill is actually 15 total here for disarming traps or picking locks.  Additionally, you get a +4 feat bonus to Arcana for trap or hazard related checks.  If you've got a talented rogue/thief in the group already, you can replace Arcane Trapsmith with another feat, but it's something that comes up in quite a few dungeon delves.

Guided Shot can help turn an ally's miss into a hit, and Vampiric Weapons gives some decent group healing.

The Gloves of Grace give you another save granting option.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

Quick Reply
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1 year ago  ::  May 14, 2012 - 11:11PM #35
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726
I just wanted to point out that I'm not ignoring this thread, I'll put up comments and stuff for tomorrow.

Only minor comment is to say "Don't worry about lv10-11".  Only 1, 5, 8.  I think this project is ambitious enough without having that much extra stuff added in. 
Currently working on making a Dex based defender.  Check it out here
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Need a few pre-generated characters for a one-shot you are running?  Want to get a baseline for what an effective build for a class you aren't familiar with?  Check out the Pregen thread here
If ever you are interested what it sounds like to be at my table check out my blog and podcast here
Also, I've recently done an episode on "Refluffing".  You can check that out here
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1 year ago  ::  May 15, 2012 - 8:25AM #36
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Deva Sun Domain Warpriest. 

Ease of Play **

Sun Domain Warpriest is probably the easiest leader build to play.  The main thing you will need to worry about is keeping track of bonuses, temporary hitpoints, and which allies need healing or saving throws.

How to play:  This is a tough leader who helps allies with healing, temporary hitpoints, defensive boosts, and saving throws.  Move up next to enemies and attack them with your powers.  Most of them do something whether or not you hit.  At level 1 blessing of battle will be your most consistently used power since it will automatically give an ally damage resistance 3 and if you hit you will give you 3 temporary hitpoints, which will help keep both of you on your feat.  If you or an ally needs a saving throw you have several powers that can help with that like brand of the sun, and you can let allies spend surges up to 2 times an encounter at level 1 with healing word, with an additional 1d6+2 hitpoints.  If you hit with any of your at will or encounter powers you get 3 temporary hitpoints.   You also have resistance to radiant and necrotic damage from your race, but if you do take radiant damage you also get 3 temporary hitpoints.

level 1 sun warpriest Show


====== Created Using Wizards of the Coast D&D Character Builder ======
DevaWarpriest Sample, level 1
Deva, Cleric (Warpriest)
Domain: Sun Domain
Goblin Foe (Perception class skill)
Theme: Ironwrought

FINAL ABILITY SCORES
STR 12, CON 16, DEX 8, INT 14, WIS 18, CHA 10

STARTING ABILITY SCORES
STR 12, CON 16, DEX 8, INT 12, WIS 16, CHA 10


AC: 18 Fort: 14 Ref: 14 Will: 15
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Heal +9, Insight +9, Perception +9, Religion +9

UNTRAINED SKILLS
Acrobatics –4, Arcana +2, Athletics –1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +1, History +4, Intimidate +0, Nature +4, Stealth –4, Streetwise +0, Thievery –4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Deva Racial Power: Memory of a Thousand Lifetimes
Cleric Attack: Smite Undead
Cleric Utility: Healing Word
Cleric Utility 1: Soothing Light
Cleric Attack 1: Blessing of Battle
Cleric Attack 1: Brand of the Sun
Cleric Attack 1: Sun's Glow
Cleric Attack 1: Sun Burst
Cleric Attack 1: Moment of Glory

FEATS
Level 1: Radiant Recovery

ITEMS
Mace x1
Chainmail x1
Heavy Shield x1
Adventurer's Kit
Holy Symbol
Silk Rope (50 ft.)
Writing case
====== End ======


At level 5 you have a few more options.  At level 2 you started to automatically give all your allies a +1 shield bonus to AC.  You and allies within 5 get +2 bonus to death saves.  You make saves to end charm, fear, or psychic effects at the beginning of your turn because of an item.  Your healing word now also gives 3 temporary hitpoints.  You have damage resistance 2 while bloodied from your theme and have resistance to cold from your armor.  You have another attack power that lets you or an ally spend a surge as well.

sunwarpriestlevel 5 Show


====== Created Using Wizards of the Coast D&D Character Builder ======
DevaWarpriest Sample, level 5
Deva, Cleric (Warpriest)
Domain: Sun Domain
Goblin Foe (Perception class skill)
Theme: Ironwrought

FINAL ABILITY SCORES
STR 12, CON 17, DEX 8, INT 14, WIS 19, CHA 10

STARTING ABILITY SCORES
STR 12, CON 16, DEX 8, INT 12, WIS 16, CHA 10


AC: 21 Fort: 17 Ref: 17 Will: 18
HP: 49 Surges: 10 Surge Value: 12

TRAINED SKILLS
Heal +11, Insight +11, Perception +11, Religion +11

UNTRAINED SKILLS
Acrobatics –2, Arcana +4, Athletics +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +3, History +6, Intimidate +2, Nature +6, Stealth –2, Streetwise +2, Thievery –2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Deva Racial Power: Memory of a Thousand Lifetimes
Cleric Attack: Smite Undead
Cleric Utility: Healing Word
Cleric Utility: Holy Cleansing
Cleric Utility 1: Soothing Light
Cleric Attack 1: Blessing of Battle
Cleric Attack 1: Brand of the Sun
Cleric Attack 1: Sun's Glow
Cleric Attack 1: Sun Burst
Cleric Attack 1: Moment of Glory
Cleric Utility 2: Shield of Faith
Cleric Attack 3: Resurgent Sun
Cleric Attack 5: Inspire Fervor

FEATS
Level 1: Radiant Recovery
Level 2: Devout Protector Expertise
Level 4: Weapon Proficiency (Triple-headed flail)

ITEMS
Heavy Shield x1
Adventurer's Kit
Silk Rope (50 ft.)
Writing case
Challenge-Seeking Triple-headed flail +2 x2
Wintersnap Chainmail +1 x1
Amulet of Psychic Interference +1 x1
Flame Bracers (heroic tier) x1
Potion of Resistance (heroic tier)
Potion of Water Walking
Elixir of Invisibility (heroic tier)
====== End ======


Level 8
Because your con went up to 18 this level, your damage resistance from blessing of battle went up to 4, as did the temporary hitpoints you get from hitting with at will and encounter powers and that you give out through healing word,  You also now add a +2 to the defenses of targets of your healing word until end of next turn and it now heals Surge +2d6 +2.  You now have a very good power in searing brand that blinds your enemies, but unlike all your other attacks it does not do anything if you miss with it.  You make all your attacks, including moment of glory, with your weapon now.

sunwarpriest level 8 Show



====== Created Using Wizards of the Coast D&D Character Builder ======
DevaWarpriest Sample, level 8
Deva, Cleric (Warpriest)
Domain: Sun Domain
Goblin Foe (Perception class skill)
Theme: Ironwrought

FINAL ABILITY SCORES
STR 12, CON 18, DEX 8, INT 14, WIS 20, CHA 10

STARTING ABILITY SCORES
STR 12, CON 16, DEX 8, INT 12, WIS 16, CHA 10


AC: 25 Fort: 19 Ref: 18 Will: 20
HP: 65 Surges: 11 Surge Value: 16

TRAINED SKILLS
Heal +14, Insight +14, Perception +14, Religion +13

UNTRAINED SKILLS
Acrobatics +0, Arcana +6, Athletics +3, Bluff +4, Diplomacy +4, Dungeoneering +9, Endurance +6, History +8, Intimidate +4, Nature +9, Stealth +0, Streetwise +4, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Deva Racial Power: Memory of a Thousand Lifetimes
Cleric Attack: Smite Undead
Cleric Utility: Healing Word
Cleric Utility: Holy Cleansing
Cleric Utility: Resurrection
Cleric Utility 1: Soothing Light
Cleric Attack 1: Blessing of Battle
Cleric Attack 1: Brand of the Sun
Cleric Attack 1: Sun's Glow
Cleric Attack 1: Sun Burst
Cleric Attack 1: Moment of Glory
Cleric Utility 2: Shield of Faith
Cleric Attack 3: Resurgent Sun
Cleric Attack 5: Inspire Fervor
Cleric Utility 6: Stream of Life
Cleric Attack 7: Searing Brand

FEATS
Level 1: Radiant Recovery
Level 2: Devout Protector Expertise
Level 4: Weapon Proficiency (Triple-headed flail)
Level 6: Battle Intuition
Level 8: Shielding Word

ITEMS
Heavy Shield x1
Adventurer's Kit
Silk Rope (50 ft.)
Writing case
Disrupting Triple-headed flail +2 x1
Astral Fire Finemail +2 x1
Healer's Brooch +2
Boots of Free Movement x1
Flame Bracers (heroic tier) x1
Lesser Elixir of Invisibility
Potion of Cure Light Wounds
====== End ======



Recommended items: Weapon of Evil undone or Disrupting Flail lets you make all your attacks through one item.  Items like healer's broach or healer's armor will make your healing powers even more effective.
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1 year ago  ::  May 15, 2012 - 11:02AM #37
ezrider23
Date Joined: Jan 27, 2009
Posts: 1,090
I have nothing really useful to contribute to this thread aside from a hearty THANK YOU. This is one of the most interesting and, perhaps, useful threads to hit this forum in a while(aside from handbook updates). I generally lurk around the CharOP forum reading new posts and perusing the Handbooks for creating new characters and i must say even after all this time i'm still pretty terrible at coming up with something original myself. I guess i just don't have the system mastery of the rest of this group.
I would also like to thank GelO for his great handbooks and his SunWarpriest Build as well as Maltese for his Halfling HexBlade build. These are both classes i've been interested in and was looking for a great place to kickstart an idea.

Thank you all. 
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1 year ago  ::  May 15, 2012 - 3:26PM #38
RuinsFate
Date Joined: Jan 24, 2010
Posts: 1,513
I will agree that the Warpriest is the easiest leader to play, but having to remember multiple bonuses and triggered THP does not contribute to a 1-star character. I would consider it at least a 2-star build.

1-star builds are things like straight-up no tricks Thieves and Slayers.
A Beginners Primer to CharOp.
Archmage's Ascension - The Wizard's Handbook.
Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader.
Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader
Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa.

It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
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1 year ago  ::  May 15, 2012 - 8:41PM #39
Rerednaw
Date Joined: Jun 13, 2001
Posts: 328

May 14, 2012 -- 1:28PM, IxidorRS wrote:

Tell me if this seems too complicated and if there are any math errors I failed to notice.

Shadowmoss, Pixie Thief - ***

You charge, and you charge, and then you charge some more...

====== End ======[/spoiler]




I was debating on posting my pixie (Styx) but it is essentially the same.  Rather than double-up, I will post the differences.

Theme: Fey Beast Tamer (owlbear "Snookielumps")

Feats
L1 Surprising Charge
L2 Light Blade Expertise
L4 Backstabber

Not on cards:
Since Snookie gets a move action when you do, you spend it getting him next to your victim while you set up your combat advantage via Tactical Trick.  Then charge away to a sq adj to Snookie and your foe.  Snookie's aura adds +2 to everyone's damage vs. the target, this encourages focus-firing, a good tactic to practice.
Plus as Snookie is an ally, leaving the square you charged to is always safe.  So free-chain charging. 

At level 5, Snookie's aura makes the adj foe grant CA.  Now you can use your at-will to say knock him prone (Unbalancing Trick) instead.

The focus of the build was to be effective without any magic items

But if you get the option, I would say the top item is a magic weapon (almost any) and Bracers of Mighty Striking, a level 2 common. Since you can fly (death from above ) and Snookie makes backing up to charge again safe, you don't need a badge of berzerker as much.

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1 year ago  ::  May 16, 2012 - 12:23AM #40
RuinsFate
Date Joined: Jan 24, 2010
Posts: 1,513
And here we have a nice simple take on the iconic sword-n-board fighter.

Sword n’ Board Fighter (Weaponmaster): *** (Marking, off turn actions, some conditional bonuses. Possibly ** once the player gets the hang of marking and punishment)
Level 1: Show

The Fighter is a Defender. It’s your job to make your enemies’ life hell. Either they attack you and your high defences and miss, or they attack your allies, and you whack them over the head for it.

You accomplish this by ‘marking’ your opponent. This is your class feature ‘Combat Challenge’. Whenever you attack an enemy, you apply a ‘mark’ to them until the end of your next turn. If you’re next to that enemy and they attack an ally (Without attack you at the same time, for example with an area-effect attack), you get to use an Immediate Interrupt to attack them with a Melee Basic Attack. You can do this once per round (All Immediate actions are once per round), but not if you’re Dazed. The nice bit is, because it’s an Interrupt, it happens before the attack affects your ally – so you can possibly kill them before they even get to hurt your buddy!

You have two other major class features, as follows:

One-Handed Weapon Talent: +1 to your attack rolls with a one-handed weapon. Nice, simple, powerful and the character builder will handle it for you. A good freebie.

Combat Superiority: You get a bonus to attack with Opportunity Attacks. These are the attacks you make if an enemy tries to move away from you, but doesn’t shift to do so, or if they make a ranged/area attack while you’re next to them. The bonus equals your Wisdom modifier (Currently +2). So you’re more accurate when you’re trying to stop the enemy doing something you don’t want them to do. And if you hit with the OA, the poor sucker stops moving. Basically, once you’re next to someone, they’re probably not going anywhere.

On your powers:

Cleave is nice and simple. Hit one guy, deal a bit of damage to someone else next to you. This extra damage will happily kill a minion. Do note that the secondary damage doesn’t mark the other enemy though.

Tide of Iron helps you define the battlefield. You get to push the enemy around and preferably away from your allies.

Steel Serpent Strike makes it harder for the enemy to move. Since they can’t shift, they either stay right next to you, where you want them, or they try to move away, you make an OA and they stop anyway. Good stuff.

Villain’s Menace is your daily attack. Use it on some big scary major enemy, and you’ll be more accurate and do more damage to them until they’re dead. Even if you miss, you still get a nice buff out of it. Just make sure you remember the bonus on subsequent turns.

Stone’s Endurance is your racial power. Until the end of your next turn, you take 5 less damage from everything. Since you’re supposed to be the tough guy in the group, this is a great tool for you.

Inevitable Strike is your theme power. You can choose to use it when you make an attack. Roll the attack roll twice, and if both would hit, you do some more damage. The good thing about rolling twice is that it increases your chance to hit – if one attack roll hits and the other misses, you can choose to use the one that hits. You won’t get the extra damage that way, but hey, you hit instead of missing and not doing any damage at all. (This is how most powers that allow two attack rolls work, and how this one should work)

Your items are pretty simple: Armour, shield, and the iconic longsword. You also have three javelins you can throw at the enemy if they’re far away or flying. (As a melee character,  flyers can be an issue).

Speaking of those javelins, your feat, Master At Arms is handy. It gives you extra accuracy (Already calculated by the builder) and lets you put away your sword and draw one of those javelins in the same minor action. Normally this would be two separate minor actions.

Dakhoth level 1
Goliath, Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Background: Officer Who Came Out of Retirement (Officer Who Came Out of Retirement Benefit)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 18, Con 14, Dex 14, Int 10, Wis 15, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 10, Wis 13, Cha 8.


AC: 19 Fort: 16 Reflex: 14 Will: 13
HP: 29 Surges: 11 Surge Value: 7

TRAINED SKILLS
Intimidate +4, Endurance +6, Athletics +10

UNTRAINED SKILLS
Acrobatics, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +2, Heal +2, History +1, Insight +2, Nature +4, Perception +2, Religion, Stealth, Streetwise -1, Thievery

FEATS

POWERS
Ironwrought: Inevitable Strike
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Cleave
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace

ITEMS
Heavy Shield, Scale Armor, Longsword, Adventurer's Kit, Javelin (3)
Level 5: Show

At Level 5 you gain some new tricks:

Your Wisdom mod is now +3, so the bonus from Combat Superiority is now +3 instead of +2

You have two new feats: Improved Defences and Superior Will, both of which increase your NADs (Non-AC Defences), making you harder to kill.

Superior Will also has a nice secondary effect: You can save against being Dazed or Stunned at the start of your turn. Remember that being Dazed stops your Combat Challenge feature working? Getting rid of it sooner rather than later helps you do your job.

Your theme also gives you a new feature – you take 2 less damage from everything while you are bloodied (half health or less remaining). This won’t stack with Stone’s Endurance, but is always on so long as you’re bloodied, even if you’ve already used that power.

You have 3 new powers:

Glowering Threat makes every enemy within two squares of you less accurate against your allies (And this stacks with the -2 from your mark!), meaning they either deal with you, or deal with missing. And since you’re hard to hit, this is a bad deal for them.

Sweeping Blow lets you attack each enemy next to you (And mark all of them, although you can still only use Combat Challenge against one of them). And because you’re wielding a heavy blade (your longsword) you get that bonus it mentions, which is +2 (half your +4 strength mod).

Rain of Steel is your new daily. You enter a stance, which lasts until the end of the encounter, or you fall unconscious, whichever comes first. As it says, you deal damage to enemies who start their turns next to you (In this case 1d8 from the longsword and +1 from its enhancement bonus for 1d8+1 total) as long as you can make OAs – ie: While not dazed or stunned, which is again the point of Superior Will.

Your items are also aimed at helping you do your job.

Black Iron Scale Armor +1: (Level 4 item) Fire and Necrotic are two common damage types, the latter being very common from the undead. You now take 5 less damage from both. This doesn’t stack with your racial power, but it’s always on, so it’s still worth it.

Amulet of Protection +2 (level 6 item) +2 to all your NADs. (Already included in numbers below). Harder to hit means harder to kill.

Acrobat Boots: (level 2 item) You can stand up from being knocked prone as a minor. This is normally a move action, which can put a real crimp on your plans for your turn. These boots let you stand up and still move where you need to be.

Vengeful Longsword +1 (level 5 item) This weapon has a triggered power: If an enemy hits an ally who is bloodied (half health or less remaining) you get a bonus to accuracy and damage against that enemy until the end of your next turn. Remember that you’re supposed to punish enemies for hitting your friends? Yeah, this makes it worse for them.

Dakhoth, level 5
Goliath, Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Background: Officer Who Came Out of Retirement (Officer Who Came Out of Retirement Benefit)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 19, Con 14, Dex 14, Int 10, Wis 16, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 10, Wis 13, Cha 8.


AC: 22 Fort: 21 Reflex: 19 Will: 20
HP: 53 Surges: 11 Surge Value: 13

TRAINED SKILLS
Intimidate +6, Endurance +8, Athletics +12

UNTRAINED SKILLS
Acrobatics +3, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +5, Heal +5, History +3, Insight +5, Nature +7, Perception +5, Religion +2, Stealth +2, Streetwise +1, Thievery +2

FEATS
Level 1: Master at Arms
Level 2: Improved Defenses
Level 4: Superior Will

POWERS
Ironwrought: Inevitable Strike
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Cleave
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
Fighter utility 2: Glowering Threat
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel

ITEMS
Heavy Shield, Adventurer's Kit, Javelin (3), Amulet of Protection +2, Vengeful Longsword +1, Acrobat Boots (heroic tier), Black Iron Scale Armor +1
Level 8: Show


At level 8, you have a few more tricks up your sleeve:

Ignore Weakness lets you make a save at the start of your turn against three conditions that are fairly annoying for a Fighter, with a +5 bonus, making you pretty likely to succeed.

Come And Get It is a gem of a power. You attack each enemy within 3 squares of you, which also marks them, and you can pull them close and make them take damage (1d8+2 all up). This is the finest example of how you control the battlefield and define your presence as an un-ignorable threat.

Two new feats come into play

Wary Fighter increases your Initiative, letting you act earlier, and boosts two good skills. The improvement might not seem like much, but it will become more noticeable as you increase in level, and use those skills more.

Shield Push adds a new effect to your Combat Challenge attacks: you now push the target one square on a hit. If done right, this can push the enemy out of range of the ally, invalidating their attack. Don’t you love the idea of making your enemy flail ineffectually against an ally who’s now out of reach? I thought so.

Your items have improved a bit as well.

Dwarven Scale Armour +2: (Level 7 item) It lacks the resistance of the armour used by the level 5 version above, but it has a great power – heal yourself, whenever you need to, once per day. A great way to save yourself from death at the worst possible moments.

Farbond Spellblade Longsword +2 (Level 7 item) This blade lets you throw it, and returns to your hand when you do! So now you can attack any pesky flyers, or mobile enemies who like to keep out of your reach.

Amulet of Protection +2 and Acrobat boots: Same as the level 5 version uses.

Dakhoth, level 8
Goliath, Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Background: Officer Who Came Out of Retirement (Officer Who Came Out of Retirement Benefit)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 20, Con 14, Dex 14, Int 10, Wis 17, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 10, Wis 13, Cha 8.


AC: 26 Fort: 24 Reflex: 21 Will: 22
HP: 71 Surges: 11 Surge Value: 17

TRAINED SKILLS
Intimidate +8, Endurance +12, Athletics +15

UNTRAINED SKILLS
Acrobatics +5, Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +7, Heal +7, History +5, Insight +9, Nature +9, Perception +9, Religion +4, Stealth +4, Streetwise +3, Thievery +4

FEATS
Level 1: Master at Arms
Level 2: Improved Defenses
Level 4: Superior Will
Level 6: Wary Fighter
Level 8: Shield Push

POWERS
Ironwrought: Inevitable Strike
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Cleave
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
Fighter utility 2: Glowering Threat
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Ignore Weakness
Fighter encounter 7: Come and Get It

ITEMS
Heavy Shield, Adventurer's Kit, Amulet of Protection +2, Acrobat Boots (heroic tier), Dwarven Drakescale Armor +2, Farbond Spellblade Longsword +2
A Beginners Primer to CharOp.
Archmage's Ascension - The Wizard's Handbook.
Let the Hammer Fall: Dwarf Warpriest/Tactical Warpriest/Indomitable Champion, a Defending Leader.
Requiem for Dissent: Cleric/Fighter/Paragon of Victory Melee Leader
Ko te manu e kai i te miro, nona te ngahere. Ko te manu e kai i te matauranga e, nano te ao katoa.

It's the proliferation of people who think the rules are more important than what the rules are meant to accomplish. - Dedekine
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