Neurok_Shinobi
Star
- Joined
- Oct 3, 2009
Right then, I just jumped into 2 different campaigns. One is pretty limited, as far as what books are allowed (Douche gm isn't allowing anything he doesn't have, even if we can provide pdfs)
The other one is also a little limited, but is allowing hybrids at least.
So my first game's charactrs are going to be a little vanilla.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 1
Eladrin, Barbarian
Feral Might: Rageblood Vigor
FINAL ABILITY SCORES
Str 17, Con 13, Dex 15, Int 11, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 17, Con 13, Dex 13, Int 9, Wis 13, Cha 10.
AC: 16 Fort: 15 Reflex: 13 Will: 12
HP: 28 Surges: 9 Surge Value: 7
TRAINED SKILLS
Athletics +7, Perception +6, Heal +6, Endurance +5
UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff, Diplomacy, Dungeoneering +1, History +2, Insight +1, Intimidate, Nature +1, Religion, Stealth +1, Streetwise, Thievery +1
FEATS
Level 1: Eladrin Soldier
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Bloodletting
Barbarian daily 1: Rage Drake's Frenzy
ITEMS
Greatspear, Adventurer's Kit, Hide Armor
Play/combat style
Long term goal is to be using Fey Charge (Level 11) It lets me use fey step movement in place of physical movement for a charge, and if the attack is a success, it doesn't spend expend Fey Step (An encounter power)
Aesthetics and control are another style, personified by the race itself.
Early level, it's a bit weaker, due to how the stats to be distributed to obtain Polearm Momentum, which allows me to... oh... right, the gm doesn't have magic items in shops, we have to find them, and he doesn't give us what we want, unlikely to be able to buy anything from npcs, he better give us good shit though...
But yeah, still a possibility with the telecharger Eladrin Barbarian. Love the flavour of it.
Eladrin, Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack
FINAL ABILITY SCORES
Str 17, Con 12, Dex 15, Int 10, Wis 14, Cha 10.
STARTING ABILITY SCORES
Str 17, Con 12, Dex 13, Int 8, Wis 14, Cha 10.
AC: 15 Fort: 14 Reflex: 13 Will: 13
HP: 29 Surges: 7 Surge Value: 7
TRAINED SKILLS
Diplomacy +5, Nature +7, Endurance +5, Perception +7, Athletics +7, Heal +7
UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff, Dungeoneering +2, History +2, Insight +2, Intimidate, Religion, Stealth +1, Streetwise, Thievery +1
FEATS
Level 1: Eladrin Soldier
POWERS
Ranger at-will 1: Marauder's Rush
Ranger at-will 1: Throw and Stab
Ranger encounter 1: Precise Assault
Ranger daily 1: Sudden Strike
ITEMS
Tratnyr (3), Hide Armor, Adventurer's Kit
Combat style
Eladrin again, dual-weilding throwing spears. THis is actually a lesser version of one of my hybrid builds (Well, not lesser, but not as cool) It makes use of the Ranger fighting style-Two-blades, which allows me to weild a one handed weapon as if it were off-handed. Running around, stabbing things, lots of fun. Again, using Eladrin Soldier feat, because of the damage boost, and access to EVERY single spear. ^^ Gotta love it.
level 1
Half-Elf, Sorcerer
Build: Cosmic Sorcerer
Spell Source: Cosmic Magic
FINAL ABILITY SCORES
Str 16, Con 12, Dex 12, Int 10, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 16, Con 10, Dex 12, Int 10, Wis 10, Cha 16.
AC: 13 Fort: 13 Reflex: 11 Will: 16
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Arcana +5, Intimidate +9, Diplomacy +11, Bluff +9
UNTRAINED SKILLS
Acrobatics +1, Dungeoneering, Endurance +1, Heal, History, Insight +2, Nature, Perception, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics +3
FEATS
Level 1: Moonbow Dedicate
POWERS
Dilettante: Eyebite
Sorcerer at-will 1: Blazing Starfall
Sorcerer at-will 1: Chaos Bolt
Sorcerer encounter 1: Ray of the Moon
Sorcerer daily 1: Cosmos Call
Build
Not sure if it's going to work, since the feat is in the dragon magazine.
But what it lets me do, is use the shortbow as an implement for divine/arcane powers, and adds +1/tier to damage rolls for powers or physical attacks.
Figured Cosmos fit with the whole moon thing, may even give it a holy smybol of Sehahine.
Also, Sorcerers are just awesome.
These were for the dumbed down game, here's the goodies.
level 1
Human, Monk|Ranger
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Two-Blade Fighting Style (Hybrid)
Monastic Tradition (Hybrid): Stone Fist (Hybrid)
Hybrid Monk: Hybrid Monk Will
Hybrid Ranger: Hybrid Ranger Reflex
Human Power Selection: Bonus At-Will Power
FINAL ABILITY SCORES
Str 18, Con 11, Dex 16, Int 8, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 8, Wis 10, Cha 10.
AC: 13 Fort: 15 Reflex: 15 Will: 12
HP: 28 Surges: 6 Surge Value: 7
TRAINED SKILLS
Heal +5, Acrobatics +8, Endurance +5, Perception +5, Athletics +9
UNTRAINED SKILLS
Arcana -1, Bluff, Diplomacy, Dungeoneering, History -1, Insight, Intimidate, Nature, Religion -1, Stealth +3, Streetwise, Thievery +3
FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Transcendent Ki Focus)
POWERS
Bonus At-Will Power: Crane's Wings
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Steel Wind
Hybrid encounter 1: Off-Hand Strike
Hybrid daily 1: Scything Blow
ITEMS
Trident (2), Transcendent Ki Focus, Adventurer's Kit, Cloth Armor (Basic Clothing)
Build.
Here's the big daddy.
Monk-Ranger hybrid.
Same build as the dumbed down version, except, this allows greater mobility. In addition, you can apply Ki focus enhancements to any weapons i'm weilding. (It would apply to both in my case)
Great damage potential as well.
Let's say I use twin-strike, ok?
Both attacks hit, so that's 2d8+4 (Normally, twin-strike just does [w] damage, but I add 2 for each attack, from Eladrin Soldier.
If I had marked the target with the Ranger's Quarry, I add 1d6.
I can also add Stone fist Flurry of blows from the monk, adding a static 7 (heroic tier anyways)
So, let's add it up.
2d8+1d6+4+7
Assuming medium average, that's 22 damage from an at-will at level 1, with no magic items.
Even if I only hit with one attack... 4+3+2+7, 16 damage.
That's what I can do anyways, I wont be maxxing out, don't want to scare the kiddies and get kicked out. xD
And just the flavour of a dual weilding monk, come on.
level 1
Half-Elf, Paladin|Warlock
Hybrid Paladin: Hybrid Paladin Reflex
Eldritch Pact (Hybrid): Star Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Reflex
Hybrid Talent: Paladin Armor Proficiency
FINAL ABILITY SCORES
Str 16, Con 12, Dex 10, Int 12, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 16, Con 10, Dex 10, Int 12, Wis 10, Cha 16.
AC: 18 Fort: 13 Reflex: 13 Will: 14
HP: 25 Surges: 9 Surge Value: 6
TRAINED SKILLS
Heal +5, Diplomacy +11, Arcana +6
UNTRAINED SKILLS
Acrobatics -2, Bluff +4, Dungeoneering, Endurance -1, History +1, Insight +2, Intimidate +4, Nature, Perception, Religion +1, Stealth -2, Streetwise +4, Thievery -2, Athletics +1
FEATS
Level 1: Hybrid Talent
POWERS
Dilettante: Recovery Strike
Hybrid at-will 1: Eyebite
Hybrid at-will 1: Virtuous Strike
Hybrid encounter 1: Dreadful Word
Hybrid daily 1: Paladin's Judgment
Build.
Yes, you saw that right. A Paladin-Walock Hybrid.
Allowed because 4e isn't as strict, and the Deity is neutral. I love Sehahine. Great synergy, backs up a tank with some damage, chucks spells through a greatsword (eventually)
And the flavour of chucking arcane spells through a greatsword is just awesome.
So, there you have it, my potential builds.
Thoughts, critques? Better ideas?
The other one is also a little limited, but is allowing hybrids at least.
So my first game's charactrs are going to be a little vanilla.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 1
Eladrin, Barbarian
Feral Might: Rageblood Vigor
FINAL ABILITY SCORES
Str 17, Con 13, Dex 15, Int 11, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 17, Con 13, Dex 13, Int 9, Wis 13, Cha 10.
AC: 16 Fort: 15 Reflex: 13 Will: 12
HP: 28 Surges: 9 Surge Value: 7
TRAINED SKILLS
Athletics +7, Perception +6, Heal +6, Endurance +5
UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff, Diplomacy, Dungeoneering +1, History +2, Insight +1, Intimidate, Nature +1, Religion, Stealth +1, Streetwise, Thievery +1
FEATS
Level 1: Eladrin Soldier
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Bloodletting
Barbarian daily 1: Rage Drake's Frenzy
ITEMS
Greatspear, Adventurer's Kit, Hide Armor
Play/combat style
Long term goal is to be using Fey Charge (Level 11) It lets me use fey step movement in place of physical movement for a charge, and if the attack is a success, it doesn't spend expend Fey Step (An encounter power)
Aesthetics and control are another style, personified by the race itself.
Early level, it's a bit weaker, due to how the stats to be distributed to obtain Polearm Momentum, which allows me to... oh... right, the gm doesn't have magic items in shops, we have to find them, and he doesn't give us what we want, unlikely to be able to buy anything from npcs, he better give us good shit though...
But yeah, still a possibility with the telecharger Eladrin Barbarian. Love the flavour of it.
Eladrin, Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack
FINAL ABILITY SCORES
Str 17, Con 12, Dex 15, Int 10, Wis 14, Cha 10.
STARTING ABILITY SCORES
Str 17, Con 12, Dex 13, Int 8, Wis 14, Cha 10.
AC: 15 Fort: 14 Reflex: 13 Will: 13
HP: 29 Surges: 7 Surge Value: 7
TRAINED SKILLS
Diplomacy +5, Nature +7, Endurance +5, Perception +7, Athletics +7, Heal +7
UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff, Dungeoneering +2, History +2, Insight +2, Intimidate, Religion, Stealth +1, Streetwise, Thievery +1
FEATS
Level 1: Eladrin Soldier
POWERS
Ranger at-will 1: Marauder's Rush
Ranger at-will 1: Throw and Stab
Ranger encounter 1: Precise Assault
Ranger daily 1: Sudden Strike
ITEMS
Tratnyr (3), Hide Armor, Adventurer's Kit
Combat style
Eladrin again, dual-weilding throwing spears. THis is actually a lesser version of one of my hybrid builds (Well, not lesser, but not as cool) It makes use of the Ranger fighting style-Two-blades, which allows me to weild a one handed weapon as if it were off-handed. Running around, stabbing things, lots of fun. Again, using Eladrin Soldier feat, because of the damage boost, and access to EVERY single spear. ^^ Gotta love it.
level 1
Half-Elf, Sorcerer
Build: Cosmic Sorcerer
Spell Source: Cosmic Magic
FINAL ABILITY SCORES
Str 16, Con 12, Dex 12, Int 10, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 16, Con 10, Dex 12, Int 10, Wis 10, Cha 16.
AC: 13 Fort: 13 Reflex: 11 Will: 16
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Arcana +5, Intimidate +9, Diplomacy +11, Bluff +9
UNTRAINED SKILLS
Acrobatics +1, Dungeoneering, Endurance +1, Heal, History, Insight +2, Nature, Perception, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics +3
FEATS
Level 1: Moonbow Dedicate
POWERS
Dilettante: Eyebite
Sorcerer at-will 1: Blazing Starfall
Sorcerer at-will 1: Chaos Bolt
Sorcerer encounter 1: Ray of the Moon
Sorcerer daily 1: Cosmos Call
Build
Not sure if it's going to work, since the feat is in the dragon magazine.
But what it lets me do, is use the shortbow as an implement for divine/arcane powers, and adds +1/tier to damage rolls for powers or physical attacks.
Figured Cosmos fit with the whole moon thing, may even give it a holy smybol of Sehahine.
Also, Sorcerers are just awesome.
These were for the dumbed down game, here's the goodies.
level 1
Human, Monk|Ranger
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Two-Blade Fighting Style (Hybrid)
Monastic Tradition (Hybrid): Stone Fist (Hybrid)
Hybrid Monk: Hybrid Monk Will
Hybrid Ranger: Hybrid Ranger Reflex
Human Power Selection: Bonus At-Will Power
FINAL ABILITY SCORES
Str 18, Con 11, Dex 16, Int 8, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 8, Wis 10, Cha 10.
AC: 13 Fort: 15 Reflex: 15 Will: 12
HP: 28 Surges: 6 Surge Value: 7
TRAINED SKILLS
Heal +5, Acrobatics +8, Endurance +5, Perception +5, Athletics +9
UNTRAINED SKILLS
Arcana -1, Bluff, Diplomacy, Dungeoneering, History -1, Insight, Intimidate, Nature, Religion -1, Stealth +3, Streetwise, Thievery +3
FEATS
Human: Hybrid Talent
Level 1: Superior Implement Training (Transcendent Ki Focus)
POWERS
Bonus At-Will Power: Crane's Wings
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Steel Wind
Hybrid encounter 1: Off-Hand Strike
Hybrid daily 1: Scything Blow
ITEMS
Trident (2), Transcendent Ki Focus, Adventurer's Kit, Cloth Armor (Basic Clothing)
Build.
Here's the big daddy.
Monk-Ranger hybrid.
Same build as the dumbed down version, except, this allows greater mobility. In addition, you can apply Ki focus enhancements to any weapons i'm weilding. (It would apply to both in my case)
Great damage potential as well.
Let's say I use twin-strike, ok?
Both attacks hit, so that's 2d8+4 (Normally, twin-strike just does [w] damage, but I add 2 for each attack, from Eladrin Soldier.
If I had marked the target with the Ranger's Quarry, I add 1d6.
I can also add Stone fist Flurry of blows from the monk, adding a static 7 (heroic tier anyways)
So, let's add it up.
2d8+1d6+4+7
Assuming medium average, that's 22 damage from an at-will at level 1, with no magic items.
Even if I only hit with one attack... 4+3+2+7, 16 damage.
That's what I can do anyways, I wont be maxxing out, don't want to scare the kiddies and get kicked out. xD
And just the flavour of a dual weilding monk, come on.
level 1
Half-Elf, Paladin|Warlock
Hybrid Paladin: Hybrid Paladin Reflex
Eldritch Pact (Hybrid): Star Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Reflex
Hybrid Talent: Paladin Armor Proficiency
FINAL ABILITY SCORES
Str 16, Con 12, Dex 10, Int 12, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 16, Con 10, Dex 10, Int 12, Wis 10, Cha 16.
AC: 18 Fort: 13 Reflex: 13 Will: 14
HP: 25 Surges: 9 Surge Value: 6
TRAINED SKILLS
Heal +5, Diplomacy +11, Arcana +6
UNTRAINED SKILLS
Acrobatics -2, Bluff +4, Dungeoneering, Endurance -1, History +1, Insight +2, Intimidate +4, Nature, Perception, Religion +1, Stealth -2, Streetwise +4, Thievery -2, Athletics +1
FEATS
Level 1: Hybrid Talent
POWERS
Dilettante: Recovery Strike
Hybrid at-will 1: Eyebite
Hybrid at-will 1: Virtuous Strike
Hybrid encounter 1: Dreadful Word
Hybrid daily 1: Paladin's Judgment
Build.
Yes, you saw that right. A Paladin-Walock Hybrid.
Allowed because 4e isn't as strict, and the Deity is neutral. I love Sehahine. Great synergy, backs up a tank with some damage, chucks spells through a greatsword (eventually)
And the flavour of chucking arcane spells through a greatsword is just awesome.
So, there you have it, my potential builds.
Thoughts, critques? Better ideas?