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Thread: 4E: Adding a leader
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2010-02-23, 07:15 PM (ISO 8601)
- Join Date
- Jul 2008
4E: Adding a leader
So, in my 13th level D&D group, there are pretty much two types of characters: strikers and defenders.
More specifically, we have:
1. A (human?) paladin
2. An eldarin assaultmage (me), sword of assault PP, focused on single target powers and encounter utilities
3. A (human?) archery ranger, some martial power PP,
4. A human chaos sorcerer
5. A (human?) striker wizard with some summoner PP out of AP. I say striker because he has no control powers what so ever. He is only a wizard to take the summoning powers. You know, the ones that deal damage and do little else.
6. An elven artful dodger rogue
I got permission from my DM to play a leader for a single session. I was thinking of a dwarf / cleric, Divine Oracle PP. Overall, I am guessing this will be a significant power boost, since the paladin should be able to handle tanking, and divine oracle will allow everyone to reroll initiative, which is useful for strikers, as is the auto crit ability. I am just wondering how much more powerful people think the group will become with my character swap, and are there any powers in particular that the party set up makes more optimal?"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2010-02-23, 07:49 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: 4E: Adding a leader
Lazer Cleric (Wis-based Cleric without Pacifist Healer) is solid, and Dwarves are nearly ideal for the build. If you want a melee cleric, go Dragonborn or Longtooth Shifter instead for attack stat synergy.
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2010-02-23, 08:19 PM (ISO 8601)
- Join Date
- Jul 2008
Re: 4E: Adding a leader
As much as I wouild like to go down the laser cleric route, that would leave the party with 2 melee and 4 ranged attackers, so that might not be the best option.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2010-02-24, 12:09 AM (ISO 8601)
- Join Date
- Oct 2008
- Location
- On A Boat
- Gender
Re: 4E: Adding a leader
If it's a melee leader ye be hankering for then why not settle on the Constitution Artificer? Total BLAST to play.
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2010-02-24, 10:39 AM (ISO 8601)
- Join Date
- Feb 2010
- Location
- New York City
Re: 4E: Adding a leader
Or why not just play an Invoker?
"Remember that foul evening, when you heard the banshees howl, and lazy, drunken bastards singing 'Penny in the Bowl.' They took you up to midnight mass and left you in the lurch, so you put a button in the plate and spewed up in the church."
-The Pogues, "Sickbed of Cuchulainn"
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2010-02-24, 10:42 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Chicago, IL
- Gender
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2010-02-24, 10:52 AM (ISO 8601)
- Join Date
- Jul 2008
Re: 4E: Adding a leader
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2010-02-24, 11:05 AM (ISO 8601)
- Join Date
- Feb 2010
- Gender
Re: 4E: Adding a leader
Artificers are really fun, and useful in a group of defenders and strikers as they can take unused healing surges from the defenders to use on the strikers when they run out.
However, if you don't have the book, maybe a bard. They can do a lot of healing in between encounters, their healing is always a set amount so you don't have to worry about unlucky rolls like clerics, warlords, and shamans, and they have a lot of controller powers to make up for the other gap in your party. And they're a blast to annoy the other players with. =)Dubhshlaine, Elf Mage, in Eberron D&D 4e
DM for Feiticeiro's Ergodic Dungeon (Always Open!), In-Game
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2010-02-24, 11:22 AM (ISO 8601)
- Join Date
- Apr 2007
Re: 4E: Adding a leader
Bards are a lot of fun to play, since they are indeed a mix of controller and leader, and a good one at that. Half elf or gnome can make a great bard.
Alternatively, a taclord, for many boosts to attack rolls and his inspiring word can heal a good amount of hp as well. A properly optimised taclord can make a difference between loosing and winning an encounter.Adrie, half elven bard. Drawing by Vulion, avatar by CheesePirate. Colored version by Callos_DeTerran. Thanks a lot, you guys.This place is not a place of honor…no highly esteemed deed is commemorated here… nothing valued is here."There will come a day so dark you will pray for death. On that day your prayers will be answered."Book of shadows, book of night, wake the beast and banish light.
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2010-02-24, 01:40 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: 4E: Adding a leader
The Oracle is a good PP for its insta-crit for one of your buddies. However, if you're gonna go melee, I suggest going Longtooth Shifter rather than Dwarf simply because of the double-stat synergy. Grab the Battle Cleric Armaments feat if Dragon 379 is available, otherwise plot out where you can afford to swap out a feat or two for Scale armor and/or Light Shield proficiencies.
You don't need a big weapon since you're striker-heavy, but it tends to help to have an extra Bastard Sword or Craghammer on your side.
With careful power choice, the Cleric can be almost as tank-y as his pal the Paladin while turning the entire party into a team of warriors with nearly infinite HP.
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2010-02-24, 06:24 PM (ISO 8601)
- Join Date
- Oct 2009
Re: 4E: Adding a leader
Bah, don't listen to them Dwarven battle cleric is solid. the difference of +1 to attack vs dwarf second wind+no armor movement penalty+mordenkrad+dwarf weapon training+battle cleric feats+lots of other things=dangerous leader/DD/defender
Not to mention you'll be playing a dwarf which is way cooler than a cat-man
and elves cause cancer
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2010-02-24, 09:17 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: 4E: Adding a leader
The difference between one point of difference in to-hit/damage is nearly negligible, but then you're also using a low-proficiency weapon, which means you're 2 short. A constant -2 to all attack rolls is significant if your DM optimizes the encounters so that the Rogue and Paladin don't always hit. The lack of armor movement penalty is negligible: Dwarves have a speed of 5 anyway... which means that they also don't get as much of a benefit from Scale Armor Specialization since they can't use the one feat to go up 1 AC and 1 speed. Minor action Second Wind is also somewhat useless for a high-level cleric, who has more healing sources for himself and his allies than he probably knows what to do with.
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2010-02-25, 01:29 AM (ISO 8601)
- Join Date
- Apr 2007
Re: 4E: Adding a leader
They do have Elven Accuracy however, which I believe is widely considered one of the most powerful racial powers. Or if not powerful, at least useful. It has saved my ass on more than one occassion. And for a cleric who doesn't have attack bonus of strikers or defenders, that means a lot.
Cancer or no cancer, I prefer elves over dwarves any day of the week. And it's not just flavor, 4E has actually made elves powerful enough to be compared to other races, something which I consider good.Adrie, half elven bard. Drawing by Vulion, avatar by CheesePirate. Colored version by Callos_DeTerran. Thanks a lot, you guys.This place is not a place of honor…no highly esteemed deed is commemorated here… nothing valued is here."There will come a day so dark you will pray for death. On that day your prayers will be answered."Book of shadows, book of night, wake the beast and banish light.
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2010-02-25, 09:46 AM (ISO 8601)
- Join Date
- Aug 2009
- Location
- NJ
- Gender
Re: 4E: Adding a leader
Runepriest.