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Aron Times
2009-10-08, 05:32 PM
4E now has enough options to convert each and every character in the Order of the Stick to it. Now, I know that the Giant has said that he probably wouldn't convert to 4E, but that doesn't stop us from speculating about it.

Here goes...

The Order of the Stick

1. :roy: Roy Greenhilt - Lawful Good Human Great Weapon Fighter. Roy can now put his above-average wisdom to good use, and he no longer belongs to one of the weakest classes in the game. In fact, the fighter is one of the strongest classes in 4E.

====== Created Using Wizards of the Coast D&D Character Builder ======
Roy Greenhilt, level 12
Human, Fighter, Kensei
Build: Great Weapon Fighter
Fighter Talents: Two-handed Weapon Talent
Kensei Focus: Kensei Focus Greatsword

FINAL ABILITY SCORES
Str 19, Con 13, Dex 15, Int 14, Wis 16, Cha 13.

STARTING ABILITY SCORES
Str 14, Con 12, Dex 13, Int 13, Wis 14, Cha 12.


AC: 29 Fort: 26 Reflex: 22 Will: 23
HP: 104 Surges: 10 Surge Value: 26

TRAINED SKILLS
Heal +14, Intimidate +12, Athletics +15, Endurance +12

UNTRAINED SKILLS
Acrobatics +10, Arcana +10, Bluff +9, Diplomacy +9, Dungeoneering +11, History +10, Insight +11, Nature +11, Perception +11, Religion +10, Stealth +10, Streetwise +9, Thievery +10

FEATS
Human: Action Surge
Level 1: Blade Opportunist
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Improved Initiative
Level 6: Jack of All Trades
Level 8: Toughness
Level 10: Weapon Focus (Heavy Blade)
Level 11: Armor Specialization (Scale)
Level 12: Daunting Challenge

POWERS
Bonus At-Will Power: Cleave
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Brash Strike
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Lasting Threat
Fighter utility 2: Bounding Leap
Fighter encounter 3: Probing Attack
Fighter daily 5: Rain of Steel
Fighter utility 6: Battle Awareness
Fighter encounter 7: Come and Get It
Fighter daily 9: Fighter's Recovery
Fighter utility 10: Snap Out of It

ITEMS
Radiant Greatsword +5, Veteran's Wyvernscale Armor +3, Adventurer's Kit, Safewing Amulet +3, Bag of Tricks, Gray (heroic tier), Restful Bedroll (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


2. :haley: Haley Starshine - Good Human Artful Dodger Rogue. Haley would lose the ability to use a longbow but would now be able to Sneak Attack anyone. Her Icy Burst Longbow would now be a Frost Superior Crossbow. She might take Wintertouched and Lasting Frost to represent learning how to use her weapon more effectively.

3. :elan: Elan - Good Human Valorous Bard. We know that Elan has poor intelligence and wisdom, so this is the only real option for him. He can now fight with his lute, annihilating his foes with the POWER OF ROCK! He can now use a longsword as effectively as a rapier for his melee attacks.

====== Created Using Wizards of the Coast D&D Character Builder ======
Elan, level 14
Human, Bard, War Chanter
Build: Valorous Bard
Bardic Virtue: Virtue of Valor

FINAL ABILITY SCORES
Str 13, Con 18, Dex 14, Int 14, Wis 9, Cha 22.

STARTING ABILITY SCORES
Str 12, Con 14, Dex 13, Int 13, Wis 8, Cha 16.


AC: 29 Fort: 25 Reflex: 24 Will: 28
HP: 95 Surges: 11 Surge Value: 23

TRAINED SKILLS
History +14, Arcana +14, Bluff +18, Acrobatics +13, Athletics +12, Diplomacy +18

UNTRAINED SKILLS
Dungeoneering +9, Endurance +13, Heal +9, Insight +9, Intimidate +16, Nature +9, Perception +9, Religion +12, Stealth +15, Streetwise +16, Thievery +11

FEATS
Bard: Ritual Caster
Human: Jack of All Trades
Level 1: Melee Training (Charisma)
Level 2: Action Surge
Level 4: Improved Initiative
Level 6: Improved Majestic Word
Level 8: Focused Expertise (Longsword)
Level 10: Mounted Combat
Level 11: Majestic Rescue
Level 12: Improved Valor
Level 14: Agile Athlete

POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Guiding Strike
Bonus At-Will Power: War Song Strike
Bard encounter 1: Prophesied Strike
Bard daily 1: Slayer's Song
Bard utility 2: Song of Courage
Bard encounter 3: Charger's Call
Bard daily 5: Song of Discord
Bard utility 6: Synchronicity
Bard encounter 7: Timely Distraction
Bard daily 9: Counterpoint
Bard utility 10: Veil
Bard encounter 13: Earthquake Strike (replaces Prophesied Strike)

ITEMS
Adventurer's Kit, Imposter's Braidmail Armor +4, Boots of Stealth (paragon tier), Piercing Songblade Longsword +3, Healer's Brooch +3, Healer's Sash (paragon tier)
RITUALS
Glib Limerick, Traveler's Chant, Lullaby, Call of Friendship, Fool's Speech, Anthem of Unity, Song of Sustenance, Aria of Revelation, Chorus of Truth, Song of Restfulness, Remove Affliction
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


4. :durkon: Durkon Thundershield - Lawful Good Battle/Devoted Cleric. Durkon has been shown to be effective both in melee and in spellcasting, and he has a charisma penalty, so I think he would be a mix of Battle Cleric and Devoted Cleric (a.k.a. the Laser Cleric), having good stats in strength and wisdom.

====== Created Using Wizards of the Coast D&D Character Builder ======
Durkon Thundershield, level 13
Dwarf, Cleric, Battle Chaplain
Build: Battle Cleric

FINAL ABILITY SCORES
Str 19, Con 21, Dex 9, Int 13, Wis 15, Cha 11.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 8, Int 12, Wis 12, Cha 10.


AC: 32 Fort: 24 Reflex: 22 Will: 23
HP: 103 Surges: 14 Surge Value: 30

TRAINED SKILLS
Religion +12, History +12, Heal +16, Arcana +12

UNTRAINED SKILLS
Acrobatics +1, Bluff +6, Diplomacy +6, Dungeoneering +10, Endurance +13, Insight +8, Intimidate +6, Nature +8, Perception +8, Stealth +1, Streetwise +6, Thievery +1, Athletics +6

FEATS
Cleric: Ritual Caster
Level 1: Dwarven Weapon Training
Level 2: Armor Proficiency (Scale)
Level 4: Armor Proficiency (Plate)
Level 6: Dwarf Battle Priest
Level 8: Focused Expertise (Craghammer)
Level 10: Toughness
Level 11: Hammer Rhythm
Level 12: Dwarven Durability

POWERS
Channel Divinity: Turn Undead
Cleric at-will 1: Priest's Shield
Cleric at-will 1: Righteous Brand
Cleric encounter 1: Healing Strike
Cleric daily 1: Weapon of Astral Flame
Cleric utility 2: Cure Light Wounds
Cleric encounter 3: Hammer of the Gods
Cleric daily 5: Weapon of the Gods
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Bolts of Warding
Cleric daily 9: Divine Power
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Promise of Victory (replaces Healing Strike)

ITEMS
Ritual Book, Medic's Amulet +3, Dwarven Gith Plate Armor +4, Everlasting Provisions (heroic tier), Crusader's Craghammer +3, Shield of Deflection Heavy Shield (paragon tier)
RITUALS
Gentle Repose, Purify Water, Endure Elements, Control Weather, Scroll of Control Weather, Remove Affliction, Raise Dead, Delay Affliction, Cure Disease, Spirit Idol, Travelers' Feast, Water Walk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


5. :vaarsuvius: Vaarsuvius - Unaligned Elf Tome of Readiness Wizard. V has not been shown using any implement aside from that one joke strip where he uses a staff. However, he has been seen going through his spellbook a lot, so I guess we can stat him as a Tome Wizard. He hasn't shown any ability at summoning, so he'll probably use the Tome of Readiness as opposed to the Tome of Binding.

====== Created Using Wizards of the Coast D&D Character Builder ======
Vaarsuvius, level 14
Elf, Wizard, Spellstorm Mage
Build: War Wizard
Arcane Implement Mastery: Tome of Readiness

FINAL ABILITY SCORES
Str 9, Con 13, Dex 15, Int 22, Wis 18, Cha 11.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 18, Wis 12, Cha 10.


AC: 28 Fort: 22 Reflex: 28 Will: 27
HP: 75 Surges: 7 Surge Value: 18

TRAINED SKILLS
Arcana +21, Insight +16, History +18, Dungeoneering +16

UNTRAINED SKILLS
Acrobatics +9, Bluff +7, Diplomacy +7, Endurance +8, Heal +11, Intimidate +7, Nature +13, Perception +13, Religion +13, Stealth +12, Streetwise +7, Thievery +9, Athletics +6

FEATS
Wizard: Ritual Caster
Level 1: Armor Proficiency (Leather)
Level 2: Elven Arcane Precision
Level 4: Improved Initiative
Level 6: Implement Expertise (Tome)
Level 8: Distant Advantage
Level 10: Destructive Wizardry
Level 11: Improved Tome of Readiness
Level 12: War Wizardry
Level 14: Paragon Defenses

POWERS
Book of Undeniable Fire +3: Prismatic Beams
Book of Undeniable Fire +3: Flaming Sphere
Tome of Readiness: Burning Hands (retrained to Thunderlance at Level 14)
Wizard at-will 1: Thunderwave
Wizard at-will 1: Magic Missile
Wizard encounter 1: Force Orb
Wizard daily 1: Wizard's Fury
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Feather Fall
Wizard encounter 3: Fire Shroud
Wizard daily 5: Bigby's Icy Grasp
Wizard daily 5 Spellbook: Fireball
Wizard utility 6: Invisibility
Wizard utility 6 Spellbook: Dispel Magic
Wizard encounter 7: Fire Burst
Wizard daily 9: Wall of Fire
Wizard daily 9 Spellbook: Taunting Phantoms
Wizard utility 10: Repelling Shield
Wizard utility 10 Spellbook: Illusory Wall
Wizard encounter 13: Prismatic Burst (replaces Force Orb)

ITEMS
Spellbook, Book of Undeniable Fire +3, Elven Cloak +3, Elven Battle Drowmesh +3, Ring of Wizardry (epic tier), Adventurer's Kit
RITUALS
Arcane Mark, Comprehend Language, Amanuensis, Detect Secret Doors, Sending, Wizard's Sight, Magic Map, Scribe, View Location
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


6. :belkar: Belkar Bitterleaf - Chaotic Evil Halfling TWF Ranger/Barbarian. Belkar can now dual-wield scimitars without penalty, which lets him use Scimitar Dance (a paragon tier feat that lets scimitar wielders deal damage even on a miss). His negative wisdom no longer affects him as long as he doesn't choose any powers that require it. Also, he can "rage" 1/day since he's a multiclass barbarian. I'm not sure what paragon path he'd be in, though.

====== Created Using Wizards of the Coast D&D Character Builder ======
Belkar Bitterleaf, level 15
Halfling, Ranger, Stormwarden
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style

FINAL ABILITY SCORES
Str 20, Con 13, Dex 22, Int 13, Wis 9, Cha 13.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 12, Wis 8, Cha 10.


AC: 30 Fort: 27 Reflex: 28 Will: 21
HP: 105 Surges: 7 Surge Value: 26

TRAINED SKILLS
Nature +11, Stealth +20, Endurance +12, Acrobatics +19, Athletics +19, Intimidate +13

UNTRAINED SKILLS
Arcana +8, Bluff +8, Diplomacy +8, Dungeoneering +6, Heal +6, History +8, Insight +6, Perception +6, Religion +8, Streetwise +8, Thievery +14

FEATS
Level 1: Lethal Hunter
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Two-Weapon Fighting
Level 6: Two-Weapon Defense
Level 8: Two-Weapon Threat
Level 10: Improved Initiative
Level 11: Berserker's Fury
Level 12: Scimitar Dance
Level 14: Two-Weapon Opening

POWERS
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Bounding Leap
Ranger encounter 3: Ruffling Sting
Ranger daily 5: Two-Wolf Pounce
Ranger utility 6: Mighty Sprint
Ranger encounter 7: Claws of the Griffon
Ranger daily 9: Attacks on the Run
Ranger utility 10: Shed the Mark
Ranger encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Ranger daily 15: Blade Cascade (replaces Jaws of the Wolf)

ITEMS
Sylvan Earthhide Armor +3, Safewing Amulet +3, Adventurer's Kit, Bloodiron Scimitar +4 (2), Eternal Chalk (heroic tier), Boots of Striding and Springing (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


I'm going to do the Linear Guild next. What do you think?

Maximum Zersk
2009-10-08, 06:52 PM
Interesting. Very nice!

I like it. :smallsmile:

Mugen Nightgale
2009-10-08, 07:41 PM
I'm one of the few people(besides my group) that actually likes 4E. So, good job! Keep it up. What powers they'd have?

Bibliomancer
2009-10-08, 07:44 PM
An interesting effort, but do we really want to spend the next 50 comics converting to 4e in the middle of a desert?

Also, how do you propose to keep V from fireballing everyone else who converts to 4e?

Aron Times
2009-10-08, 07:47 PM
The Linear Guild

1. Nale - Evil Human Rogue|Sorcerer/Fighter. Nale would lose the ability to Sneak Attack with the longsword. The rapier offers the same damage die, which means that the twins swap weapons in the conversion. He would probably go paragon hybrid.

2. Sabine - Evil Succubus. She has not been shown to have class levels, so she's probably just an advanced succubus.

3. Thog - Half-Orc Rageblood Barbarian. No-brainer here. His stats even go well with his chosen weapon, the greataxe.

4. Hilgya - Unaligned Dwarf Cleric. She's basically a female Durkon.

5.Zz'Dtri - Evil Drow Ranger|Wizard. He dual-wields scimitars and rains death and destruction on his/her foes.

6. Yokyok - Evil Kobold Brutal Scoundrel Rogue. Neither charismatic nor using a mace, so the only option is the Brutal Scoundrel.

7. Pompeii - Evil Half-Elf Tome of Binding Wizard. The Tome of Binding is the implement of choice for summoner wizards.

8. Leeky Windstaff - Evil Druid. I actually have little experience with druids, so this will have to wait until I get home.

9. Yikyik - Good Artful Dodger Rogue. Honorable, a dashing rogue. Quite different from his father.

Shale
2009-10-08, 08:09 PM
I'll take a shot at the builds.

Roy: Level 14 fighter, Swordmaster paragon path
At-Will: Cleave, Reaping Strike, Sure Strike. As a greatsword specialist, Roy can't use a shield and so has no use for Tide of Iron.

Encounter:
Passing Attack (Essentially the 3.5 Cleave feat.)
Come And Get It ("Meatshield" being one of Roy's primary functions, the ability to magnetically attract enemies away from his allies would be useful as all hell)
Storm of Blows (Great Cleavage!)
Precision Cut (Paragon power)

Daily:
Villain's Menace (Roy does hold a grudge.)
Dizzying Blow (Not unlike what he did to end the fight with Miko. Batter up!)
Victorious Surge (In a party with only one healer, free healing is a thing of beauty)

Utility:
Unstoppable (Meatshield.)
Unbreakable (See above.)
Into the Fray
Fantastic Flourish (paragon power)

How's that look?

Aron Times
2009-10-08, 09:35 PM
I already acknowledged that the Giant is unlikely to convert the strip to 4E. The purpose of this thread is similar to that of the class level geekery thread.

With that out of the way, it's time to do Team Evil and the Azurites:

Team Evil

1. Xykon - Chaotic Evil Human Dragon Sorcerer Lich. Of the four types of sorcerers, the Dragon Sorcerer fits Xykon best. Dragon Sorcerers deal a lot of damage and have a lot of defensive buffs. Being a lich allows him to convert spell damage to necrotic at-will, so every spell becomes an Energy Drain.

2. Redcloak - Evil Goblin Devoted Cleric. I don't remember the last time Redcloak used a weapon, so he's not a Battle Cleric. He's definitely not a Pacifist Cleric either. His reliance on his spells makes him a Devoted Cleric, a.k.a. Laser Cleric. Laser Clerics are so called because they focus on ranged and AoE powers to blast the enemy from afar.

3. Tsukiko - Chaotic Evil Human Cleric|Wizard. She's an even split between Cleric and Wizard, so she would most likely be a hybrid character.

4. The Monster in the Darkness - Good... Something. I have no idea.

The Azurites

1. Hinjo - Lawful Good Human Protecting Paladin. I see Hinjo as a Charisma and Wisdom-based Paladin, mainly due to his leadership skills. He might have good enough strength to pick up some strength-based powers, which tend to deal more damage than the charisma-based ones. He probably also has Mounted Combat to let him use Argent effectively.

2. O-Chul - Lawful Good Human Ardent Paladin. Badass personified, O-Chul would be the epitome of the strength-based paladin. Ardent Paladins can actually go for strength or charisma, but I don't think O-Chul can be called an Avenging Paladin (That fits more with Miko).

3. Lien - Lawful Good Human Ardent Paladin. Similar to O-Chul, but probably an even split between strength and charisma. Also has Mounted Combat.

4. Miko Miyazaki - Unaligned Human Avenging Paladin. Paladins have good defenses and powers that can disable foes, so her "Monk" abilities can be folded into the 4E Paladin. The scary part about 4E Miko is that paladin powers cannot be taken away once granted. There are still serious social repercussions for breaking your deity-specific code, but even fallen paladins retain all of their powers; she would've been much harder to take down.

5. Daigo - Good Human Guardian Fighter. Neither he nor his wife have displayed supernatural abilities, so they're both plain, old Guardian Fighters (sword and shield).

6. Kazumi Kato - See above.

7. Therkla - Unaligned Half-Orc Brutal Scoundrel Rogue. 4E gives Therkla +2 to strength and dexterity and no ability score penalties, which make her a perfect fit for the Brutal Scoundrel.

8. Kubota - Evil Human Tactical Warlord. Kubota was an evil genius, and the Tactical Warlord is a good fit for the evil Chessmaster with no supernatural powers. It also helps that they get lots of Chess-themed powers. Tactical Warlords have many powers that let them rearrange the battlefield, from moving allies into and out of melee to getting the enemy to a disadvantageous position.

9. Shojo - See above. Basically the Good version of Kubota.

Jagos
2009-10-08, 10:33 PM
No offense but I don't see a conversion happening. But it's good to see what can change. Maybe change the title to 4E versions of characters and talk about that?

Shale
2009-10-08, 10:54 PM
Yes, that's what "hypothetical" means.

Elan's Modron
2009-10-09, 12:14 AM
I dig it. I don't even like 4e, and I still find this interesting to read.

Now I'm curious what the OotS folk would be like in, say, d20 Modern... (esp. making use of Urban Arcana)...

Da'Shain
2009-10-09, 01:01 AM
Question, would Miko definitely be the Paladin class in 4e? Granted, she seems to be a pretty good meat shield as well, but pretty much everything about her build screamed "one-target takedown" to me, which suggests an Avenger IMO. Still, Avenging Paladin is decent at that too.

For Roy, I'd actually make him have at least a couple multiclass powers from Warlord, if not even Paragon multiclass. Would fit his role as the planner a lot better, and while he's badass on his own he seems much more so when he's setting up combos with his teammates. Defensive Rally and Knock Them Down/Beat Them Into the Ground seem like very Roy-type powers to me.

Varsuuvius is almost definitely a Battle Mage, although I don't have Arcane Power with me at the moment so something in there might fit better.

Xykon's going to lose his actual energy drain! Nooooo! He's gotta be optimized to kill spellcasters again in 4e, but I don't have enough experience to have any idea how to do that w/ a Sorc. Of course, he's an epic Lich, so we could simply give him monster rules instead of player rules. I think giving him a weaker version of Vecna's Ray of Death (I.E. blasty blasty, plus you lose a healing surge) would fit him pretty well.

For Elan, what powers or feats would best represent his Dashing Swordsman levels? I guess melee training (CHA) is all that's really needed, though.

factotum
2009-10-09, 01:22 AM
I disagree with your assessment that Hilgya, Miko and Therkla are all unaligned. Hilgya and Therkla are both evil and Miko is Good--in fact, Miko was the epitome of being more Lawful than Good, which I suppose makes it a bit tricky to fit her into the 4E dumbed-down alignment system; nonetheless, she definitely belongs somewhere on the Good side of the spectrum.

FoE
2009-10-09, 01:30 AM
No offense but I don't see a conversion happening.

Yes, yes, yes. It's already been pointed out this a hypothetical conversion.


8. Kubota - Evil Human Tactical Warlord. Kubota was an evil genius, and the Tactical Warlord is a good fit for the evil Chessmaster with no supernatural powers. It also helps that they get lots of Chess-themed powers. Tactical Warlords have many powers that let them rearrange the battlefield, from moving allies into and out of melee to getting the enemy to a disadvantageous position.

Oh my, no. He's a Noble as described under the Human entry in the MM2. With some magic items that are way above his level.

Miko is and remains Lawful Good. Her delusion does not change her alignment.

Da'Shain
2009-10-09, 01:34 AM
Miko was Good inasmuch as she was employed by a Good government, followed a strict set of rules made by Good people, and enjoyed killing Evil enemies. She was really only Good because of her surroundings; when she made decisions herself, she really didn't seem so Good anymore. Unaligned probably fits her best in the 4e alignment system.

That is one of the few things I don't like about 4e; their uncoupling alignment from mechanics was a good idea, but they really didn't have to cut 4 of the choices away.

BritishBill
2009-10-09, 01:40 AM
Miko was Good inasmuch as she was employed by a Good government, followed a strict set of rules made by Good people, and enjoyed killing Evil enemies. She was really only Good because of her surroundings; when she made decisions herself, she really didn't seem so Good anymore. Unaligned probably fits her best in the 4e alignment system.

That is one of the few things I don't like about 4e; their uncoupling alignment from mechanics was a good idea, but they really didn't have to cut 4 of the choices away.

Yea alignment is so vague in fourth edition in can get tricky to classify characters

Pip
2009-10-09, 01:48 AM
I disagree with your assessment that Hilgya, Miko and Therkla are all unaligned. Hilgya and Therkla are both evil and Miko is Good--in fact, Miko was the epitome of being more Lawful than Good, which I suppose makes it a bit tricky to fit her into the 4E dumbed-down alignment system; nonetheless, she definitely belongs somewhere on the Good side of the spectrum.

I believe the alignment that you’re looking for is Awful Good. :smallbiggrin:

Katana_Geldar
2009-10-09, 03:42 AM
You forgot one thing, Paladins in 4E no longer have the bonded mount. Of course, that doesn't mean that a Paladin can't ride a shark, dog or horse, but they're no longer so spiritually linked so, no Pokeballs.

Miko would have a war horse and mounted combat, I should think. She would also have to be LG as Hinjo, O-Chul and Lien are LG as well which makes the Twelve Gods LG.

Raging Gene Ray
2009-10-09, 03:55 AM
2. Haley Starshine - Good Human Artful Dodger Rogue. Haley would lose the ability to use a longbow but would now be able to Sneak Attack anyone.

I'm sorry, but Haley without a longbow? I don't know much about 4e, but if crossbows still take a move action to reload, Haley needs to keep her longbow (or a shortbow). Also, if there's a Manyshot feat in 4e, she definitely needs it.

Katana_Geldar
2009-10-09, 04:04 AM
I had no problems building a human rogue with a longbow in character builder, if that is anything to go by.

Shale
2009-10-09, 08:14 AM
I'm sorry, but Haley without a longbow? I don't know much about 4e, but if crossbows still take a move action to reload, Haley needs to keep her longbow (or a shortbow). Also, if there's a Manyshot feat in 4e, she definitely needs it.

In 4E, you can't Sneak Attack with a longbow - or indeed use most of the Rogue's combat powers. Light blades, crossbows and slings only.

Aron Times
2009-10-09, 09:36 AM
A crossbow will still let 4E Haley attack multiple targets in a single round. Rogues have several AoE and multi-attack powers at their disposal, and she only needs to spend a minor action (swift action in 3.5) to reload after each power.

Since powers tend to be standard actions, she can attack one or more targets per round and still be as mobile as 3.5 Haley. Rogues rarely use their minor actions anyway, so it's not that big of a deal.

A Frost Crossbow + Wintertouched + Lasting Frost means that she can Sneak Attack at long range as long as she doesn't miss. With Distant Advantage, she can Sneak Attack targets that her allies have flanked; with four melee party members, this shouldn't be a problem.

Kurald Galain
2009-10-09, 09:45 AM
The Order of the Stick
A problem is that many of the character's signature abilities don't exist in 4E. For instance, Thor's Might, Explosive Runes, and Pun Damage.

Tome of Readiness conflicts with the repeated joke that V doesn't have the spell he needs memorized.

Aron Times
2009-10-09, 09:59 AM
I'm aware that some character aspects will be lost in the conversion. The items I've listed are the closest approximation that can be done to convert the strip to 4E.

Also, a revision...

Miko Miyazaki - ??? Human Avenging Paladin/Avenger. Although Miko started out as a monk, she is primarily a paladin, so I see her as a Paladin multiclassed into Avenger. The Avenger, fluff-wise, is the divine equivalent of the Monk, which is a psionic class in 4E. As for the alignment, I'll leave it up to you to decide; let's not turn this into a flame war.

Mando Knight
2009-10-09, 10:03 AM
A problem is that many of the character's signature abilities don't exist in 4E. For instance, Thor's Might, Explosive Runes, and Pun Damage.

Pun damage is Elan's Cha modifier to damage... something that's innate to a 4e Bard's melee powers.

Kurald Galain
2009-10-09, 10:25 AM
Pun damage is Elan's Cha modifier to damage... something that's innate to a 4e Bard's melee powers.

Yes, that means he gets it anyway and doesn't have to be punning. This makes his signature ability useless.

The Rose Dragon
2009-10-09, 10:28 AM
I'm one of the few people(besides my group) that actually likes 4E. So, good job! Keep it up. What powers they'd have?

Actually, a lot of people like 4th Edition. I personally like it as a game, even though not as an RPG.

Mando Knight
2009-10-09, 10:28 AM
Yes, that means he gets it anyway and doesn't have to be punning.
:smallconfused:
It's the flavor for the attack. The puns are so ridiculous that they hurt. It's why he gets his Cha bonus to damage.

Elan's just silly enough to forget that when he runs out of encounter and daily powers, his at-wills don't run dry, and never bothered to invest in Melee Training. :smalltongue:

Actually, a lot of people like 4th Edition. I personally like it as a game, even though not as an RPG.
I like it because it realizes that an RPG is a game, and that some groups like being both fully functional and full of hot-blooded Men (http://tvtropes.org/pmwiki/pmwiki.php/Main/RatedMForManly). :smalltongue:

Shale
2009-10-09, 10:41 AM
Obviously Elan's Dashing Swordsman paragon path includes an ability that let his use the Vicious Mockery at-will with a weapon attack instead of a magical one.

Aron Times
2009-10-09, 11:18 AM
Another thing... Tracking has been folded into the Perception skill, which is a class skill for Paladins. This fits with Miko's skill in tracking down the Order.

hamishspence
2009-10-09, 11:24 AM
While opinion is divided on the subject, some people do think that if a character breaks the alignment rules for their class, they should lose the powers for it.

The PHB doesn't specifically state that though.

So, using this principle, if a Paladin or Invoker of a Lawful Good god changed to any alignment other than LG, they would lose their powers.

Or, if a Cleric or Avenger of a LG god, changed to an alignment that was not Unaligned.

It does require the DM to assume "If you break a prerequisite, you lose your powers" though.

Nights1stStar
2009-10-09, 12:52 PM
An interesting effort, but do we really want to spend the next 50 comics converting to 4e in the middle of a desert?

Also, how do you propose to keep V from fireballing everyone else who converts to 4e?We're not actually saying that OOTS is going to convert; we're just having fun with gaming systems we like. :smalltongue:

Shale
2009-10-09, 01:14 PM
Next build!

Elan, Level 14 Valorous Bard, Dashing Swordsman paragon path (homebrewed)

Dashing Swordsman class features:
Immunity to damage from broken glass
Drama sense
The Vicious Mockery at-will attack power can use a physical attack as its base instead of arcane magic. Damage is weapon power + Charisma modifier, increasing to 2x weapon power at level 21 as usual.

At-Will:
Guiding Strike
Vicious Mockery (modified as above)
War Song Strike

Encounter:
Inspiring Refrain (Elan is all about the support songs)
Cunning Ferocity
Deflect Attention (Illusions!)
Foolhardy Fighting (if there's one thing Elan does properly, it's piss people off)

Daily:
Verse of Triumph (More support)
Satire of Bravery (Mocking!)
Hymn of the Daring Rescue

Utility:
Song of Courage (Your basic combat bard song. Can be swapped out for Inspire Competence as preferred.)
Ode to Sacrifice (The closest spell a 4E Bard has to Neutralize Poison until 16th level)
Veil (Hey, look! It's Disguise Self!)

Rituals:
Tune of Merriment
Song of Restfulness

Katana_Geldar
2009-10-09, 04:10 PM
What? No limericks for Elan?

Shale
2009-10-09, 04:21 PM
Well, logically, with no limit on the number of ritual books you can have, and the ridiculously low price of bard rituals for a character at paragon level, he'd have all of the bard songs by this point. I was just picking his starting two.

factotum
2009-10-10, 03:52 AM
We're not actually saying that OOTS is going to convert; we're just having fun with gaming systems we like. :smalltongue:

So when do we do the Rolemaster version of OotS? :smallbiggrin:

Aron Times
2009-10-10, 06:35 AM
Here's :roy: Roy Greenhilt's Character Builder summary. I've also updated the original thread to include this:

====== Created Using Wizards of the Coast D&D Character Builder ======
Roy Greenhilt, level 12
Human, Fighter, Kensei
Build: Great Weapon Fighter
Fighter Talents: Two-handed Weapon Talent
Kensei Focus: Kensei Focus Greatsword

FINAL ABILITY SCORES
Str 19, Con 13, Dex 15, Int 14, Wis 16, Cha 13.

STARTING ABILITY SCORES
Str 14, Con 12, Dex 13, Int 13, Wis 14, Cha 12.


AC: 29 Fort: 26 Reflex: 22 Will: 23
HP: 104 Surges: 10 Surge Value: 26

TRAINED SKILLS
Heal +14, Intimidate +12, Athletics +15, Endurance +12

UNTRAINED SKILLS
Acrobatics +10, Arcana +10, Bluff +9, Diplomacy +9, Dungeoneering +11, History +10, Insight +11, Nature +11, Perception +11, Religion +10, Stealth +10, Streetwise +9, Thievery +10

FEATS
Human: Action Surge
Level 1: Blade Opportunist
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Improved Initiative
Level 6: Jack of All Trades
Level 8: Toughness
Level 10: Weapon Focus (Heavy Blade)
Level 11: Armor Specialization (Scale)
Level 12: Daunting Challenge

POWERS
Bonus At-Will Power: Cleave
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Brash Strike
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Lasting Threat
Fighter utility 2: Bounding Leap
Fighter encounter 3: Probing Attack
Fighter daily 5: Rain of Steel
Fighter utility 6: Battle Awareness
Fighter encounter 7: Come and Get It
Fighter daily 9: Fighter's Recovery
Fighter utility 10: Snap Out of It

ITEMS
Radiant Greatsword +5, Veteran's Wyvernscale Armor +3, Adventurer's Kit, Safewing Amulet +3, Bag of Tricks, Gray (heroic tier), Restful Bedroll (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


I chose to stick to the standard 4E 22 point-buy for convenience. Even with this handicap, Roy is only 2 strength points away from full optimization.

Roy started with 13 int at level 1, which let him qualify for Jack of All Trades (+2 to untrained skills). I used this feat represents his broad education. Note his skill modifiers on his untrianed skills. They're not so far from his trained skills.

4E Roy doesn't have Mounted Combat. He can ride a horse well, but he can't use its special abilities, e.g. the warhorse's ability to trample.

As for his weapons, I chose to represent the Greenhilt Blade as a Radiant Weapon +5. The Adventurer's Vault doesn't specify what color Radiant Weapons are, so we can choose to make this weapon glow with a green light that is harmful to undead.

Roy probably has more magic items, but I only included the ones he is explicitly shown as having.

I chose two utility skill powers for Roy. Bounding Leap is an Athletics utility power that is basically a nonmagical version of Jump, to represent Roy's Ring of Jumping. The other one is Snap Out of It, an Intimidate power, to represent Roy taking out his frustration on Elan.

Armor Specialization (Scale) lets Roy ignore the speed penalty of scale armor, which only has 1 less AC than plate armor (the best armor in the game). Also, scale armor has no armor check penalty, so Roy can use all of his physical skills easily even in armor.

The Kensei paragon path felt like the best one for Roy, since it specializes in one weapon. It is basically the spiritual successor of the Weapon Focus feat chain in 3.5.

Mercenary Pen
2009-10-10, 06:51 AM
I chose two utility skill powers for Roy. Bounding Leap is an Athletics utility power that is basically a nonmagical version of Jump, to represent Roy's Ring of Jumping.

Ring of Jumping was Belkar's... Roy just borrowed it to get at Xykon.

Aron Times
2009-10-10, 09:31 AM
:vaarsuvius: Vaarsuvius is next.

====== Created Using Wizards of the Coast D&D Character Builder ======
Vaarsuvius, level 14
Elf, Wizard, Spellstorm Mage
Build: War Wizard
Arcane Implement Mastery: Tome of Readiness

FINAL ABILITY SCORES
Str 9, Con 13, Dex 15, Int 22, Wis 18, Cha 11.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 18, Wis 12, Cha 10.


AC: 28 Fort: 22 Reflex: 28 Will: 27
HP: 75 Surges: 7 Surge Value: 18

TRAINED SKILLS
Arcana +21, Insight +16, History +18, Dungeoneering +16

UNTRAINED SKILLS
Acrobatics +9, Bluff +7, Diplomacy +7, Endurance +8, Heal +11, Intimidate +7, Nature +13, Perception +13, Religion +13, Stealth +12, Streetwise +7, Thievery +9, Athletics +6

FEATS
Wizard: Ritual Caster
Level 1: Armor Proficiency (Leather)
Level 2: Elven Arcane Precision
Level 4: Improved Initiative
Level 6: Implement Expertise (Tome)
Level 8: Distant Advantage
Level 10: Destructive Wizardry
Level 11: Improved Tome of Readiness
Level 12: War Wizardry
Level 14: Paragon Defenses

POWERS
Book of Undeniable Fire +3: Prismatic Beams
Book of Undeniable Fire +3: Flaming Sphere
Tome of Readiness: Burning Hands (retrained to Thunderlance at Level 14)
Wizard at-will 1: Thunderwave
Wizard at-will 1: Magic Missile
Wizard encounter 1: Force Orb
Wizard daily 1: Wizard's Fury
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Feather Fall
Wizard encounter 3: Fire Shroud
Wizard daily 5: Bigby's Icy Grasp
Wizard daily 5 Spellbook: Fireball
Wizard utility 6: Invisibility
Wizard utility 6 Spellbook: Dispel Magic
Wizard encounter 7: Fire Burst
Wizard daily 9: Wall of Fire
Wizard daily 9 Spellbook: Taunting Phantoms
Wizard utility 10: Repelling Shield
Wizard utility 10 Spellbook: Illusory Wall
Wizard encounter 13: Prismatic Burst (replaces Force Orb)

ITEMS
Spellbook, Book of Undeniable Fire +3, Elven Cloak +3, Elven Battle Drowmesh +3, Ring of Wizardry (epic tier), Adventurer's Kit
RITUALS
Arcane Mark, Comprehend Language, Amanuensis, Detect Secret Doors, Sending, Wizard's Sight, Magic Map, Scribe, View Location
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Vaarsuivius is a typical War Wizard. His/her spells deal a lot of damage, and his/her Book of Undeniable Fire lets her ignore up to 20 fire resistance on her attacks.

I gave him/her some rituals that I felt a wizard of his/her level might have, based on the story so far.

4E got rid of arcane spell failure, so Vaarsuvius can now wear armor. He/she is limited to leather armor, though, due to his/her low physical stats. It's not that big of a deal since he gets to add his/her intelligence modifier to AC and Reflex.

I gave V an Elven Cloak and an Elven Battle Armor to represent his/her elfness. The Elven Battle Armor can simulate the effects of the 3.5 Expeditious Retreat since it gives a short boost to speed. He also gets a Ring of Wizardry, an epic item, which is justified since Xykon was an epic-level sorcerer.

V's feats are optimized for blowing stuff up. Improved Initiative lets him/her go first, which gives an effective extra turn. Implement Expertise, Distant Advantage, and Elven Arcane Precision ensures that his/her spells punch through the enemy's defenses. Destructive Wizardry ramps up his/her spell damage.

Aron Times
2009-10-10, 06:48 PM
Time for :durkon: Durkon and :belkar: Belkar!

====== Created Using Wizards of the Coast D&D Character Builder ======
Durkon Thundershield, level 13
Dwarf, Cleric, Battle Chaplain
Build: Battle Cleric

FINAL ABILITY SCORES
Str 19, Con 21, Dex 9, Int 13, Wis 15, Cha 11.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 8, Int 12, Wis 12, Cha 10.


AC: 32 Fort: 24 Reflex: 22 Will: 23
HP: 103 Surges: 14 Surge Value: 30

TRAINED SKILLS
Religion +12, History +12, Heal +16, Arcana +12

UNTRAINED SKILLS
Acrobatics +1, Bluff +6, Diplomacy +6, Dungeoneering +10, Endurance +13, Insight +8, Intimidate +6, Nature +8, Perception +8, Stealth +1, Streetwise +6, Thievery +1, Athletics +6

FEATS
Cleric: Ritual Caster
Level 1: Dwarven Weapon Training
Level 2: Armor Proficiency (Scale)
Level 4: Armor Proficiency (Plate)
Level 6: Dwarf Battle Priest
Level 8: Focused Expertise (Craghammer)
Level 10: Toughness
Level 11: Hammer Rhythm
Level 12: Dwarven Durability

POWERS
Channel Divinity: Turn Undead
Cleric at-will 1: Priest's Shield
Cleric at-will 1: Righteous Brand
Cleric encounter 1: Healing Strike
Cleric daily 1: Weapon of Astral Flame
Cleric utility 2: Cure Light Wounds
Cleric encounter 3: Hammer of the Gods
Cleric daily 5: Weapon of the Gods
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Bolts of Warding
Cleric daily 9: Divine Power
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Promise of Victory (replaces Healing Strike)

ITEMS
Ritual Book, Medic's Amulet +3, Dwarven Gith Plate Armor +4, Everlasting Provisions (heroic tier), Crusader's Craghammer +3, Shield of Deflection Heavy Shield (paragon tier)
RITUALS
Gentle Repose, Purify Water, Endure Elements, Control Weather, Scroll of Control Weather, Remove Affliction, Raise Dead, Delay Affliction, Cure Disease, Spirit Idol, Travelers' Feast, Water Walk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



I used some creative license in my 4E conversion of Durkon. First, I decided to make him a Battle Cleric instead of a Balanced Cleric since he fights mostly with his hammer. Second, I made him a Battle Chaplain so he could get proficiency with heavy shields without spending two feats; he already spent two feats just to be able to wear plate armor.

Dwarven Weapon Training lets him all hammers and axes, including superior ones (superior weapons = exotic weapons in 3.5) and also grants +2 to damage rolls using such weapons. I gave him the best one-handed hammer in the game, the craghammer. What makes his weapon special is that it is a Crusader's Craghammer, which means that it doubles as his holy symbol (mainly for Turn Undead, since I didn't give him any implement-based powers).

4E Durkon is no CoDzilla, but he is still quite versatile. His sky-high AC (thanks to Dwarven Armor) means that he can stay in the front lines where he can employ his damaging melee powers. Ranged combat is also not a problem for Durkon, as his shield gives him resist 5 against ranged attacks.

Where Durkon shines is in his role as the party's healer. Durkon has a lot of healing powers. A LOT. Go Team Cleric!

====== Created Using Wizards of the Coast D&D Character Builder ======
Belkar Bitterleaf, level 15
Halfling, Ranger, Stormwarden
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style

FINAL ABILITY SCORES
Str 20, Con 13, Dex 22, Int 13, Wis 9, Cha 13.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 12, Wis 8, Cha 10.


AC: 30 Fort: 27 Reflex: 28 Will: 21
HP: 105 Surges: 7 Surge Value: 26

TRAINED SKILLS
Nature +11, Stealth +20, Endurance +12, Acrobatics +19, Athletics +19, Intimidate +13

UNTRAINED SKILLS
Arcana +8, Bluff +8, Diplomacy +8, Dungeoneering +6, Heal +6, History +8, Insight +6, Perception +6, Religion +8, Streetwise +8, Thievery +14

FEATS
Level 1: Lethal Hunter
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Two-Weapon Fighting
Level 6: Two-Weapon Defense
Level 8: Two-Weapon Threat
Level 10: Improved Initiative
Level 11: Berserker's Fury
Level 12: Scimitar Dance
Level 14: Two-Weapon Opening

POWERS
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Bounding Leap
Ranger encounter 3: Ruffling Sting
Ranger daily 5: Two-Wolf Pounce
Ranger utility 6: Mighty Sprint
Ranger encounter 7: Claws of the Griffon
Ranger daily 9: Attacks on the Run
Ranger utility 10: Shed the Mark
Ranger encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Ranger daily 15: Blade Cascade (replaces Jaws of the Wolf)

ITEMS
Sylvan Earthhide Armor +3, Safewing Amulet +3, Adventurer's Kit, Bloodiron Scimitar +4 (2), Eternal Chalk (heroic tier), Boots of Striding and Springing (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


And now for the sexy, shoeless, God of War...

Halflings can dual-wield scimitars without penalty in 4E, so I decided to give Belkar Scimitar Dance. Scimitar Dance lets him deal his obscenely high dexterity modifier in damage whenever he misses, which means that Belkar can kill you without even landing a direct hit.

Since Belkar is basically a munchkin, I decided to give him the most powerful ranger paragon path, the Stormwarden. The Stormwarden deals some of the highest DPR (damage per round) in 4E, and its powers feel just right for our psychotic midget. Throw Caution to the Wind's flavor text feels just like Belkar: "Aw, what the hell. You only get to live once." Also, the paragon path's attack powers are both AoE attacks, basically the 3.5 Whirlwind Attack except much, much better.

Another funny thing about Stormwarden Belkar is that he can skill you without even attacking you. Blade Storm (11th level) and Twin-Blade Storm (16th level) lets him deal automatic damage just by being adjacent to the target (and both of them stack!). Combine these two with his 2 to 3 attacks per round, and you've got a SEXY, SHOELESS, GOD OF WAR!

Aron Times
2009-10-11, 10:55 AM
And now for :elan: Elan!

====== Created Using Wizards of the Coast D&D Character Builder ======
Elan, level 14
Human, Bard, War Chanter
Build: Valorous Bard
Bardic Virtue: Virtue of Valor

FINAL ABILITY SCORES
Str 13, Con 18, Dex 14, Int 14, Wis 9, Cha 22.

STARTING ABILITY SCORES
Str 12, Con 14, Dex 13, Int 13, Wis 8, Cha 16.


AC: 29 Fort: 25 Reflex: 24 Will: 28
HP: 95 Surges: 11 Surge Value: 23

TRAINED SKILLS
History +14, Arcana +14, Bluff +18, Acrobatics +13, Athletics +12, Diplomacy +18

UNTRAINED SKILLS
Dungeoneering +9, Endurance +13, Heal +9, Insight +9, Intimidate +16, Nature +9, Perception +9, Religion +12, Stealth +15, Streetwise +16, Thievery +11

FEATS
Bard: Ritual Caster
Human: Jack of All Trades
Level 1: Melee Training (Charisma)
Level 2: Action Surge
Level 4: Improved Initiative
Level 6: Improved Majestic Word
Level 8: Focused Expertise (Longsword)
Level 10: Mounted Combat
Level 11: Majestic Rescue
Level 12: Improved Valor
Level 14: Agile Athlete

POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Guiding Strike
Bonus At-Will Power: War Song Strike
Bard encounter 1: Prophesied Strike
Bard daily 1: Slayer's Song
Bard utility 2: Song of Courage
Bard encounter 3: Charger's Call
Bard daily 5: Song of Discord
Bard utility 6: Synchronicity
Bard encounter 7: Timely Distraction
Bard daily 9: Counterpoint
Bard utility 10: Veil
Bard encounter 13: Earthquake Strike (replaces Prophesied Strike)

ITEMS
Adventurer's Kit, Imposter's Braidmail Armor +4, Boots of Stealth (paragon tier), Piercing Songblade Longsword +3, Healer's Brooch +3, Healer's Sash (paragon tier)
RITUALS
Glib Limerick, Traveler's Chant, Lullaby, Call of Friendship, Fool's Speech, Anthem of Unity, Song of Sustenance, Aria of Revelation, Chorus of Truth, Song of Restfulness, Remove Affliction
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Bards use charisma for all attack powers in 4E, including melee powers, so 4E Elan is a Dashing Swordsman from level 1. This Elan is a mix of his pre and post-Dashing Swordsman days.

As for his equipment, since the rapier is a superior weapon in 4E, I decided to give Elan a longsword instead. His weapon is a Piercing Songblade (1/day, -2 to a target's AC until end of encounter), which can be used for weapon and implement powers; it's a weapon and a musical instrument in one!

I also gave him his old armor back; the chain shirt and the chain mail have been folded into chain armor in 4E, and this gives Elan excellent defense. Elan's 4E armor is an Imposter's Armor, which can polymorph itself into any type of clothing that Elan wants, perfect for the performer on the go.

His sash is now a Healer's Sash, which allows for limited sharing of the party's healing surges just in case someone runs out of healing surges. His Healer's Brooch also helps his healing abilities, making them heal more HP.

And of course, he has his Boots of Stealth, for sneaking around.

You'll also note that I gave Elan every bardic ritual that he can cast. I also gave him Remove Affliction, so he can remove long-lasting debilitating effects from his party members. There is no Neutralize Poison in 4E, though, because poison is now a (save ends) effect.

DSCrankshaw
2009-10-11, 02:30 PM
Some thoughts:

I'd be tempted to give Durkon the dwarf-only paragon path Stonekeeper. This would give him the level 12 utility Scrape the Sky, which is essentially Thor's might (he doesn't mechanically become a large creature, but he does gain an increase in reach, speed, and damage). The only other ability which would give him that is Righteous Might, which is a 25th level daily.

As for Elan, I'd probably give him the paragon path Daring Blade, from Dragon #376. He'd have to multiclass with a martial class (probably rogue), but would gain some nice benefits. I also think his intelligence is too high--it'd be more like him to put those points into Dex (not useful for a bard, admittedly).

Katana_Geldar
2009-10-11, 06:29 PM
Why doesn't V have arcane familiar? This would work a lot better than gaining proficency in leather armour. You could replace Leather armour with arcane familiar and give V +3 Runic cloth armour.

I tried to have a go at Miko, what do you guys think?

====== Created Using Wizards of the Coast D&D Character Builder ======
====== Created Using Wizards of the Coast D&D Character Builder ======
Miko Mizayaki, level 13
Human, Paladin, Vengeful Crusader
Build: Avenging Paladin

FINAL ABILITY SCORES
Str 14, Con 13, Dex 18, Int 11, Wis 14, Cha 17.

STARTING ABILITY SCORES
Str 13, Con 12, Dex 17, Int 10, Wis 11, Cha 12.


AC: 27 Fort: 22 Reflex: 24 Will: 23
HP: 100 Surges: 11 Surge Value: 25

TRAINED SKILLS
Endurance +10, Religion +11, Insight +13, Intimidate +14, Heal +13

UNTRAINED SKILLS
Acrobatics +8, Arcana +6, Bluff +9, Diplomacy +9, Dungeoneering +8, History +6, Nature +8, Perception +8, Stealth +8, Streetwise +9, Thievery +8, Athletics +6

FEATS
Human: Two-Weapon Fighting
Level 1: Mounted Combat
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Mighty Challenge
Level 6: Blade Opportunist
Level 8: Grim Promise
Level 10: Nimble Blade
Level 11: Combat Anticipation
Level 12: Brutal Finish

POWERS
Bonus At-Will Power: Holy Strike
Lay on Hands: Lay on Hands
Paladin at-will 1: Challenging Strike
Paladin at-will 1: Ardent Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
Paladin utility 2: Call of Challenge
Paladin encounter 3: Staggering Smite
Paladin daily 5: Unyielding Faith
Paladin utility 6: Valiant Rush
Paladin encounter 7: Divine Reverence
Paladin daily 9: Final Rebuke
Paladin utility 10: Conviction
Paladin encounter 13: Whirlwind Smite (replaces Divine Reverence)

ITEMS
Irrefutable Layered Plate Armor +2, Short sword, Courtier's Cape +2, Celestial Charger, Tumbler's Shoes (paragon tier), Bastard sword
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


I was tossing up between Ardent Weapon and Vengeful Crusader for a paragon path. There's actually a level 12 Paragon utility power that has Miko all over it, "Crusader's Stance".

Courtier's Cape gives Miko the ability to deflect fear onto someone else.

Miko jumps a lot, so the Tumbler's Shoes give here a lot of help with Acrobatics and Athletics checks, given that plate armour is so unweildy.

And of course, I could not forget Windstriker

FlawedParadigm
2009-10-18, 11:10 AM
Somehow, I don't see a 4E Roy as anything but a Taclord, putting that brilliant tactical mind of his to work. It's even a Leader role (we can't have Elan as the main Leader, can we??)