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  1. - Top - End - #1
    Troll in the Playground
     
    RedWizardGuy

    Join Date
    Dec 2006
    Gender
    Male

    Default [4e] Character Building

    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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:
    Spoiler
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    Cleric
    Spoiler
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    Topaz, 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 Repose
    Barbarian
    Spoiler
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    level 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.
    Last edited by Arbitrarity; 2009-10-19 at 09:45 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    GnomePirate

    Join Date
    Sep 2009

    Default Re: [4e] Character Building

    i haven't even seen the seeker class yet, but the warden is looking pretty decent. Most of the optimization boards have wildbloods using twohanders (spears) and earthbloods using sheild and a onehander, but I don't think that matters until much later

    i would looking into using a second lvl 1 daily for the warden instead of the lvl 5 daily (either the ram or panther). the form of effects that last all encounter are better than a single daily attack.

    one of your assassin lvl 1 powers should be executioners noose, because its vs fortitude instead of ac. good call on nightmare shades because its vs will.

    on all of them you might want to think about expertise feats (+1 to attacks).
    Last edited by Bagelz; 2009-10-19 at 11:10 PM.

  3. - Top - End - #3
    Troll in the Playground
     
    RedWizardGuy

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: [4e] Character Building

    Yeah, about what I expected. The Warden's going 2h for the damage, but he was originally S&B, though he gets some nice damage perks.
    Excellent idea on the lvl 1 dailies though, thanks.

    Executioner's Noose was my other choice rather than inescapable blade. Since I can use spiderkissed in either case, looks like a good option.

    Assassin is using the Spiderkissed trick, which gives +2 damage and, more importantly, ignores all resistances and immunities to damage. I think that's more important now, but yeah, Expertise was my next choice.

    I guess I'll trade in the Goliath Greatweapon prof for Targetted Assault (Which >>> expertise for wardens), then swap back to S&B for maximum AC.

  4. - Top - End - #4
    Ettin in the Playground
     
    AgentPaper's Avatar

    Join Date
    Jun 2008

    Default Re: [4e] Character Building

    Hmm, does the +2 bonus damage only come in if you actually roll dice for damage? I'm just imagining Heart of Dust doing 7 periodic damage to itself and everyone within 2 squares, which just makes it an awesome ability. It's already pretty good, and better than the other options which are frankly lackluster as far as dailies go. (Though Treacherous Shades is nice if you wanna sub as a controller)

    Edit: And just in case you weren't planning this already, make sure you pick up Half-Elf Soul and Velvet Blade trick as your level 8 and 10 feats, and then Versatile Master at 11th. Lets you apply 2 shrouds a round with your at-will, which is really, really good. Doesn't really matter what power you choose, though twin strike makes for a nice ranged option, which you otherwise lack. (though you'd have a hard time hitting with it in melee, since it's based off of strength and you'd need to have two secondary weapons to DW)

    The only other powers that would really work for melee with dex seem to be Probing Strike from the rogue (though the DM might rule that it needs a light blade like the other rogue powers) or the Five Storms power from the monk, which also nicely lets you shift 2 squares as a move action.
    Last edited by AgentPaper; 2009-10-20 at 02:29 AM.
    Excellent avatar by Elder Tsofu.

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