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
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.
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.
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
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
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
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
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.
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"?
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.
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.
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.
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.
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".
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 1Show
====== 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
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 5Show
====== 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
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 8Show
====== 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
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 ======
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.
====== 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
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 CommentaryShow
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.
====== 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
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 CommentaryShow
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.
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 CommentaryShow
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.
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".
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.
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.
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
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.