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  1. - Top - End - #1
    Ogre in the Playground
     
    Thajocoth's Avatar

    Join Date
    Mar 2009
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    Austin TX
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    Default [4e] No Conditional Bonuses Optimization

    Hey everyone! I'm making a spare character for a campaign I'm in. Right now we're level 21, but I'm planning him further, as he would be joining when/if my current character dies. (I don't raise my characters.)

    My main goal for this character is not to have too much to remember. Conditional bonuses are things I am going to forget 90% of the times I can use them...

    Houserule: Everyone gets one expertise feat for free.

    The Party:
    Spoiler
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    Dragonborn Fighter - He's got a lot of close bursts, like Vorpal Tornado, a lot of ways to spend his own surges, stances that hurt adjacent enemies, Str/Con build, with a few feats in his dragonbreath (plus several ways to use his breath multiple times per battle)

    Dragonborn Warlord - Str/Int build, with a whip and shield. He mostly gives his actions to other party members. His at-wills, I believe are "You, make a melee basic" and "You, make a ranged basic". He adds to attack and damage for action points. Not a whole lot of saving throw granting...

    Elf Ranger - Pure crossbow reliance. He's got Shimmering Cloth Armor (I keep telling him he should get Shadowdancer Leather...) He tends to pick a spot on the battlefield and stay there (bonuses for not moving). His turns are fast, and he does not ever deal less than 100 damage on his turn.

    Changeling Psion - Dominate, Betrayal, Deals full damage to insubstantial enemies... Not very many bursts/blasts

    Wilden Druid (Me currently, so this character would have to die for the new character I'm building here to appear) - Swarm Druid, so I decrease melee/ranged damage dealt to me in beast form by my con mod (7). I can also gain an extra resist 7 for an encounter 1/day. My character's got a lot of close bursts and close blasts, and is very mobile. (Speed 9 right now in beast form, will go up.) I grant nearby allies +2 to all saves, I'm large in beast form, my melee basic also immobilizes the target. I never leave beast form unless I absolutely have to. I've also got the best perception and dungeoneering skills. I'm somewhere between all 4 roles, not quite in any of them.


    So the party's a bit on the optimized side.

    -----

    New character thus far (full build):

    Builder version at 30 with optimal gear:
    Spoiler
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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melgar, level 30
    Bugbear, Fighter, Shock Trooper, Eternal Defender
    Build: Tempest Fighter
    Fighter: Combat Superiority
    Fighter Talents: Tempest Technique
    Background: Wandering Duelist (Wandering Duelist Benefit)

    FINAL ABILITY SCORES
    Str 30, Con 13, Dex 24, Int 10, Wis 12, Cha 12.

    STARTING ABILITY SCORES
    Str 18, Con 11, Dex 14, Int 8, Wis 10, Cha 10.


    AC: 45 Fort: 45 Reflex: 40 Will: 32
    HP: 217 Surges: 12 Surge Value: 54

    TRAINED SKILLS
    Endurance +20, Intimidate +26, Athletics +29, Acrobatics +26

    UNTRAINED SKILLS
    Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +16, Heal +16, History +15, Insight +22, Nature +16, Perception +22, Religion +15, Stealth +23, Streetwise +16, Thievery +21

    FEATS
    Level 1: Nimble Blade
    Level 2: Two-Weapon Fighting
    Level 4: Blade Opportunist
    Level 6: Agile Superiority
    Level 8: Combat Reflexes
    Level 10: Mark of Warding
    Level 11: Agile Tempest
    Level 12: Striking Resurgence
    Level 14: Weapon Focus (Light Blade)
    Level 16: Deft Blade
    Level 18: Two-Weapon Threat
    Level 20: Toughness
    Level 21: Dual Challenge
    Level 22: Mobile Warrior
    Level 24: Long Step
    Level 26: Martial Mastery
    Level 28: Durable
    Level 30: Monastic Disciple
    Feat User Choice: Weapon Expertise (Light Blade)

    POWERS
    Fighter at-will 1: Reaping Strike
    Fighter at-will 1: Dual Strike
    Monastic Disciple: Stone Fist Flurry of Blows
    Fighter encounter 1: Funneling Flurry
    Fighter daily 1: Ruinous Assault
    Fighter utility 2: Inspiring Fortitude
    Fighter encounter 3: Sweeping Slash
    Fighter daily 5: Dervish's Challenge
    Fighter utility 6: Third Wind
    Fighter encounter 7: Opportunist's Rend
    Fighter daily 9: Punishing Storm
    Fighter utility 10: Mighty Surge
    Fighter encounter 13: Hilt Smash (replaces Funneling Flurry)
    Fighter daily 15: Masterful Parry (replaces Ruinous Assault)
    Fighter utility 16: Tangle Up
    Fighter encounter 17: Lunging Dervish (replaces Sweeping Slash)
    Fighter daily 19: Adaptable Maneuver (replaces Dervish's Challenge)
    Fighter utility 22: No Surrender
    Fighter encounter 23: Weaponmaster's Lure (replaces Opportunist's Rend)
    Fighter daily 25: Impaling Knockdown (replaces Punishing Storm)
    Fighter encounter 27: Stabbing Torrent (replaces Hilt Smash)
    Fighter daily 29: Force the Battle (replaces Masterful Parry)

    ITEMS
    Magic Dagger (Huge) +1, Rhythm Blade Short sword (Huge) +6, Hestavar Dueling Blade Short sword (Huge) +6, Elderhide Armor of Enduring Health +6, Periapt of Wound Closure +6, Adventurer's Kit, Climber's Kit, Crowbar, Footpads, Iron Armbands of Power (epic tier), Airstriders (epic tier), Great Hero's Gauntlets (epic tier), Ioun Stone of True Sight (epic tier), Pierced Heart Tattoo (epic tier), Belt of Vitality (epic tier), Nullifying Ring (epic tier), Ring of the Phoenix (epic tier)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    Melgar, the Bugbear Tempest Fighter Shock Trooper Eternal Defender

    If used before level 24, Melgar would wield 2 Large Short Swords, with a [W] size of 1d10. At 24, this becomes 2 Huge Short Swords with a [W] size of 1d12. The dagger is for ranged attacks if I ever need to make any. Also, at 24, the character grows in size from 7'2" to 14'4" (but is still technically medium sized).

    Due to various combinations of class features and feats, the following occurs:
    Melgar's Offhand weapons (which short swords are) have increased 3 dies sizes. (Once each from race, paragon path and epic destiny). I'm aware this increases average damage by only 3 per [W].

    He adds Dex+5 to Opportunity Attacks, +3 to their damage, and may choose to target Reflex. His Combat Challenge attacks can also target Reflex, and gain a +2 bonus.

    He can use his Second Wind twice per encounter, and make an attack instead of gaining a defense bonus. This attack may target Reflex.

    He has many ways of avoiding unconsciousness from hit point loss by gaining hp when he reaches 0. (At least 5 ways, I think...)

    After every attack he makes, he can shift 2.

    Combat advantage gives him +3 to hit instead of +2 and once per round, +Dex mod damage. It also allows him to use his racial power.

    The only part that goes directly against the character's design goal is the combat advantage damage bonus. Everything else is either a direct bonus to attack, damage or defense, or effects a specific power or ability (like Second Wind), every time I use that power or ability.

    Keeping the design goal in mind, are there any changes you would recommend?

    EDIT: Powers that I would have earlier than 30 that wind up getting replaced after level 21:
    23: Replaced Opportunist's Rend
    25: Replaced Punishing Storm
    27: Replaced Hilt Smash
    29: Replaced Masterful Parry

    The order of things up to level 21 doesn't matter so much, as that's the minimum level I could need the spare character at. This character could start anywhere between 21 and 30 though... So order can wind up mattering there.
    Last edited by Thajocoth; 2010-05-18 at 02:45 PM.
    Avatar by me. It's Incendius Darkscale, a Good Dragonborn Dragon Sorcerer, Demonskin Adept, Prince of Hell, worshiper of the Platinum Dragon (Bahamut), specializing in Fire and Lightning, wielding a staff in each hand.

  2. - Top - End - #2
    Colossus in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2008
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    Xin-Shalast
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    Default Re: [4e] Fighter Optimization

    Hmm, with that shifting ability, some way to inflict daze on enemies, such that they can't move and attack you and you're positioned in such a way that they can't charge you and either can't charge your allies or can only charge any of your allies if they provoked your Combat Challenge(which would end their charge's movement if it connected)...

    Seems like that'd be good.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

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