Epinephrine
2013-08-28, 05:36 PM
I will be playing for the first time in quite a while (I've been the DM), and the DM is running a Lair Assault module for us. We've been informed that for this there are no short rests, and we make level 6 characters. The name of the adventure is Attack of the Tyrantclaw, and we get to have one magic item of at most level 7, one magic item of at most level 6, one magic item of at most level 5, and an amount of money to spend equal to a level 5 item. We can only have one rare, and only 2 consumables.
I've been assigned the role of the leader, and my goal is to provide the most protection I can for a group with no short rests. This makes encounter-long buffs very nice, and changes the value of daily powers, since a daily is equivalent to an encounter power when you have no short rests.
This is what I've come up with, but I was wondering if I've missed anything major:
====== Created Using Wizards of the Coast D&D Character Builder ======
Artin, level 6
Svirfneblin, Druid (Sentinel)/Shaman
Season: Druid of Summer
Companion Spirit (Hybrid) Option: Protector Spirit (Hybrid)
Hybrid Shaman Option: Hybrid Shaman Will
Vilhon Wilds (Vilhon Wilds Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 13, CON 20, DEX 10, INT 10, WIS 18, CHA 8
STARTING ABILITY SCORES
STR 13, CON 17, DEX 10, INT 10, WIS 15, CHA 8
AC: 22 Fort: 20 Ref: 14 Will: 19
HP: 57 Surges: 12 Surge Value: 14
TRAINED SKILLS
Athletics +10, Endurance +12, Heal +12
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +9, History +3, Insight +7, Intimidate +2, Nature +9, Perception +9, Religion +3, Stealth +2, Streetwise +2, Thievery +2
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Svirfneblin Utility: Stone Camouflage
Cleric Utility: Healing Word
Shaman Feature: Call Spirit Companion
Shaman Feature: Healing Spirit
Shaman Feature: Speak with Spirits
Druid Attack: Combined Attack
Druid Attack 1: Tending Strike
Shaman Attack 1: Watcher's Strike
Shaman Attack 1: Certain Threat
Druid Attack 1: Summon Giant Toad
Shaman Attack 1: Massive Companion
Shaman Utility 2: Protective Roots
Endurance Utility 2: Inspiring Fortitude
Sarifal Feywarden Utility 6: Light of Sarifal
FEATS
Level 1: Staff Expertise
Level 2: Armor Proficiency: Chainmail
Level 4: World Serpent's Grasp
Level 6: Skill Power
ITEMS
Magic Chainmail +2 x1
Preservation Shield Light Shield x1
Summoner's Staff +2 x1
Amulet of Protection +1 x1
Spirit Fetch
Companion's Defender (heroic tier)
====== End ======
I chose a Shaman mostly for Protective Roots, since it's an encounter-long resist all 5 for me and all allies with no need for a sustain. The Spirit companion is a nice extra, and Massive Companion can provide a nice buff to adjacent allies (cover against ranged, area, and close attacks) that will stack with pretty much any other defensive bonus. The Sentinel Druid has similar stats, and gives a way to use healing surges, and a damage sink, as well as a way to protect the PCs (I chose a bear, with a +2 to defenses aura). Since we have limited ability to spend our surges without a short rest, the animal companion should be able to act as a decent damage soaker, as I can spend surges into it for a minor action whenever it falls.
The Sarifal theme offers a power at level 6 that lets me set up an Aura 3 that will reduce damage to my allies in the aura by my highest modifier (Con, +5); as a result, I should be knocking a solid 10 damage off between the resist 5 on everyone and the -5 to damage rolls.
My druid at will generates THPs, as do my shield's Daily (12 THP for me and all allies if I use it before I spend any surges) and the Inspiring Fortitude skill power (15 THP to my allies). Not sure about what Shaman at-will to choose. The Druid summon is another attacker and damage soaker, and will keep enemies away from me (I can hit over its head thanks to staff expertise). The staff also adds some THP whenever an enemy misses a creature I've summoned. The World Serpent's Grasp is to synergise with a slowing character, allowing me to help put things prone when possible, but may be worth re-thinking.
Does it look ok? Am I forgetting anything really good? For the Shaman at-will, should I go for something to grant saves, to slide my allies about, or maybe a ranged attack? Or is the vanilla +1 to hit from the current choice a good one?
I've been assigned the role of the leader, and my goal is to provide the most protection I can for a group with no short rests. This makes encounter-long buffs very nice, and changes the value of daily powers, since a daily is equivalent to an encounter power when you have no short rests.
This is what I've come up with, but I was wondering if I've missed anything major:
====== Created Using Wizards of the Coast D&D Character Builder ======
Artin, level 6
Svirfneblin, Druid (Sentinel)/Shaman
Season: Druid of Summer
Companion Spirit (Hybrid) Option: Protector Spirit (Hybrid)
Hybrid Shaman Option: Hybrid Shaman Will
Vilhon Wilds (Vilhon Wilds Benefit)
Theme: Sarifal Feywarden
FINAL ABILITY SCORES
STR 13, CON 20, DEX 10, INT 10, WIS 18, CHA 8
STARTING ABILITY SCORES
STR 13, CON 17, DEX 10, INT 10, WIS 15, CHA 8
AC: 22 Fort: 20 Ref: 14 Will: 19
HP: 57 Surges: 12 Surge Value: 14
TRAINED SKILLS
Athletics +10, Endurance +12, Heal +12
UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +9, History +3, Insight +7, Intimidate +2, Nature +9, Perception +9, Religion +3, Stealth +2, Streetwise +2, Thievery +2
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Svirfneblin Utility: Stone Camouflage
Cleric Utility: Healing Word
Shaman Feature: Call Spirit Companion
Shaman Feature: Healing Spirit
Shaman Feature: Speak with Spirits
Druid Attack: Combined Attack
Druid Attack 1: Tending Strike
Shaman Attack 1: Watcher's Strike
Shaman Attack 1: Certain Threat
Druid Attack 1: Summon Giant Toad
Shaman Attack 1: Massive Companion
Shaman Utility 2: Protective Roots
Endurance Utility 2: Inspiring Fortitude
Sarifal Feywarden Utility 6: Light of Sarifal
FEATS
Level 1: Staff Expertise
Level 2: Armor Proficiency: Chainmail
Level 4: World Serpent's Grasp
Level 6: Skill Power
ITEMS
Magic Chainmail +2 x1
Preservation Shield Light Shield x1
Summoner's Staff +2 x1
Amulet of Protection +1 x1
Spirit Fetch
Companion's Defender (heroic tier)
====== End ======
I chose a Shaman mostly for Protective Roots, since it's an encounter-long resist all 5 for me and all allies with no need for a sustain. The Spirit companion is a nice extra, and Massive Companion can provide a nice buff to adjacent allies (cover against ranged, area, and close attacks) that will stack with pretty much any other defensive bonus. The Sentinel Druid has similar stats, and gives a way to use healing surges, and a damage sink, as well as a way to protect the PCs (I chose a bear, with a +2 to defenses aura). Since we have limited ability to spend our surges without a short rest, the animal companion should be able to act as a decent damage soaker, as I can spend surges into it for a minor action whenever it falls.
The Sarifal theme offers a power at level 6 that lets me set up an Aura 3 that will reduce damage to my allies in the aura by my highest modifier (Con, +5); as a result, I should be knocking a solid 10 damage off between the resist 5 on everyone and the -5 to damage rolls.
My druid at will generates THPs, as do my shield's Daily (12 THP for me and all allies if I use it before I spend any surges) and the Inspiring Fortitude skill power (15 THP to my allies). Not sure about what Shaman at-will to choose. The Druid summon is another attacker and damage soaker, and will keep enemies away from me (I can hit over its head thanks to staff expertise). The staff also adds some THP whenever an enemy misses a creature I've summoned. The World Serpent's Grasp is to synergise with a slowing character, allowing me to help put things prone when possible, but may be worth re-thinking.
Does it look ok? Am I forgetting anything really good? For the Shaman at-will, should I go for something to grant saves, to slide my allies about, or maybe a ranged attack? Or is the vanilla +1 to hit from the current choice a good one?