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    Bugbear in the Playground
     
    Iku Rex's Avatar

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    Default [4.0] Characters and Builds

    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.
    Last edited by Iku Rex; 2008-05-30 at 10:20 PM.

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    Orc in the Playground
     
    Scintillatus's Avatar

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    Default Re: [4.0] Characters and Builds

    WBL is:

    Spoiler
    Show
    1 Level +1 magic item.
    1 Level = magic item.
    1 Level -1 magic item.

    Wealth equal to a level -1 magic item.

    Pick what you like from the adventuring gear section.


    Meanwhile, here's the level one Swashbuckler-style Rogue I'll be playing in Stupnick's game.

    http://docs.google.com/Doc?id=dg5s7p32_32fhrfv2c8

    I'm also working on a Strength-based Assassin-style Rogue, and I'll probably poke around the Paladin and Wizard sections later today.
    If you're wondering how PC's eat and breathe, and other science facts
    Repeat to yourself "It's just a game, I should really just relax!"

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    Ogre in the Playground
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    Default Re: [4.0] Characters and Builds

    Quote Originally Posted by Iku Rex View Post
    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).

    Nope, sorry Hunters quarry, (and the rogue equivilant) only last for 1 round/encounter for the multiclass version.
    Quote Originally Posted by WotC_Miko on Enworld
    The table also references "designate prey" for the ranger, which should be Hunter's Quarry. (And as official "real" errata for Warrior of the Wild: it should be "once per encounter UNTIL THE END OF YOUR NEXT TURN, you can use the ranger's Hunter's Quarry feature". Just like Sneak of Shadows, it's meant to give the extra striker damage for 1 round per encounter. )
    __________________
    Last edited by Charity; 2008-05-30 at 09:36 AM.
    Quote Originally Posted by Lilly View Post
    I am now going to begin blaming everything that goes wrong on Charity. Just for gits and shiggles. And not even just things on the forums. Summer! Charity!

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    Bugbear in the Playground
     
    Iku Rex's Avatar

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    Default Re: [4.0] Characters and Builds

    Quote Originally Posted by Scintillatus View Post
    WBL is:

    Spoiler
    Show
    1 Level +1 magic item.
    1 Level = magic item.
    1 Level -1 magic item.

    Wealth equal to a level -1 magic item.

    Pick what you like from the adventuring gear section.
    There it is! (Page 143 in DMG.) Thanks. I'll make some changes.

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    Bugbear in the Playground
     
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    Default Re: [4.0] Characters and Builds

    Quote Originally Posted by Charity View Post
    Nope, sorry Hunters quarry, (and the rogue equivilant) only last for 1 round/encounter for the multiclass version.
    How do you figure? You can only use it once per encounter, but the effect "remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry".

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    Default Re: [4.0] Characters and Builds

    I'm playing a Wizard who multiclassed into Warlock that I made first...assuming I can find people to play with ;;_;;
    "Come play in the darkness with me."
    Thanks for the avatar, banjo1985!

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    I guess I'm a Neutral Good Human Wizard (4th Level)
    Ability Scores:
    Strength- 14
    Dexterity- 15
    Constitution- 17
    Intelligence- 20
    Wisdom- 20
    Charisma- 12
    Take the 'What D&D Character am I?" Quiz!


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    Which Final Fantasy Character Are You?

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    Ogre in the Playground
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    Default Re: [4.0] Characters and Builds

    Quote Originally Posted by Iku Rex View Post
    How do you figure? You can only use it once per encounter, but the effect "remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry".
    See my edited post above, officialy errata'd before the books even hit the shelves... still, it was loads better than the other multiclass feats otherwise.

    See here
    Last edited by Charity; 2008-05-30 at 09:41 AM.
    Quote Originally Posted by Lilly View Post
    I am now going to begin blaming everything that goes wrong on Charity. Just for gits and shiggles. And not even just things on the forums. Summer! Charity!

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    Default Re: [4.0] Characters and Builds

    I've got the concept in my head that I cant put on paper cause I'm at work and don't have my books. He (or she) will be my first living forgotten realms character.

    Half-Elf Cleric of Avandra. Battle Cleric type, so Str > Cha > Wis > Con > Dex > Int

    For the Half-elf power... take one of the Fighter at-wills for an encounter power.

    First level feat: Channel Divinity: Avandra's Favor (or whatever its called :P)

    Second Level: Initiate feat for Paladin
    Fourth Level: Novice Multiclass feat for Paladin.

    Paragon Path: Angelic Avenger.

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    Bugbear in the Playground
     
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    Default Re: [4.0] Characters and Builds

    Quote Originally Posted by Charity View Post
    See my edited post above, officialy errata'd before the books even hit the shelves...

    Quote Originally Posted by Charity View Post
    still, it was loads better than the other multiclass feats otherwise.
    I wouldn't say "loads better", but it was pretty good. Now it's significantly worse than some of the other options IMO.

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    Default Re: [4.0] Characters and Builds

    Here's my first build... what do you guys think?

    Character Name: _____________ Level _1__ Class Cleric______ Paragon Path _________ Epic Destiny ________ Total XP: ______
    Race: Half Elf__ Size: _M_ Age: 19__ Gender: Male_ Height: 5'8" Weight: 145_ Alignment: Good__________ Deity: Avandra_____

    ABILITY SCORES
    STR: [14] Abil Mod [+2] Mod+1/2 Level [+2]
    CON: [16] Abil Mod [+3] Mod+1/2 Level [+3]
    DEX: [10] Abil Mod [+0] Mod+1/2 Level [+0]
    INT: [10] Abil Mod [+0] Mod+1/2 Level [+0]
    WIS: [14] Abil Mod [+2] Mod+1/2 Level [+2]
    CHA: [16] Abil Mod [+4] Mod+1/2 Level [+3]

    INITIATIVE
    Intiative: [+0]=Dex [0] + 1/2 Level [0] + Misc. [0]

    DEFENSES
    AC: [16] = 10+1/2 Level [0] + Armor/Abil [6] + Class [0] + Feat [0] + Enh [0] + Misc [0] + Misc [0]
    FORT: [13] = 10+1/2 Level [0] + Abil [3] + Class [0] + Feat [0] + Enh [0] + Misc [0] + Misc [0]
    REF: [10] = 10+1/2 Level [0] + Abil [0] + Class [0] + Feat [0] + Enh [0] + Misc [0] + Misc [0]
    WILL: [16] = 10+1/2 Level [0] + Abil [4] + Class [2] + Feat [0] + Enh [0] + Misc [0] + Misc [0]

    MOVEMENT
    Speed [5] = Base [6] + Armor [-1] + Item [0] + Misc [0]

    SENSES
    Passive Insight [19] = 10 + Skill Bonus [+9]
    Passive Perception [12] = 10 + Skill Bonus [+2]

    HIT POINTS
    Max HP [28]
    Bloodied [14] 1/2 HP
    Surge Value [7] 1/4 HP
    Surges/Day [10]

    Second Wind 1/Encounter. USED [ ]
    Death saving Throw Failures [ ] [ ] [ ]

    Resistances:

    Current Combat Conditions and Effects:

    ACTION POINTS
    Action Points: [ 1 ]

    ATTACK WORSKPACE
    Ability: Mace
    Att Bonus [+4] = 1/2 Level [0] + Abil [2] + Class [0] + Prof [2] + Feat [0] + Enh [0] + Misc [0]

    Ability: Crossbow
    Att Bonus [+2] = 1/2 Level [0] + Abil [0] + Class [0] + Prof [2] + Feat [0] + Enh [0] + Misc [0]

    DAMAGE WORKSPACE
    Ability: Mace
    Damage [1d8+2] = Abil [2] + Feat [0] + Enh [0] + Misc [0] + Misc [0]

    Ability:
    Damage [1d8] = Abil [-] + Feat [0] + Enh [0] + Misc [0] + Misc [0]

    BASIC ATTACKS
    Attack vs Defense
    [+4] vs [ AC] Weapon/Power: Mace Damage: 1d8+2
    [+2] vs [ AC] Weapon/Power: Crossbow Damage: 1d8
    [ ] vs [ ] Weapon/Power: Damage:
    [ ] vs [ ] Weapon/Power: Damage:

    RACE FEATURES
    Ability Score Mods: +2 Con, +2 Cha
    All allies within 10 squares get +1 Diplomacy
    Choose one At-Will power from any class, use it an an encounter power (Bolstering Strike)
    +2 Diplomacy and Insight


    CLASS / PATH / DESTINY FEATURES

    Channel Divinity: Once Per Encounter you can invoke divine power: Turn Undead, Divine Fortune.
    Healer's Lore: Add wisdom modifier to the hit points gained by any cleric power that has the healing keyword
    Healing Word: You gain the Healing Word Power
    Ritual Casting: You gain the Ritual Caster feat as a bonus feat. You possess a ritual book and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice



    SKILLS
    Acrobatics [ 0] = DEX [0] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Arcana [ 0] = INT [0] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Athletics [ 2] = STR [2] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Bluff [ 4] = CHA [4] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Diplomacy [11] = CHA [4] + 1/2 Level [0] + Trained [5] + Armor Penalty [ ] + Misc [2]
    Endurance [ 3] = CON [3] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Heal [ 7] = WIS [2] + 1/2 Level [0] + Trained [5] + Armor Penalty [ ] + Misc [ ]
    History [ 0] = INT [0] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Insight [ 9] = WIS [2] + 1/2 Level [0] + Trained [5] + Armor Penalty [ ] + Misc [2]
    Intimidate [ 4] = CHA [4] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Nature [ 2] = WIS [2] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Perception [ 2] = WIS [2] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Religion [ 5] = INT [0] + 1/2 Level [0] + Trained [5] + Armor Penalty [ ] + Misc [ ]
    Stealth [ 0] = DEX [0] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Streetwise [ 4] = CHA [4] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]
    Thievery [ 0] = DEX [0] + 1/2 Level [0] + Trained [ ] + Armor Penalty [ ] + Misc [ ]

    FEATS
    Avandra's Rescue
    Ritual Caster


    LANGUAGES KNOWN
    Common
    Elven
    Dwarven


    POWER INDEX
    AT-WILL POWERS

    Priest's Shield
    Standard Action - Melee Weapon
    Target: One Creature
    Attack: +4 vs AC
    Hit: 1d8+2 and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.

    Righteous Brand
    Standard Action - Melee Weapon
    Target: One Creature
    Attack: +4 vs. AC
    Hit: 1d8+2 damage and one ally within 5 squares of you gains +2 to melee attack rolls until the end of your next turn


    ENCOUNTER POWERS

    Healing Word
    Special: Twice per encounter but only once per round
    Minor Action - Close Burst 5
    Target: You or one ally
    Effect: The target can spend a healing surge and regain an additional 1d6 hit points

    Channel Divinity: Divine Fortune
    Free Action: You gaina +1 to your next attack roll or saving throw before the end of your next turn

    Channel Divinity: Turn Undead
    Standard Action - Close Burst 2
    Attack: +2 vs Will
    Hit: 1d10+2 radiant damage adn you push the target 6 squares. The target is immobilized until the end of your next turn
    Miss: Half damage, and the target is not pushed or immobilized

    Channel Divinity: Avandra's Rescue
    Move Action - Melee 1
    Target: One Ally
    Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally's space must be the same size.

    Healing Strike
    Standard Action - Melee Weapon
    Target: One Creature
    Attack: +4 vs Ac
    Hit: 2d8+2 radiant damage and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge with a +2 bonus.

    Bolstering Strike
    Standard Action - Melee Weapon
    Target: One Creature
    Attack: +5 vs AC
    Hit: 1d8+3 damage and you gain 2 temporary hit points

    DAILY POWERS

    Avenging Flame
    Standard Action - Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2d8+2 damage and ongoing 5 fire damage (Save ends)
    Miss: Half Damage, and no ongoing damage
    Special: If the target attacks on its turn, it can't attempt a saving throw against the ongoing fire damage.
    Last edited by SamTheCleric; 2008-05-30 at 05:21 PM.

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