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Edit: Sorry, misread that as her being a Swordmage somehow. As she's already a Wizard, Elemental Empowerment might work depending on Str, and the feats from the Pyromancer article are probably useful too.
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# ¿ Jun 6, 2011 06:48 |
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# ¿ Apr 24, 2024 23:18 |
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AlphaDog posted:I just read in a previous post in this thread that PHB-only Warlocks are very underpowered. That's disappointing, I wanted to play one. My group hasn't played a whole heap of 4th ed, and we've decided that we're going to stick to the core rulebooks when we do play, so things don't get out of hand like they did in our 2nd ed days. Are you allowing the core Essentials books as well? A Tiefling Hexblade (melee Warlock) is a pretty cool character who can throw out decent damage fairly reliably.
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# ¿ Jun 6, 2011 08:30 |
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Untyped bonuses stack, while "feat bonuses" don't.
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# ¿ Jun 29, 2011 07:39 |
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Infinitum posted:Thanks for the hottip on the Mordenkrad, going to use it because it fits my theme a little better than a gouge. Reroll on a 1 on an attack roll? That's actually rerolling a 1 on each damage die (either or both of the 2d6).
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# ¿ Aug 6, 2011 15:14 |
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homerlaw posted:Question, Is there any way to have a decent Plate Wearing and Heavy Blade using Barbarian at Mid-Paragon? How about a hybrid Barbarian/Blackguard, using Hybrid Talent to snag plate proficiency? Thaneborn Barb is Str/Cha, as is Blackguard, so you should be okay for power choices. Edit: And leaves you without Con-dependence so you can put something in Dex and get the Heavy Blade feats.
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# ¿ Aug 12, 2011 00:15 |
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Tiefling Blackguard (Blackguard) Level 5, XP: 5500 Languages: Common, Primordial Str 10 ( +0) +10(Starting)+10(Starting) Con 17 ( +3) +14(Starting)+2(Tiefling)+1(Level 4) Dex 11 ( +0) +11(Starting)+11(Starting) Int 8 ( -1) +8(Starting)+8(Starting) Wis 10 ( +0) +10(Starting)+10(Starting) Cha 21 ( +5) +18(Starting)+2(Tiefling)+1(Level 4) Hit Points Max HP: 56 +17(Con)+15(Blackguard 1)+24(Blackguard 5) Bloodied: 28 +28(1/2 HP) Surge: 14 +14(1/4 HP) Surges/Day: 13 +10(Blackguard)+3(Con mod) Defenses and Senses AC: 23 +10(Constant)+2(1/2 Level)+1(Inherent Defense Bonus)+2(Heavy Shield Defense Bonus)+8(Plate Armor)+1(Stoneborn Armor +1) Fort: 17 +10(Constant)+2(1/2 Level)+1(Fortitude Defense Class Bonus)+1(Inherent Defense Bonus)+1(Cloak of the Walking Wounded +1)+3(Con mod) Ref: 16 +10(Constant)+2(1/2 Level)+1(Reflex Defense Class Bonus)+1(Inherent Defense Bonus)+2(Heavy Shield Defense Bonus)+1(Cloak of the Walking Wounded +1)+0(Dex mod) Will: 19 +10(Constant)+2(1/2 Level)+1(Will Defense Class Bonus)+1(Inherent Defense Bonus)+1(Cloak of the Walking Wounded +1)+5(Cha mod) Passive Perception: 12 +2(Perception)+10(Constant) Passive Insight: 12 +2(Insight)+10(Constant) Initiative: 2 +2(1/2 Level)+0(Initiative Misc)+0(Dex mod) Speed: 5 +6(Tiefling)-1(Plate Armor) Vision: Low-light Conditional Defenses: AC +0 Dexterity modifier Race and Class Features Infernal Wrath [Tiefling] You have the infernal wrath power Fire Resistance [Tiefling] You have resist fire 5 + 1/2 level Bloodhunt [Tiefling] +1 to attacks against bloodied enemies Bluff Bonus [Tiefling] Stealth Bonus [Tiefling] Mercenary Starting Feature [Blackguard] You gain the takedown strike power. Dark Menace [Blackguard] Make a weapon attack vs. an enemy granting combat advantage to you: enemy takes [Cha mod] extra damage Dread Smite [Blackguard] Gain the Dread Smite attack power Shroud of Shadow [Blackguard] Gain the Shroud of Shadow utility power Spirit of Vice [Blackguard] Gain a benefit associated with your vice Spirit of Vice (Domination) [Blackguard] 1/round while you have temp hp: deal [Cha mod] damage to yourself prior to your attack roll (free action), add +[Cha mod] to that attack's damage Vengeance Strike [Blackguard] Gain the Vengeance Strike attack power Vice At-Will Power [Blackguard] Gain an at-will attack power associated with your vice Vice At-Will Power (Domination) [Blackguard] Gain the Dominator's Strike attack power Vice's Reward [Blackguard] Gain the Vice's Reward utility power Level 3 Extra Dread Smite [Blackguard] Gain one more use of Dread Smite per encounter, but you can use it only once per turn. Servant of Vice [Blackguard] Gain the Servant of Vice utility power Level 5 Blackguard Daily Power [Blackguard] Gain a paladin daily attack power of your level or lower Level 5 Mercenary Feature [Blackguard] You gain a +2 power bonus to Intimidate checks and Streetwise checks. Feats Wrath of the Crimson Legion Use Cha for MBAs; swap infernal wrath with paladin's wrath Weapon Proficiency (Craghammer) Gain proficiency with the Craghammer Bludgeon Expertise +1/+2/+3 (by tier) to weapon attacks with hammers and maces; +1 sq. to push and slide distance with hammer and mace weapon attacks Powers At-Will Vengeance Strike [Standard Action] Lifedrinker Craghammer +1 - Attack: 6 vs. AC, Damage: 1d10+3 Unarmed - Attack: 3 vs. AC, Damage: 1d4+3 Dominator's Strike [Standard Action] Lifedrinker Craghammer +1 - Attack: 6 vs. AC, Damage: 1d10+3 Unarmed - Attack: 3 vs. AC, Damage: 1d4+3 Melee Basic Attack [Standard Action] Lifedrinker Craghammer +1 - Attack: 11 vs. AC, Damage: 1d10+8 Unarmed - Attack: 8 vs. AC, Damage: 1d4+8 Opportunity Attack [Opportunity Action] Opportunity Action [Opportunity Action] Readied action [Immediate Reaction] Delay [Free Action] End a grab [Free Action] Drop prone [Minor Action] Aid Another [Standard Action] Bull Rush [Standard Action] Charge [Standard Action] Coup de grace [Standard Action] Grab [Standard Action] Sustain a Grab [Minor Action] Ready an action [Standard Action] Total defense [Standard Action] Walk 5 squares [Move Action] Run 7 squares [Move Action] Shift 1 square [Move Action] Crawl 2 squares [Move Action] Squeeze 2 squares [Move Action] Stand up [Move Action] Escape a Grab [Move Action] Any Move Action [Standard Action] Any Minor Action [Standard Action] Any Minor Action [Move Action] Encounter Takedown Strike [No Action] Dread Smite [Free Action] Shroud of Shadow [Minor Action] Paladin's Wrath [Minor Action] Vice's Reward [Minor Action] Second Wind [Standard Action] Action Point [Free Action] Daily Servant of Vice [Minor Action] Majestic Halo [Standard Action] Lifedrinker Craghammer +1 - Attack: 11 vs. AC, Damage: 3d10+8 (Radiant) Unarmed - Attack: 8 vs. AC, Damage: 3d4+8 (Radiant) Skills Acrobatics: -2 +2(1/2 Level)+0(Acrobatics Misc)-4(Armor Penalty)+0(Dex mod) Arcana: 1 +2(1/2 Level)+0(Arcana Misc)-1(Int mod) Athletics: -2 +2(1/2 Level)+0(Athletics Misc)-4(Armor Penalty)+0(Str mod) Bluff: 14 +2(1/2 Level)+5(Trained)+2(Bluff Misc)+5(Cha mod) Diplomacy: 7 +2(1/2 Level)+0(Diplomacy Misc)+5(Cha mod) Dungeoneering: 2 +2(1/2 Level)+0(Dungeoneering Misc)+0(Wis mod) Endurance: 6 +2(1/2 Level)+5(Trained)+0(Endurance Misc)-4(Armor Penalty)+3(Con mod) Heal: 2 +2(1/2 Level)+0(Heal Misc)+0(Wis mod) History: 1 +2(1/2 Level)+0(History Misc)-1(Int mod) Insight: 2 +2(1/2 Level)+0(Insight Misc)+0(Wis mod) Intimidate: 14 +2(1/2 Level)+5(Trained)+2(Intimidate Misc)+5(Cha mod) Nature: 2 +2(1/2 Level)+0(Nature Misc)+0(Wis mod) Perception: 2 +2(1/2 Level)+0(Perception Misc)+0(Wis mod) Religion: 6 +2(1/2 Level)+5(Trained)+0(Religion Misc)-1(Int mod) Stealth: 0 +2(1/2 Level)+2(Stealth Misc)-4(Armor Penalty)+0(Dex mod) Streetwise: 9 +2(1/2 Level)+2(Streetwise Misc)+5(Cha mod) Thievery: -2 +2(1/2 Level)+0(Thievery Misc)-4(Armor Penalty)+0(Dex mod) Proficiencies Weapons Implement Proficiency [Blackguard] Military Melee [Blackguard] Military Ranged [Blackguard] Simple Melee [Blackguard] Simple Ranged [Blackguard] Craghammer [Weapon Proficiency (Craghammer)] Armor Cloth [Blackguard] Leather [Blackguard] Hide [Blackguard] Chainmail [Blackguard] Scale [Blackguard] Plate [Blackguard] Light Shield [Blackguard] Heavy Shield [Blackguard] Inventory Weapons Craghammer, Lifedrinker Weapon +1 Armor Plate Armor, Stoneborn Armor +1 Heavy Shield Magic Items Cloak of the Walking Wounded +1 Iron Armbands of Power (heroic tier) If you tap all the encounter attack boosters, have temp HP to burn, and have CA, the basic attack is +11/1d10+30, brutal 2, prone, ongoing 5 cold/necro. And most of that is reusable on the next turn (all but the takedown strike). 4 ways of getting THP before anything the rest of teh party can add in. If you need to pull out the big guns, you can use Majestic Halo (+11, 3d10+8+whatever else, B2) that does half on a miss, and lets you mark people who start next to you with your Divine Sanction (marked, 8 radiant damage if they attack anyone else, lasts until end of next turn) for the rest of the encounter. Finally, you can use Paladin's Wrath every encounter to mark every enemy within 5 squares with divine sanction until EonT. Have I misinterpreted anything, or am I missing anything obvious?
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# ¿ Oct 2, 2011 07:17 |
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Zemyla posted:The primary audience for Throw and Stab, oddly enough, is human scouts who pick it up with their extra at-will, who get to throw, then make a melee basic, then get to use their Dual Weapon Attack. It's a pity it's Str-based, since the Scout is all about Dex, so the throw won't be very accurate. Having a look through the compendium, I can't see any decent off-hand, melee-but-throwable light blades either. The best option might be to add the throw quality to a double weapon with an enhancement, like a Spiked Chain, but that'll usually require a further feat investment for the double weapon.
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# ¿ Oct 12, 2011 01:36 |
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Really Pants posted:Precision Throw lets you use Dex for heavy thrown weapons. Precision Throw posted:Benefit: Whenever you make a ranged basic attack using a thrown weapon with which you have proficiency, you can use Dexterity instead of Strength for the attack roll and the damage roll. Only on basic attacks, which Throw and Stab isn't.
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# ¿ Oct 12, 2011 04:54 |
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Hammer of Blows makes you a minion-mulcher, and doesn't even have to be your primary ki focus. Add the multiclass feat that gives Flurry of Blows for and you don't even need to attack a minion to trigger it. (your under-enhanced ki focus will put you a little behind on damage, since Brawler doesn't enhance that)
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# ¿ Nov 1, 2011 00:18 |
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Dick Burglar posted:He might mean primary implement, because yeah you can't roll with a dozen Ki Focuses. Of course that doesn't really work here anyway since you're a Fighter without any implement proficiencies to start off with, so I dunno. vv Sorry, phone-posting. I meant the Rain of Hammers ki focus, which has a great property that doesn't preclude you from using a stronger ki focus for your attacks.
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# ¿ Nov 1, 2011 02:18 |
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My bad, not sure where I got the idea ki focuses were slotless. You can swap focuses during a short rest, but that isn't much use.
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# ¿ Nov 1, 2011 02:49 |
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Zemyla posted:Better yet, revenant pixie slayer with a gouge. All Revenants are Medium regardless of the previous race. I'm now imagining a pixie's head stitched onto a flesh golem's body.
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# ¿ Nov 13, 2011 23:46 |
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Gomi posted:I am having a stellar night for reading, aren't I? I was building the character out right now and just noticed that. That's how the character builder treats it, yes, so you can extend an existing reach weapon by a square, or even do something really odd like giving Monk Unarmed Strike (from the MC feat) reach.
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# ¿ Dec 6, 2011 09:45 |
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If you're keen on surviving in melee, any reason you didn't go for Hexblade instead?
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# ¿ Dec 10, 2011 23:01 |
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Are you trying to stack Wand (presumably as your free feat) and Rod expertise? Those are both feat bonuses so dont stack, so I'd stick with just Rod (as your free expertise, letting you take Primed Curse at 1st-level or moving everything else up a place). Then, of course, switch the Accurate Wand for Accurate Rod.
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# ¿ Dec 20, 2011 04:07 |
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Weapon Focus/Light Blade Expertise only apply to Weapon attacks, so they'd only help Eldritch Strike. As you mentioned, you could use Versatile Expertise, but you'd miss out on the fringe benefits of the expertise feat (although Rod Expertise might still be worth it for a hands-free light shield once you're dual implementing).
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# ¿ Dec 20, 2011 04:43 |
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The Ironscar Rod is pretty similar, but has a not-terrible damage/debuff daily power (but a weaker critical), and the Battle-Pact Rod is a late-paragon alternative. Edit: The Iron Wand is a wand-equivalent for Epic tier as well, with a very nice utility power attached. UrbanLabyrinth fucked around with this message at 05:09 on Dec 20, 2011 |
# ¿ Dec 20, 2011 05:05 |
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Tyrannosaurus posted:I have never played 4e before and I am worried that, like the first time I played 3.5, I'm going to make a character that sucks and have a loving wretched time playing. Ugh. It's a pity you can't pick a Martial class, because a basic-attack-granting Warlord would complement that party amazingly. If you have to go Shaman instead, try to grab some of the attack-granting powers there (Watcher spirit/Elemental spirit build), your party will be thankful. UrbanLabyrinth fucked around with this message at 22:27 on Jan 12, 2012 |
# ¿ Jan 12, 2012 22:24 |
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My players use a rotating cast of characters (that I've put together for them) for the Chaos Scar adventures, allowing them to try out some new things from session-to-session. They've just befriended/intimidated a Kobold Wyrmpriest and his posse, and I was thinking of statting him up as a PC-useable character. The base Kobold race is not great, but I could house-rule in a +2 Cha option without any stress, or reskin the Dragonborn race to be small. I was thinking of using an Elementalist as the base class, with some kind of inspiring theme to fill in the gaps. Alternately, Hybrid Sorc/Bard. Could anyone offer any insight into what might be an interesting build for this? (currently level 3, inherent bonuses, 1 free expertise feat, no magic items, 18 stat max post-racials) Edit: A wizard/lazy warlord might work well for this too. UrbanLabyrinth fucked around with this message at 01:54 on Feb 27, 2012 |
# ¿ Feb 27, 2012 01:12 |
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glitchwraith posted:To avoid the problem entirely, I'm thinking of using a Gythka, which is a double weapon that is also a heavy thrown. Plus, it's appropriate fluff-wise since I want to play a Thri-kreen anyway. If I buy a magic one, it will return to me after an attack. My question is, for powers that allow me to throw my weapon, then charge, would it teleport back to me in time for the second attack in the power? The key is that they return after each attack is resolved. If the power lets you make multiple attacks against individual targets (even the same target) then a single thrown weapon returns immediately after each attack is resolved.
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# ¿ May 2, 2012 15:19 |
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sansuki posted:Level 1: Spear Expertise These two don't stack, FYI. Any reason you're not using a Gouge? It's a little less accurate, but a 2d6 (reroll 1s) spear/axe is pretty amazing. UrbanLabyrinth fucked around with this message at 04:45 on May 15, 2012 |
# ¿ May 15, 2012 04:15 |
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Madmarker posted:Not quite, eldritch strike is a melee basic attack, which means the attack finesse feature lets me use dex. If it actually doesn't though for some reason I wouldn't mind to much going cha primary, lose some ac and reflex and gain some will, only reason I went so heavy dex was we have nobody in the party good at dex skills otherwise I prefer having higher will anyway. Technically, Finesse lets you use DEX instead of STR. Eldritch Strike doesn't use Strength, so Finesse doesn't do anything there. UrbanLabyrinth fucked around with this message at 04:59 on Dec 24, 2012 |
# ¿ Dec 24, 2012 03:41 |
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If it's the super-basic version I've seen: Ignore any ability that requires a melee attack (Power Strike). Add twice your Dex mod to damage. It's pretty great when it's [W]+10 at level 1 (plus any stances). It doesn't get a lot better after that though. UrbanLabyrinth fucked around with this message at 15:42 on Oct 3, 2013 |
# ¿ Oct 3, 2013 15:36 |
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thespaceinvader posted:and you're SUPER hosed if they get KOed before they've used their heals, because they then can't turn the aura back on... The aura say "If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action."
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# ¿ Feb 15, 2014 10:30 |
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neonchameleon posted:Blind seriously rocks against most solos. You hit a dragon with an arrow of blinding and it has nothing that removes it. -5 to hit until End of Next Turn. That's at least as effective as a stun. (For that matter immobilise works almost as well as stun on a dragon). It's not worth using on a standard brute - but who cares? You immobilise the brute. Dragons are probably a bad example, since they'll usually have an area attack breath weapon that doesn't care about blinding.
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# ¿ Feb 16, 2014 11:24 |
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# ¿ Apr 24, 2024 23:18 |
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Shardminds have a +Cha option, and are also Living Constructs if you still want to be a robot.
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# ¿ Mar 19, 2014 12:02 |