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View Full Version : Zoro (Lvl 20 Human Fighter|Rogue/Bravo, Swordmaster) PEACH



Izmir Stinger
2009-08-23, 05:26 AM
People have been ragging on the rules for Hybrid classes as non-optimal since they came out. I had messed around with hybrids in the character builder trying to prove them wrong, but I met with little success. Strangely, when I tried to make a D&D version of one of my childhood heroes without an eye to optimization, I came up with a reasonably potent character. Now he isn't going to be able to competently fill the role of defender by himself, nor is he going to outshine any pure strikers, but I think Zoro would make an excellent fifth party member for an already balanced party.

I only gave him basic +5 equipment so his defenses and to-hit mods would look right, but otherwise he is a complete character:


http://www.hellgate.k12.mt.us/91710419151134340/lib/91710419151134340/Zoro.jpg

====== Created Using Wizards of the Coast D&D Character Builder ======
Don Diego de la Vega, "Zoro", level 20
Human, Fighter|Rogue, Swordmaster
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: One-handed Weapon Talent
Background: Occupation - Revolutionary (History class skill)

FINAL ABILITY SCORES
Str 21, Con 12, Dex 21, Int 11, Wis 9, Cha 16.

STARTING ABILITY SCORES
Str 14, Con 11, Dex 16, Int 10, Wis 8, Cha 15.


AC: 33 Fort: 32 Reflex: 33 Will: 29
HP: 120 Surges: 8 Surge Value: 30

TRAINED SKILLS
Streetwise +18, Athletics +20, Perception +14, Bluff +18, Stealth +20, History +15, Acrobatics +20, Intimidate +18

UNTRAINED SKILLS
Arcana +10, Diplomacy +13, Dungeoneering +9, Endurance +11, Heal +9, Insight +9, Nature +9, Religion +10, Thievery +15

FEATS
Human: Hybrid Talent
Level 1: Weapon Proficiency (Rapier)
Level 2: Weapon Expertise (Light Blade)
Level 4: Nimble Blade
Level 6: Bravo
Level 8: Bravo Novice
Level 10: Bravo Specialist
Level 11: Weapon Focus (Light Blade)
Level 12: Agile Athlete
Level 14: Mounted Combat
Level 16: Vigilante Justice Style
Level 18: Back to the Wall
Level 20: Action Surge

POWERS
Bonus At-Will Power: Cleave
Hybrid Fighter at-will 1: Brash Strike
Hybrid Rogue at-will 1: Riposte Strike
Hybrid encounter 1: Fox's Gambit
Hybrid daily 1: Lasting Threat
Hybrid utility 2: Close the Gap
Hybrid encounter 3: Hesitation Slash
Hybrid daily 5: Clever Riposte
Hybrid utility 6: Threatening Glare
Hybrid encounter 7: Dismaying Slash
Hybrid daily 9: Not Worth My Time (retrained to Bravo's Finish at Bravo Specialist)
Hybrid utility 10: Defensive Resurgence
Hybrid encounter 13: Fool's Opportunity (replaces Fox's Gambit)
Hybrid daily 15: Carve Initials (replaces Lasting Threat)
Hybrid utility 16: Vigilant Footwork
Hybrid encounter 17: Harrying Assault (retrained to Death's Messenger at Bravo Novice) (replaces Dismaying Slash)
Hybrid daily 19: Feinting Flurry (replaces Clever Riposte)

ITEMS
Magic Rapier +5, Magic Anathema Armor +5, Amulet of Protection +5
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Character theory is such:

The slightly low primary ability scores and made up for with a +3 weapon, Weapon Expertise, Hybrid Talent (one-handed weapon talent), and Nimble Blade. STR is a secondary ability for rogues, and DEX is for fighters, so secondaries are strong. CHA just cause he's Zoro.

Zoro uses fighter abilities to mark when he doesn't have combat advantage and rogue abilities to deal sneak attack damage when he does. Riposte Strike synergizes well with the persistent marks from Lasting Threat and Carve Initials (this power is a blatant copy of Zoro's signature move AND it works will with the build, how perfect is that?!), and the Vigilante Justice Style mod for it makes it into a poor-man's Combat Challenge attack (again, Vigilante Justice - classic Zoro and build appropriate!). Hesitation Slash has a huge to-hit bonus and gives combat advantage for the next round. Utilities were selected to enhance marking ability and combat advantage opportunities, as well as bolstering Zoro's defenses which are well rounded but a tad low for someone who marks.

Bravo training gives some interesting options with at-will powers, and works great with humans because they know three.

This build leaves him with a free hand at all times, which seems like a waste, but it is useful for grabbing enemies (maybe wear wrestlers gloves?) or popping pots or using alchemical dohickies. I also took mounted combat... cause he's Zoro!

When I started building him I didn't expect him to turn out this playable! Tell me what you think.