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7 months ago  ::  Dec 12, 2012 - 10:20PM #61
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726
Nice build Maltese, and thanks for helping get this back off the ground.
Currently working on making a Dex based defender.  Check it out here
Spoiler: Show
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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7 months ago  ::  Dec 13, 2012 - 4:55AM #62
masteraleph
Date Joined: Jun 12, 2012
Posts: 202
I know you said LFR levels, but didn't mention LFR legal.  If that's a concern, you might want to note Primordial Adept as an alternate Theme for the Elementalist, since Infernal Prince isn't LFR legal (it's from Dragon, but it's related to the Book of Vile Darkness).  Primordial Adept isn't as useful at the levels discussed here, but it will eventually give +2 damage to fire attacks.
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7 months ago  ::  Dec 13, 2012 - 5:48AM #63
svendj
Date Joined: Apr 14, 2010
Posts: 2,137
Totally missed this thread the first time around.

Mind Control, a Tiefling Psion - *** (third star for being a psionic class)

If you want to play a Psion, this is the way to do it. You're a notch below wizards and invokers for controller powers, but your multitude of at-wills means you're never in a situation where you're not effective. You're a psionic class, which means you get power points instead of encounter powers. You can enhance your at-will powers based on the number of power points you spend when you use them.
Short summary: always go first, never miss, ensure enemies never get to be effective.

Suggested Magic Items: 
Hellfire Staff [level 4] - very important for Tieflings. This staff turns all your attacks into fire attacks, which are then boosted by the Hellfire Blood feat.

Additional reading: The Mind's Eye, a Psion Handbook.

Level 1 Snapshot
Show
Out of the box, you don't provoke opportunity attacks thanks to Staff Expertise. You have an offense power (augmented Mind Thrust, which lets your allies quickly kill the target) and a defensive one (Dishearten, which applies attack penalties all around). Your daily power is a killer, sure to disable multiple foes. You get one additional power point from your theme, your background gives you some more HP and the Shaped Consciousness power allows for tons of tactical tricks.

Mind Control, level 1
Tiefling, Psion
Build: Shaper Psion
Discipline Focus Option: Shaper Focus
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Escaped Thrall, or Noble Adept if your campaign allows it
 
FINAL ABILITY SCORES
STR 8, CON 10, DEX 11, INT 18, WIS 13, CHA 18
 
STARTING ABILITY SCORES
STR 8, CON 10, DEX 11, INT 16, WIS 13, CHA 16
 
AC: 14 Fort: 10 Ref: 14 Will: 16
HP: 30 Surges: 6 Surge Value: 7
 
TRAINED SKILLS
Arcana +9, Bluff +11, Insight +6, Perception +6
 
UNTRAINED SKILLS
Acrobatics +0, Athletics –1, Diplomacy +4, Dungeoneering +1, Endurance +0, Heal +1, History +4, Intimidate +4, Nature +1, Religion +4, Stealth +2, Streetwise +4, Thievery +0
 
POWERS
Escaped Thrall Utility: My Mind Is My Own
Tiefling Racial Power: Infernal Wrath
Psion Feature: Shaped Consciousness
Psion Feature: Minor Creation
Psion Attack 1: Dishearten
Psion Attack 1: Mind Thrust
Psion Attack 1: Living Missile
 
FEATS
Level 1: Ritual Caster
Level 1: Staff Expertise
 
ITEMS
Ritual Book
Staff Implement
Cloth Armor (Basic Clothing)

Level 5 Snapshot
Spoiler: Show
You gain an additional at-will power that provides more control in the form of an area burst slow/prone along with 2 more power points. Your new daily gives you 4 minor action attacks that prone for one encounter per day, and your utility power practically negates one attack per day. Your one feat provides additional accuracy, the other boosts your initiative by quite a bit. This is important for a controller, since it's vital that you exert your control before the enemy gets a chance to act. The items give you more defense and a bonus to initiative.

Mind Control, level 5
Tiefling, Psion
Build: Shaper Psion
Discipline Focus Option: Shaper Focus
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Escaped Thrall
 
FINAL ABILITY SCORES
STR 8, CON 10, DEX 11, INT 19, WIS 13, CHA 19
 
STARTING ABILITY SCORES
STR 8, CON 10, DEX 11, INT 16, WIS 13, CHA 16
 
 
AC: 17 Fort: 14 Ref: 18 Will: 20
HP: 47 Surges: 6 Surge Value: 11
 
TRAINED SKILLS
Arcana +11, Bluff +13, Insight +8, Perception +8
 
UNTRAINED SKILLS
Acrobatics +2, Athletics +1, Diplomacy +6, Dungeoneering +5, Endurance +2, Heal +3, History +6, Intimidate +6, Nature +3, Religion +6, Stealth +4, Streetwise +6, Thievery +2
 
POWERS
Escaped Thrall Utility: My Mind Is My Own
Tiefling Racial Power: Infernal Wrath
Psion Feature: Shaped Consciousness
Psion Feature: Minor Creation
Psion Attack 1: Dishearten
Psion Attack 1: Mind Thrust
Psion Attack 1: Living Missile
Psion Utility 2: Intellect Fortress
Psion Attack 3: Force Hammer
Psion Attack 5: Force Spheres
 
FEATS
Level 1: Ritual Caster
Level 1: Staff Expertise
Level 2: Imperious Majesty
Level 4: Superior Implement Training (Accurate staff)
 
ITEMS
Ritual Book
Battle Harness Cloth Armor (Basic Clothing) +1
Accurate Defensive Staff +1
Amulet of Resolution +1

Level 8 Snapshot
Show
You upgrade your Force Hammer to Force Grasp, which can actually immobilize multiple annoying foes. You get another two power points, and your Hellfire Staff in combination with Hellfire Blood boosts both your accuracy and damage. Your other feat ensures you spend most combats at the top of the initiative order, and you get another utility power that negates one attack per day.

Mind Control, level 8
Tiefling, Psion
Build: Shaper Psion
Discipline Focus Option: Shaper Focus
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Escaped Thrall
 
FINAL ABILITY SCORES
STR 8, CON 10, DEX 11, INT 20, WIS 13, CHA 20
 
STARTING ABILITY SCORES
STR 8, CON 10, DEX 11, INT 16, WIS 13, CHA 16
 
AC: 20 Fort: 16 Ref: 21 Will: 23
HP: 60 Surges: 6 Surge Value: 15
 
TRAINED SKILLS
Arcana +14, Bluff +16, Insight +10, Perception +10
 
UNTRAINED SKILLS
Acrobatics +4, Athletics +3, Diplomacy +9, Dungeoneering +7, Endurance +4, Heal +5, History +9, Intimidate +9, Nature +5, Religion +9, Stealth +6, Streetwise +9, Thievery +4
 
POWERS
Escaped Thrall Utility: My Mind Is My Own
Tiefling Racial Power: Infernal Wrath
Psion Feature: Shaped Consciousness
Psion Feature: Minor Creation
Psion Attack 1: Dishearten
Psion Attack 1: Mind Thrust
Psion Attack 1: Living Missile
Psion Utility 2: Intellect Fortress
Psion Attack 5: Force Spheres
Arcana Utility 6: Warp in the Weave
Psion Attack 7: Force Grasp
 
FEATS
Level 1: Ritual Caster
Level 1: Staff Expertise
Level 2: Imperious Majesty
Level 4: Superior Implement Training (Accurate staff)
Level 6: Hellfire Blood
Level 8: Improved Initiative
 
ITEMS
Ritual Book
Battle Harness Cloth Armor (Basic Clothing) +2
Superior Hellfire Staff +2
Amulet of Resolution +2
Defensive Staff +1


How to proceed from here

Powers: more control in the form of debilitating status effects (daze, stun, immobilize, dominate) is what you're looking for. Your utilities should be focused on keeping you safe.

Feats: your defenses can use a boost. Increase AC with either Unarmored Agility or Armor Proficiency: Leather, Will with Superior Will and Fort/Ref with Improved Defenses. You can also improve your accuracy some more by taking Secrets of Belial and swap your level 6 utility power for the Druid's Serpent's Cunning power. You can increase your control some more with Psychic Lock, and your initiative with Danger Sense.

Paragon path: Dreamwalker is by far the best paragon path for Psions. There's just so much you can do with it. Otherwise, Time Bender is a good second.
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7 months ago  ::  Dec 13, 2012 - 6:57AM #64
ezrider23
Date Joined: Jan 27, 2009
Posts: 1,102
Thanks for getting this up and running again. It's great to see some "regular" builds for newer players. Three questions...

1. I noticed you took out the Frost/Psi-Cheese explinations from page one. Wouldn't it still be useful to leave those up as an explination for any who intend to use these builds as a platform going beyond 8th level?

2. Would it be wise to include in each of the builds a link back to the Handbooks for refrence? This way if players intend to continue playing one of the pre-gens beyond 8th level or wish to tweak a build they can.

3. Is there a way to get this thread stickied at the top of the page along with "Ask a question" and "Complete Collection"?
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7 months ago  ::  Dec 13, 2012 - 7:09AM #65
svendj
Date Joined: Apr 14, 2010
Posts: 2,137

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:

1. I noticed you took out the Frost/Psi-Cheese explinations from page one. Wouldn't it still be useful to leave those up as an explination for any who intend to use these builds as a platform going beyond 8th level?



Better to put this type of info after the level 8 snapshot. Basically a header called How to proceed from here or something.

EDIT: changed my Psion post to include this paragraph.

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:

2. Would it be wise to include in each of the builds a link back to the Handbooks for refrence? This way if players intend to continue playing one of the pre-gens beyond 8th level or wish to tweak a build they can.



Great idea.

EDIT: changed my Psion post to also include a link to the handbook.

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:

3. Is there a way to get this thread stickied at the top of the page along with "Ask a question" and "Complete Collection"?



I'd just put it in the Complete Collection thread.

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7 months ago  ::  Dec 13, 2012 - 7:24AM #66
ezrider23
Date Joined: Jan 27, 2009
Posts: 1,102

Dec 13, 2012 -- 7:09AM, svendj wrote:

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:

1. I noticed you took out the Frost/Psi-Cheese explinations from page one. Wouldn't it still be useful to leave those up as an explination for any who intend to use these builds as a platform going beyond 8th level?



Better to put this type of info after the level 8 snapshot. Basically a header called How to proceed from here or something.

EDIT: changed my Psion post to include this paragraph.

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:

2. Would it be wise to include in each of the builds a link back to the Handbooks for refrence? This way if players intend to continue playing one of the pre-gens beyond 8th level or wish to tweak a build they can.



Great idea.

EDIT: changed my Psion post to also include a link to the handbook.

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:

3. Is there a way to get this thread stickied at the top of the page along with "Ask a question" and "Complete Collection"?



I'd just put it in the Complete Collection thread.


If you mean after each of the builds that can make good use of those packages i would agree but i was just thinking it may be easier to locate those combos with the other "packages".

My thoughts on not including it with the collection thread is that most newcomers wont even go there at first. This being at the top of the first page would be "more useful".

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7 months ago  ::  Dec 13, 2012 - 7:28AM #67
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 761
Dwarven Invoker of Wrath
Difficulty: ***/****

Playstyle: ranged controller
You are essentially the divine version of the wizard, empowered by your God to wreck encounters and make Team Monster cry.  If they're not stunned, and thus unable to cry.  Like many other controllers, your benefits usually apply only if you can hit the target, and so we focus on accuracy.  Damage is not a prime concern for you, so don't feel bad about not outputting a ton of hurt, you bring the ever-important status effects to the table.  Wrath Invokers easily have the best riders on their powers until level 13, so we're going to milk that for all it's worth.

Key Class Features:
Covenant Manifestation
When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.

Covenant of Wrath
Immediate reaction once per encounter, when an enemy within 5 squares hits you, you can blast them for damage equal to your Constitution modifier, and push them 2 squares.  Not superb, as it is a reaction and not an interrupt, but every little bit helps.


Commentary:  Right from the get-go, we start in with an accuracy booster from your theme, and a feat for further accuracy, as well as the awesome benefit of not provoking!  You're relatively sturdy thanks to chainmail and Constitution-secondary, and you can use your Second Wind as a minor action.  Don't be afraid to run up and use Silent Malediction if you can hit 2 or 3 creatures, and no allies are in the burst.
Thunder of Judgment is an amazing power, letting you pass out a daze-on-hit to up to 3 creatures.  And as a Wrath-invoker, you can then push them too.  Control at its finest.
Level 1 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Valna, level 1
Dwarf, Invoker
Divine Covenant Option: Covenant of Wrath
Detective (Detective Benefit)
Theme: Noble Adept
 
FINAL ABILITY SCORES
STR 10, CON 16, DEX 11, INT 10, WIS 20, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8
 
 
AC: 16 Fort: 14 Ref: 11 Will: 16
HP: 26 Surges: 9 Surge Value: 6
 
TRAINED SKILLS
Endurance +9, Insight +11, Perception +11, Religion +5
 
UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Athletics –1, Bluff –1, Diplomacy –1, Dungeoneering +7, Heal +5, History +0, Intimidate –1, Nature +5, Stealth –1, Streetwise –1, Thievery –1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Adept Feature: Adept's Insight
Dwarf Racial Power: Dwarven Resilience
Invoker Feature: Rebuke Undead
Covenant of Wrath  Power: Armor of Wrath
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Visions of Blood
Invoker Attack 1: Thunder of Judgment
Invoker Attack 1: Silent Malediction
 
FEATS
Staff Expertise
Level 1: Ritual Caster
 
ITEMS
Ritual Book
Hand of Fate
Comrades' Succor
Staff Implement x1
Chainmail x1
====== End ======


Commentary:  We go back to level 1 for our level 3 encounter power and level 5 daily, because Lightning's Revelation is also an excellent choice, and levels 3 and 5 are slim pickings for invokers.  It's a burst 1, so remember to use Divine Call to move allies out of the way before unloading it.  We pick up another accuracy boosting feat, and something for our initiative, because controllers want to act first.  Binding Invocation of Chains can ruin a skirmisher's day and greatly alter many encounters from turn 1.
Level 5 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Valna, level 5
Dwarf, Invoker
Divine Covenant Option: Covenant of Wrath
Detective (Detective Benefit)
Theme: Noble Adept
 
FINAL ABILITY SCORES
STR 10, CON 17, DEX 11, INT 10, WIS 21, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8
 
 
AC: 19 Fort: 17 Ref: 14 Will: 19
HP: 43 Surges: 9 Surge Value: 10
 
TRAINED SKILLS
Endurance +11, Insight +13, Perception +13, Religion +7
 
UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Athletics +1, Bluff +1, Diplomacy +1, Dungeoneering +9, Heal +7, History +2, Intimidate +1, Nature +7, Stealth +1, Streetwise +1, Thievery +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Adept Feature: Adept's Insight
Dwarf Racial Power: Dwarven Resilience
Invoker Feature: Rebuke Undead
Covenant of Wrath  Power: Armor of Wrath
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Visions of Blood
Invoker Attack 1: Thunder of Judgment
Invoker Attack 1: Silent Malediction
Invoker Attack 1: Lightning's Revelation
Invoker Attack 1: Binding Invocation of Chains
Invoker Utility 2: Divine Call
 
FEATS
Staff Expertise
Level 1: Ritual Caster
Level 2: Superior Implement Training (Accurate staff)
Level 4: Battlewise
 
ITEMS
Ritual Book
Hand of Fate
Comrades' Succor
Time Link Chainmail +1 x1
Accurate staff of Ruin +1 x1
Cloak of Distortion +1 x1
====== End ======


Commentary:  Trying so hard to avoid Mark of Storms here, but it's hard.  I'll manage!
Demand Justice is a very useful utility power that can be used offensively to make a creature reroll a save it just passed, or to give an ally a second chance at something they failed.  Great power.
Rain of Blood is... awesome.  Ally friendly, check.  Burst, check.  Makes enemies vulnerable to all damage if it hits, check.  Gives your allies in the burst a fat (+4) bonus to attack rolls, check.  Yeah, it's a sexy leader power in disguise.  Combine this with some enabling from a leader and watch the sparks fly.
We grab superior will here to help against daze and stun.  Hafted Defense could have been a few other things, but for a ready-to-play build, I think the always on defense bonus is the simplest choice here.
Level 8 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Valna, level 8
Dwarf, Invoker
Divine Covenant Option: Covenant of Wrath
Detective (Detective Benefit)
Theme: Noble Adept
 
FINAL ABILITY SCORES
STR 10, CON 18, DEX 11, INT 10, WIS 22, CHA 8
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8
 
 
AC: 24 Fort: 21 Ref: 18 Will: 25
HP: 56 Surges: 10 Surge Value: 14
 
TRAINED SKILLS
Endurance +14, Insight +16, Perception +16, Religion +9
 
UNTRAINED SKILLS
Acrobatics +3, Arcana +4, Athletics +3, Bluff +3, Diplomacy +3, Dungeoneering +12, Heal +10, History +4, Intimidate +3, Nature +10, Stealth +3, Streetwise +3, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Adept Feature: Adept's Insight
Dwarf Racial Power: Dwarven Resilience
Invoker Feature: Rebuke Undead
Covenant of Wrath  Power: Armor of Wrath
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Visions of Blood
Invoker Attack 1: Thunder of Judgment
Invoker Attack 1: Silent Malediction
Invoker Attack 1: Lightning's Revelation
Invoker Attack 1: Binding Invocation of Chains
Invoker Utility 2: Divine Call
Invoker Utility 6: Demand Justice
Invoker Attack 7: Rain of Blood
 
FEATS
Staff Expertise
Level 1: Ritual Caster
Level 2: Superior Implement Training (Accurate staff)
Level 4: Battlewise
Level 6: Superior Will
Level 8: Hafted Defense
 
ITEMS
Ritual Book
Hand of Fate
Comrades' Succor
Accurate staff of Ruin +2 x1
Time Link Chainmail +2 x1
Amulet of Resolution +2 x1
====== End ======

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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7 months ago  ::  Dec 13, 2012 - 8:35AM #68
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 761
Half-Orc Charging Slayer
Difficulty: *

Playstyle:  CHARGE!  (melee striker)

You're a living ballistic missile, you just need to be pointed at the target, and you're ready to go.  The Slayer is built around Melee Basic Attacks, and the easiest ways to make a Melee Basic Attack better is by charging.  This build focuses on charging and putting a beefy hit behind each charge.  Packed with accuracy and damage, you're king of the battlefield and an excellent candidate for granted attacks.  The theme we went with adds some extra damage reduction while bloodied, and comes with a nice power that lets you roll twice on an attack, and add some extra damage if both hit.  Sohei is also an excellent theme choice for a minor action attack.

Power Strike is your class encounter power, which lets you add an extra 1[W] of damage to a successful attack.

Furious Assault is a racial free action encounter power, which lets you add an extra 1[W] of damage to a successful attack.

You'll want to spend most of your time in the Berserker's Charge stance, as it adds a big accuracy bonus to your charges.

Level 1 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Gynk, level 1
Half-Orc, Fighter (Slayer)
Auspicious Birth (Auspicious Birth Benefit)
Theme: Ironwrought
 
FINAL ABILITY SCORES
STR 20, CON 10, DEX 16, INT 10, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 18, CON 10, DEX 14, INT 10, WIS 11, CHA 8
 
 
AC: 16 Fort: 17 Ref: 13 Will: 10
HP: 35 Surges: 9 Surge Value: 8
 
TRAINED SKILLS
Athletics +10, Endurance +7, Intimidate +6
 
UNTRAINED SKILLS
Acrobatics +2, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +0, Heal +0, History +0, Insight +0, Nature +0, Perception +0, Religion +0, Stealth +2, Streetwise –1, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Half-Orc Racial Power: Furious Assault
Multiple Class Attack: Power Strike
Fighter Utility: Berserker's Charge
Fighter Utility: Battle Wrath
 
FEATS
Level 1: Spear Expertise
 
ITEMS
Longspear x1
Hide Armor x1
====== End ======

Charge:  +12 vs AC, hits for 1d10 + 9 damage. (+1 from Charge, +2 from Berserker's Charge)
Level 1 Crunchy Numbers and Commentary Show

Melee Basic Attack:  +9 vs AC, hits for 1d10 + 8 damage
Charge:  +12 vs AC, hits for 1d10 + 9 damage.
Power Strikes per Encounter:  1
Commentary:  No gouge yet, the spear expertise comes first.  With your Berserker's Charge, you'll be very accurate right out of the gate.  Use Furious Assault and Power Strike whenever possible to tack some extra damage on to your hits, and use Inevitable Strike from your theme, it's an encounter and it can add some extra damage.



Level 5 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Gynk, level 5
Half-Orc, Fighter (Slayer)
Auspicious Birth (Auspicious Birth Benefit)
Theme: Ironwrought
 
FINAL ABILITY SCORES
STR 21, CON 10, DEX 17, INT 10, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 18, CON 10, DEX 14, INT 10, WIS 11, CHA 8
 
 
AC: 20 Fort: 20 Ref: 16 Will: 13
HP: 60 Surges: 9 Surge Value: 15
 
TRAINED SKILLS
Athletics +13, Endurance +10, Intimidate +8
 
UNTRAINED SKILLS
Acrobatics +5, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +2, Insight +2, Nature +2, Perception +2, Religion +2, Stealth +5, Streetwise +1, Thievery +5
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Half-Orc Racial Power: Furious Assault
Multiple Class Attack: Power Strike
Fighter Utility: Berserker's Charge
Fighter Utility: Battle Wrath
Fighter Utility 2: Single Out
Fighter Attack 3: Rain of Blows
 
FEATS
Level 1: Spear Expertise
Level 2: Weapon Proficiency (Gouge)
Level 4: Martial Cross-Training
 
ITEMS
Battle Harness Hide Armor +1
Scale Armor of Dwarven Vigor +1 x1
Vanguard Gouge +1 x1
Badge of the Berserker +1 x1
Bracers of Mighty Striking (heroic tier) x1
====== End ======

Charge:  +15 vs AC, hits for 2d6 + 1d8 (Vanguard) + 14 (Brutal 1)
Level 5 Crunchy Numbers and Commentary Show

Melee Basic Attack:  +12 vs AC, hits 2d6+13 damage (Brutal 1)
Charge:  +15 vs AC, hits for 2d6 + 1d8 (Vanguard) + 14 (Brutal 1)
Power Strikes per Encounter:  1 (traded 1 via Martial Cross Training)
Commentary:  Now we're getting to the fun part!  
1 feat for the gouge, the big daddy of all charging weapons.  You get spear and axe support on a single weapon, that does 2d6 and is Brutal 1?  Always a good option.
We trade 1 Power Strike for the amazing Rain of Blows, which gives us 3 damage instances that catch our static modifiers from the Slayer features.  Trading 1[W] for 3 instances of 1[W]+mods?  Yes please!
Items are geared towards, you guessed it, more charging!  The badge lets us ignore OAs on a charge, and the Vanguard Gouge adds more damage on a successful charge.



Level 8 Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Gynk, level 8
Half-Orc, Fighter (Slayer)
Slayer Weapon Specialization Option: Brutal Axe
Auspicious Birth (Auspicious Birth Benefit)
Theme: Ironwrought
 
FINAL ABILITY SCORES
STR 22, CON 10, DEX 18, INT 10, WIS 11, CHA 8
 
STARTING ABILITY SCORES
STR 18, CON 10, DEX 14, INT 10, WIS 11, CHA 8
 
 
AC: 24 Fort: 24 Ref: 20 Will: 16
HP: 79 Surges: 10 Surge Value: 19
 
TRAINED SKILLS
Athletics +16, Endurance +12, Intimidate +10
 
UNTRAINED SKILLS
Acrobatics +8, Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +4, Heal +4, History +4, Insight +4, Nature +4, Perception +4, Religion +4, Stealth +8, Streetwise +3, Thievery +8
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Half-Orc Racial Power: Furious Assault
Multiple Class Attack: Power Strike
Fighter Utility: Berserker's Charge
Fighter Utility: Battle Wrath
Fighter Utility: Mobile Blade
Fighter Utility 2: Single Out
Fighter Attack 3: Rain of Blows
Fighter Utility 6: Kirre's Roar
 
FEATS
Level 1: Spear Expertise
Level 2: Weapon Proficiency (Gouge)
Level 4: Martial Cross-Training
Level 6: Surprising Charge
Level 8: Thirst for Battle
 
ITEMS
Bracers of Mighty Striking (heroic tier) x1
Vanguard Gouge +2 x1
Drakescale Armor of Dwarven Vigor +2 x1
Badge of the Berserker +2 x1
Horned Helm (heroic tier) x1
====== End ======

Charge:  +19 vs AC, hits for 4d6(Brutal 1) [Surprising Charge is 2d6] + 1d8 [Vanguard] + 1d6 [Horned Helm] + 17
Level 8 Crunchy Numbers and Commentary Show

Melee Basic Attack: +16 vs AC, hits for 2d6 + 16 (Brutal 1)
Charge:  +19 vs AC, hits for 4d6(Brutal 1) + 1d8 + 1d6 + 17
Power Strikes per Encounter: 1 (traded 1 via Martial Cross Training).  Power Strike now knocks the target prone.
Commentary:  The Charge train continues here!  A leveled up Vanguard Gouge and Badge of the Berserker combine with a Horned Helmet for even more damage on a charge.
Kirre's Roar lets you play defender for a turn, and comes with some excellent damage reduction for you.

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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7 months ago  ::  Dec 13, 2012 - 8:50AM #69
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726

Dec 13, 2012 -- 4:55AM, masteraleph wrote:

I know you said LFR levels, but didn't mention LFR legal.  If that's a concern, you might want to note Primordial Adept as an alternate Theme for the Elementalist, since Infernal Prince isn't LFR legal (it's from Dragon, but it's related to the Book of Vile Darkness).  Primordial Adept isn't as useful at the levels discussed here, but it will eventually give +2 damage to fire attacks.




Being LFR legal is not a concern.  If you are doing LFR you really should build your own.  I was only using LFR baselines so we had something to work from.  The goal of these builds is to make something that can be easily picked up in played by new players in a home campaign.  This is my counter-argument to people saying "just use encounters pre-gens".

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:


1. I noticed you took out the Frost/Psi-Cheese explinations from page one. Wouldn't it still be useful to leave those up as an explination for any who intend to use these builds as a platform going beyond 8th level?



Again, the purpose is pick-up-and-play.  I expect these characters to primarily be used in one-shots, short campaigns and introductions to the game for new players.  If they are investing a significant time playing their characters they should probably look more into the class/role/etc than just picking a premade build and running with it.

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:


2. Would it be wise to include in each of the builds a link back to the Handbooks for refrence? This way if players intend to continue playing one of the pre-gens beyond 8th level or wish to tweak a build they can.




That isn't a bad idea, however it does clutter things a bit and there are some posters who will not edit their post.  I think it is a better idea just to talk about the handbook in the OP. I'll add it in.

Dec 13, 2012 -- 6:57AM, ezrider23 wrote:


3. Is there a way to get this thread stickied at the top of the page along with "Ask a question" and "Complete Collection"?




There is a way to do it, but its not in my power.  Someone else mentioned putting it in the collective, and that would be fine with me if someone wants to add it.  I won't, because thats bad form, and I would suggest to anyone who wants to add it in to wait until it is more complete.

Currently working on making a Dex based defender.  Check it out here
Spoiler: Show
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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7 months ago  ::  Dec 13, 2012 - 9:10AM #70
ezrider23
Date Joined: Jan 27, 2009
Posts: 1,102
Not to make a thing of it because i love this thread, but, why include the "packages" at all then? If this is a pick-up-and go sort of thread then the builds are the builds and no real need to give the breakdowns for the charge package and such.

As to clutter, i feel that Svendj's Psion build is the perfect formating for a build. Nice easy link to a Handbook as well as some future plan suggestions.

I do agree that some of the builds need to be cleaned up some for ease of use. Great builds Maltese and you seem to be a Character Building Coveyorbelt but your formating is coming across a bit like a wall of text. You coul just put the breakdowns in the sblocks per level and it may be more user friendly.

Sorry to nit pick your thread Matyr. 
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