Iku Rex
2008-05-30, 09:12 AM
Post 4.0 characters of any level or even "builds" in this thread.
Please don't turn it into a Q&A thread! I don't mind answering questions about the character, but I'm not going to post the details of every power or every item.
I've made a 6th level dwarven paladin.
Why? I've decided to try running a character through a few encounters to get a better feel for the 4.0 rules. Specifically, I'll be using the Keep on the Shadowfell adventure with a single 6th level "player" character. (I'll avoid adventure spoilers in this thread.) Obviously the adventure (and the system) wasn't designed for that, but I don't want the hassle of making custom encounters or making and running 5 PCs. After skimming through the adventure I suspect even level 6 will be too low for some of the encounters, but I want to keep the lower level opponents somewhat relevant. On the upside, I'll be learning more about the powers available to level 6+ characters.
So:
Bram, Dwarven Paladin 6
22 point buy:
Str 15 7
Dex 10
Con 13 3
Int 8
Wis 15 7
Cha 14 5
+1 Str, +1 Wis level 4
+2 Con, +2 Wis Dwarf
End result:
Str 16 (+3)
Dex 10 (+0)
Con 15 (+2)
Int 8 (-1)
Wis 18 (+4)
Cha 14 (+2)
Feats:
Dwarven Weapon Training, Raven Queen's Blessing, Warrior of the Wild, Durable
Powers:
At will prayers:
Bolstering Strike (lv1)
Holy Strike (lv1)
Encounter prayers:
Radiant Smite (lv 1)
Invigorating Smite (lv3)
Daily prayers:
Radiant Delirium (lv1)
Sign of Vulnerability (lv5)
Utility prayers:
Astral Speech (lv2)
Wrath of the Gods (lv6)
Items:
Picking items was a bit tricky. There doesn't seem to be any specific advice in the DMG for starting characters beyond level 1. I found no "wealth per level" table. It is still important to game balance though, so I went with a few basic items to make it a more or less "standard" 6th level character. It adds up to about 6000 gp.
Edit: Scintillatus found it. I was pretty close.
Holy Symbol of Hope +1 (lv3)
Lifedrinker Warhammer (lv5)
Dwarven Plate Armor +2 (lv7)
Amulet of Protection +2 (lv6)
Belt of Vigor +1 (lv2)
320 gp (1000 gp - lv 3 item)
Standard adventurer’s kit
2 Handaxes
Crossbow
20 Crossbow bolts
Trained skills: Religion, Diplomacy, Endurance, Insight, Perception (Ranger)
Speed 5
Initiative: +3 (lv/2)
Passive Insight: 22 (10+4+5+3)
Passive Perception: 22 (10+4+5+3)
HPs: 60 (15 paladin + 15 Con + 30 five levels)
14 Healing Surges/day (10 paladin + 2 Con + 2 Durable)
Healing Surge heals 15 (60/4 + 1 item)
AC: 25 (10 + lv/2 + 8 armor + 2 enhancement + 2 shield)
Fort: 19 (10 + lv/2 + 1 paladin + 3 Str + 2 item)
Ref: 18 (10 + lv/2 + 1 paladin + 2 shield + 2 item)
Will: 20 (10 + lv/2 + 1 paladin + 4 Wis + 2 item)
Basic Attacks:
Crossbow +5 (+2 proficient + 3 lv/2), 1d8 damage
Warhammer +9 (+2 proficient + 3 lv/2 + 3 Str +1 item), 1d10+ 6 (+3 Str + 2 feat + 1 item)
Handaxe +8 (+2 proficient + 3 lv/2 + 3 Str) 1d6+ 5 (+3 Str +2 feat)
Most attacks will be through powers. -1 attack and damage when Cha based power. Add Wis damage if Holy Strike and marked. Add Cha damage if Wrath of the Gods. Add +1d6 if Quarry. Check powers for extras.
Tactics:
The character's main schtick is using healing surges to stay in a fight. Every encounter he can use four healing surges from Lay on Hands (minor action), one healing Surge from Second Wind (minor action since dwarf) and one healing surge from Raven Queen's Blessing (free action when dropping opponent). Once per day he can use a free action to regain hit points as if he'd spent a healing surge (dwarven armor). On top of that he can heal himself if bloodied with Invigorating Smite and gain temporary hit points with Bolstering Strike and his lifedrinker weapon.
His bread-and butter offensive power is Holy Strike for 1d10+10 radiant damage against a marked opponent. He'll be using Hunter's Quarry to get +1d6 damage against any obvious threat (once per encounter, but the power lasts the entire encounter). (Edit: Nope. Errata. See below. Must reconsider that feat.) Wrath of the Gods adds another +2 damage from Cha on all attacks. Once per day he can pull out the big guns and if Sign of Vulnerability hits, the following Radiant Delirium, Radiant Strike and Holy Strikes should do some decent damage.
So, any thoughts? What would you do if you were making a level 6 character for a solo adventure?
Any mistakes? I've already had to rebuild the character after noticing that you can't wear plate armor (well) without Str 15 and Con 15. The proficiency feats have prerequisites that have to be met to use the feat, apparently even if you got it from a class ability that "counts as" a feat. I'm currently not sure about using Lay on Hands on yourself. The target is "one creature" and the rules are quite clear that "one creature" can be "you". (" 'Creature' or 'creatures' means allies and enemies both, as well as you.") The wording, the Healing Hands feat and some powers using "you or one creature" makes me unsure about the intent though.
Please don't turn it into a Q&A thread! I don't mind answering questions about the character, but I'm not going to post the details of every power or every item.
I've made a 6th level dwarven paladin.
Why? I've decided to try running a character through a few encounters to get a better feel for the 4.0 rules. Specifically, I'll be using the Keep on the Shadowfell adventure with a single 6th level "player" character. (I'll avoid adventure spoilers in this thread.) Obviously the adventure (and the system) wasn't designed for that, but I don't want the hassle of making custom encounters or making and running 5 PCs. After skimming through the adventure I suspect even level 6 will be too low for some of the encounters, but I want to keep the lower level opponents somewhat relevant. On the upside, I'll be learning more about the powers available to level 6+ characters.
So:
Bram, Dwarven Paladin 6
22 point buy:
Str 15 7
Dex 10
Con 13 3
Int 8
Wis 15 7
Cha 14 5
+1 Str, +1 Wis level 4
+2 Con, +2 Wis Dwarf
End result:
Str 16 (+3)
Dex 10 (+0)
Con 15 (+2)
Int 8 (-1)
Wis 18 (+4)
Cha 14 (+2)
Feats:
Dwarven Weapon Training, Raven Queen's Blessing, Warrior of the Wild, Durable
Powers:
At will prayers:
Bolstering Strike (lv1)
Holy Strike (lv1)
Encounter prayers:
Radiant Smite (lv 1)
Invigorating Smite (lv3)
Daily prayers:
Radiant Delirium (lv1)
Sign of Vulnerability (lv5)
Utility prayers:
Astral Speech (lv2)
Wrath of the Gods (lv6)
Items:
Picking items was a bit tricky. There doesn't seem to be any specific advice in the DMG for starting characters beyond level 1. I found no "wealth per level" table. It is still important to game balance though, so I went with a few basic items to make it a more or less "standard" 6th level character. It adds up to about 6000 gp.
Edit: Scintillatus found it. I was pretty close.
Holy Symbol of Hope +1 (lv3)
Lifedrinker Warhammer (lv5)
Dwarven Plate Armor +2 (lv7)
Amulet of Protection +2 (lv6)
Belt of Vigor +1 (lv2)
320 gp (1000 gp - lv 3 item)
Standard adventurer’s kit
2 Handaxes
Crossbow
20 Crossbow bolts
Trained skills: Religion, Diplomacy, Endurance, Insight, Perception (Ranger)
Speed 5
Initiative: +3 (lv/2)
Passive Insight: 22 (10+4+5+3)
Passive Perception: 22 (10+4+5+3)
HPs: 60 (15 paladin + 15 Con + 30 five levels)
14 Healing Surges/day (10 paladin + 2 Con + 2 Durable)
Healing Surge heals 15 (60/4 + 1 item)
AC: 25 (10 + lv/2 + 8 armor + 2 enhancement + 2 shield)
Fort: 19 (10 + lv/2 + 1 paladin + 3 Str + 2 item)
Ref: 18 (10 + lv/2 + 1 paladin + 2 shield + 2 item)
Will: 20 (10 + lv/2 + 1 paladin + 4 Wis + 2 item)
Basic Attacks:
Crossbow +5 (+2 proficient + 3 lv/2), 1d8 damage
Warhammer +9 (+2 proficient + 3 lv/2 + 3 Str +1 item), 1d10+ 6 (+3 Str + 2 feat + 1 item)
Handaxe +8 (+2 proficient + 3 lv/2 + 3 Str) 1d6+ 5 (+3 Str +2 feat)
Most attacks will be through powers. -1 attack and damage when Cha based power. Add Wis damage if Holy Strike and marked. Add Cha damage if Wrath of the Gods. Add +1d6 if Quarry. Check powers for extras.
Tactics:
The character's main schtick is using healing surges to stay in a fight. Every encounter he can use four healing surges from Lay on Hands (minor action), one healing Surge from Second Wind (minor action since dwarf) and one healing surge from Raven Queen's Blessing (free action when dropping opponent). Once per day he can use a free action to regain hit points as if he'd spent a healing surge (dwarven armor). On top of that he can heal himself if bloodied with Invigorating Smite and gain temporary hit points with Bolstering Strike and his lifedrinker weapon.
His bread-and butter offensive power is Holy Strike for 1d10+10 radiant damage against a marked opponent. He'll be using Hunter's Quarry to get +1d6 damage against any obvious threat (once per encounter, but the power lasts the entire encounter). (Edit: Nope. Errata. See below. Must reconsider that feat.) Wrath of the Gods adds another +2 damage from Cha on all attacks. Once per day he can pull out the big guns and if Sign of Vulnerability hits, the following Radiant Delirium, Radiant Strike and Holy Strikes should do some decent damage.
So, any thoughts? What would you do if you were making a level 6 character for a solo adventure?
Any mistakes? I've already had to rebuild the character after noticing that you can't wear plate armor (well) without Str 15 and Con 15. The proficiency feats have prerequisites that have to be met to use the feat, apparently even if you got it from a class ability that "counts as" a feat. I'm currently not sure about using Lay on Hands on yourself. The target is "one creature" and the rules are quite clear that "one creature" can be "you". (" 'Creature' or 'creatures' means allies and enemies both, as well as you.") The wording, the Healing Hands feat and some powers using "you or one creature" makes me unsure about the intent though.