Arbitrarity
2009-10-19, 09:42 PM
I'm throwing together a Goliath Warden, an Assassin, and a Seeker for friends, all level 6.
Warden is interested in dealing more damage than he did previously (1d8+6/hit), Assassin is interested in OD'ing or being more useful than the Rageblood Barbarian (unlikely, but we can try :D), and Seeker is a combination of damage and getting useful powers.
Yeah, a lot of damage there. All books, owing to DDI subscription. Treating magic items sorta weirdly, if you want to change them, just recommend. I'm expecting pretty potent characters.
Anyways, my initial builds for each are here:
Warden
Warden, level 6
Goliath, Warden
Guardian Might: Earthstrength
FINAL ABILITY SCORES
Str 20, Con 18, Dex 10, Int 8, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 8, Wis 13, Cha 10.
AC: 22 Fort: 20 Reflex: 14 Will: 17
HP: 70 Surges: 13 Surge Value: 17
TRAINED SKILLS
Nature +11, Perception +9, Endurance +11, Athletics +14, Acrobatics +7
UNTRAINED SKILLS
Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +4, Heal +4, History +2, Insight +4, Intimidate +3, Religion +2, Stealth +2, Streetwise +3, Thievery +2
FEATS
Level 1: Sudden Roots
Level 2: Berserker's Fury
Level 4: Weapon Proficiency (Mordenkrad)
Level 6: Goliath Greatweapon Prowess
POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature's Abundance
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Winter's Grip
Warden utility 6: Bear's Endurance
ITEMS
Bloodclaw Mordenkrad +2, Magic Hide Armor +2, Cloak of the Walking Wounded +1, Iron Armbands of Power (heroic tier)
Assassin
Revenant, Assassin
Guild Training: Night Stalker
Choose your Race in Life: Half-Elf
FINAL ABILITY SCORES
Str 10, Con 15, Dex 20, Int 8, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 17, Int 8, Wis 10, Cha 15.
AC: 21 Fort: 17 Reflex: 19 Will: 18
HP: 45 Surges: 8 Surge Value: 11
TRAINED SKILLS
Stealth +13, Thievery +13, Bluff +11, Acrobatics +13, Perception +8
UNTRAINED SKILLS
Arcana +2, Diplomacy +6, Dungeoneering +3, Endurance +7, Heal +3, History +2, Insight +3, Intimidate +8, Nature +3, Religion +2, Streetwise +6, Athletics +3
FEATS
Level 1: Grave Dust Assassin
Level 2: Weapon Proficiency (Fullblade)
Level 4: Venom Hand Killer
Level 6: Venom Hand Master
POWERS
Assassin at-will 1: Inescapable Blade
Assassin at-will 1: Shadow Storm
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Targeted for Death
Assassin utility 2: Cloak of Shades
Assassin encounter 3: Army of the Night
Assassin daily 5: Twlight Assassin
Assassin utility 6: Darting Shadow
ITEMS
Shadowdance Leather Armor +1, Spiderkissed Fullblade +2, Gloaming Shroud +1, Iron Armbands of Power (heroic tier)
Seeker
seeker, level 6
Elf, Seeker
Seeker's Bond: Bloodbond
FINAL ABILITY SCORES
Str 8, Con 13, Dex 18, Int 10, Wis 20, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 15, Int 10, Wis 17, Cha 10.
AC: 21 Fort: 15 Reflex: 19 Will: 20
HP: 50 Surges: 8 Surge Value: 12
TRAINED SKILLS
Nature +15, Stealth +12, Acrobatics +12, Perception +15, Endurance +9
UNTRAINED SKILLS
Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +8, Heal +8, History +3, Insight +8, Intimidate +3, Religion +3, Streetwise +3, Thievery +7, Athletics +2
FEATS
Level 1: Warrior of the Wild
Level 2: Weapon Proficiency (Greatbow)
Level 4: Focused Expertise (Greatbow)
Level 6: Weapon Focus (Bow)
POWERS
Seeker at-will 1: Stinging Swarm
Seeker at-will 1: Elemental Spirits
Seeker encounter 1: Flickering Arrow
Seeker daily 1: Fungal Blooms
Seeker utility 2: Hunter's Instinct
Seeker encounter 3: Winter Spirit
Seeker daily 5: Ensnaring Shot
Seeker utility 6: Blurring Stride
ITEMS
Magic Leather Armor +2, Rebounding Greatbow +2, Bracers of Archery (heroic tier), Amulet of Resolution +1
I was thinking of swapping something on the Warden for the new Primal Power feat Targetted Assault (+2 to hit on marked targets, prerequisite Barbarian. It's gonna get erratad so hard), I'm not sure how to build the Assassin quite, and yes, stats are weird, owing to the level and some odd leniency in stats/builds/retraining at each level. Seeker feats are a bit bland, any good options? Maybe a Novice Power swap?
They'll be accompanied by a woefully unoptimized Warlock, a Paladin who doesn't quite get the game yet (don't worry, the Warlock doesn't care, and gets a few ingame perks to sorta compensate, and the Paladin is fine with how he plays), a cleric, and a barbarian, who are detailed below:
ClericTopaz, level 6
Dwarf, Cleric
FINAL ABILITY SCORES
Str 8, Con 15, Dex 10, Int 10, Wis 20, Cha 16.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 10, Wis 17, Cha 15.
AC: 20 Fort: 15 Reflex: 13 Will: 20
HP: 52 Surges: 9 Surge Value: 13
TRAINED SKILLS
Religion +8, Insight +13, Heal +13, Diplomacy +11
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +6, Dungeoneering +10, Endurance +6, History +3, Intimidate +6, Nature +8, Perception +8, Stealth +2, Streetwise +6, Thievery +2, Athletics +1
FEATS
Cleric: Ritual Caster
Level 1: Healer's Implement
Level 2: Implement Expertise (holy symbol)
Level 4: Pacifist Healer
Level 6: Restful Healing
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Astral Seal
Cleric at-will 1: Sacred Flame
Cleric encounter 1: Bane
Cleric daily 1: Beacon of Hope
Cleric utility 2: Life Transference
Cleric encounter 3: Hymn of Resurgence
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
ITEMS
Ritual Book, Magic Holy Symbol +2, Quarterstaff, Exalted Chainmail +1, Healer's Brooch +1
RITUALS
Gentle ReposeBarbarianlevel 6
Dragonborn, Barbarian
Feral Might: Rageblood Vigor
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
FINAL ABILITY SCORES
Str 20, Con 16, Dex 10, Int 10, Wis 10, Cha 13.
STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 10, Wis 10, Cha 11.
AC: 18 Fort: 21 Reflex: 15 Will: 15
HP: 61 Surges: 11 Surge Value: 18
TRAINED SKILLS
Intimidate +11, Endurance +10, Athletics +12
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +3, Heal +3, History +5, Insight +3, Nature +3, Perception +3, Religion +3, Stealth +2, Streetwise +4, Thievery +2
FEATS
Level 1: Hurl Breath
Level 2: Weapon Proficiency (Mordenkrad)
Level 4: Weapon Expertise (Hammer)
Level 6: Improved Rageblood Vigor
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Swift Panther Rage
Barbarian utility 2: Combat Sprint
Barbarian encounter 3: Blade Sweep
Barbarian daily 5: Thunder Hawk Rage
Barbarian utility 6: Laugh it Off
ITEMS
Iron Armbands of Power (heroic tier), Horned Helm (heroic tier), Vanguard Mordenkrad +1, Bestial Hide Armor +1, Boots of Adept Charging (heroic tier), Badge of the Berserker +1
Note the barbarian actually has Improved Rageblood vigor as a placeholder for Hide Expertise, putting his AC at 21. Also, the barbarian has too many items, which will be addressed over the next few levels.
Warden is interested in dealing more damage than he did previously (1d8+6/hit), Assassin is interested in OD'ing or being more useful than the Rageblood Barbarian (unlikely, but we can try :D), and Seeker is a combination of damage and getting useful powers.
Yeah, a lot of damage there. All books, owing to DDI subscription. Treating magic items sorta weirdly, if you want to change them, just recommend. I'm expecting pretty potent characters.
Anyways, my initial builds for each are here:
Warden
Warden, level 6
Goliath, Warden
Guardian Might: Earthstrength
FINAL ABILITY SCORES
Str 20, Con 18, Dex 10, Int 8, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 8, Wis 13, Cha 10.
AC: 22 Fort: 20 Reflex: 14 Will: 17
HP: 70 Surges: 13 Surge Value: 17
TRAINED SKILLS
Nature +11, Perception +9, Endurance +11, Athletics +14, Acrobatics +7
UNTRAINED SKILLS
Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +4, Heal +4, History +2, Insight +4, Intimidate +3, Religion +2, Stealth +2, Streetwise +3, Thievery +2
FEATS
Level 1: Sudden Roots
Level 2: Berserker's Fury
Level 4: Weapon Proficiency (Mordenkrad)
Level 6: Goliath Greatweapon Prowess
POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature's Abundance
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Winter's Grip
Warden utility 6: Bear's Endurance
ITEMS
Bloodclaw Mordenkrad +2, Magic Hide Armor +2, Cloak of the Walking Wounded +1, Iron Armbands of Power (heroic tier)
Assassin
Revenant, Assassin
Guild Training: Night Stalker
Choose your Race in Life: Half-Elf
FINAL ABILITY SCORES
Str 10, Con 15, Dex 20, Int 8, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 17, Int 8, Wis 10, Cha 15.
AC: 21 Fort: 17 Reflex: 19 Will: 18
HP: 45 Surges: 8 Surge Value: 11
TRAINED SKILLS
Stealth +13, Thievery +13, Bluff +11, Acrobatics +13, Perception +8
UNTRAINED SKILLS
Arcana +2, Diplomacy +6, Dungeoneering +3, Endurance +7, Heal +3, History +2, Insight +3, Intimidate +8, Nature +3, Religion +2, Streetwise +6, Athletics +3
FEATS
Level 1: Grave Dust Assassin
Level 2: Weapon Proficiency (Fullblade)
Level 4: Venom Hand Killer
Level 6: Venom Hand Master
POWERS
Assassin at-will 1: Inescapable Blade
Assassin at-will 1: Shadow Storm
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Targeted for Death
Assassin utility 2: Cloak of Shades
Assassin encounter 3: Army of the Night
Assassin daily 5: Twlight Assassin
Assassin utility 6: Darting Shadow
ITEMS
Shadowdance Leather Armor +1, Spiderkissed Fullblade +2, Gloaming Shroud +1, Iron Armbands of Power (heroic tier)
Seeker
seeker, level 6
Elf, Seeker
Seeker's Bond: Bloodbond
FINAL ABILITY SCORES
Str 8, Con 13, Dex 18, Int 10, Wis 20, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 15, Int 10, Wis 17, Cha 10.
AC: 21 Fort: 15 Reflex: 19 Will: 20
HP: 50 Surges: 8 Surge Value: 12
TRAINED SKILLS
Nature +15, Stealth +12, Acrobatics +12, Perception +15, Endurance +9
UNTRAINED SKILLS
Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +8, Heal +8, History +3, Insight +8, Intimidate +3, Religion +3, Streetwise +3, Thievery +7, Athletics +2
FEATS
Level 1: Warrior of the Wild
Level 2: Weapon Proficiency (Greatbow)
Level 4: Focused Expertise (Greatbow)
Level 6: Weapon Focus (Bow)
POWERS
Seeker at-will 1: Stinging Swarm
Seeker at-will 1: Elemental Spirits
Seeker encounter 1: Flickering Arrow
Seeker daily 1: Fungal Blooms
Seeker utility 2: Hunter's Instinct
Seeker encounter 3: Winter Spirit
Seeker daily 5: Ensnaring Shot
Seeker utility 6: Blurring Stride
ITEMS
Magic Leather Armor +2, Rebounding Greatbow +2, Bracers of Archery (heroic tier), Amulet of Resolution +1
I was thinking of swapping something on the Warden for the new Primal Power feat Targetted Assault (+2 to hit on marked targets, prerequisite Barbarian. It's gonna get erratad so hard), I'm not sure how to build the Assassin quite, and yes, stats are weird, owing to the level and some odd leniency in stats/builds/retraining at each level. Seeker feats are a bit bland, any good options? Maybe a Novice Power swap?
They'll be accompanied by a woefully unoptimized Warlock, a Paladin who doesn't quite get the game yet (don't worry, the Warlock doesn't care, and gets a few ingame perks to sorta compensate, and the Paladin is fine with how he plays), a cleric, and a barbarian, who are detailed below:
ClericTopaz, level 6
Dwarf, Cleric
FINAL ABILITY SCORES
Str 8, Con 15, Dex 10, Int 10, Wis 20, Cha 16.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 10, Wis 17, Cha 15.
AC: 20 Fort: 15 Reflex: 13 Will: 20
HP: 52 Surges: 9 Surge Value: 13
TRAINED SKILLS
Religion +8, Insight +13, Heal +13, Diplomacy +11
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +6, Dungeoneering +10, Endurance +6, History +3, Intimidate +6, Nature +8, Perception +8, Stealth +2, Streetwise +6, Thievery +2, Athletics +1
FEATS
Cleric: Ritual Caster
Level 1: Healer's Implement
Level 2: Implement Expertise (holy symbol)
Level 4: Pacifist Healer
Level 6: Restful Healing
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Astral Seal
Cleric at-will 1: Sacred Flame
Cleric encounter 1: Bane
Cleric daily 1: Beacon of Hope
Cleric utility 2: Life Transference
Cleric encounter 3: Hymn of Resurgence
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
ITEMS
Ritual Book, Magic Holy Symbol +2, Quarterstaff, Exalted Chainmail +1, Healer's Brooch +1
RITUALS
Gentle ReposeBarbarianlevel 6
Dragonborn, Barbarian
Feral Might: Rageblood Vigor
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
FINAL ABILITY SCORES
Str 20, Con 16, Dex 10, Int 10, Wis 10, Cha 13.
STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 10, Wis 10, Cha 11.
AC: 18 Fort: 21 Reflex: 15 Will: 15
HP: 61 Surges: 11 Surge Value: 18
TRAINED SKILLS
Intimidate +11, Endurance +10, Athletics +12
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +3, Heal +3, History +5, Insight +3, Nature +3, Perception +3, Religion +3, Stealth +2, Streetwise +4, Thievery +2
FEATS
Level 1: Hurl Breath
Level 2: Weapon Proficiency (Mordenkrad)
Level 4: Weapon Expertise (Hammer)
Level 6: Improved Rageblood Vigor
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Swift Panther Rage
Barbarian utility 2: Combat Sprint
Barbarian encounter 3: Blade Sweep
Barbarian daily 5: Thunder Hawk Rage
Barbarian utility 6: Laugh it Off
ITEMS
Iron Armbands of Power (heroic tier), Horned Helm (heroic tier), Vanguard Mordenkrad +1, Bestial Hide Armor +1, Boots of Adept Charging (heroic tier), Badge of the Berserker +1
Note the barbarian actually has Improved Rageblood vigor as a placeholder for Hide Expertise, putting his AC at 21. Also, the barbarian has too many items, which will be addressed over the next few levels.