D&D 4E MwaO's Frankensteins

MwaO

Adventurer
Some builds I'm tinkering around with in 4e. Some of these may be really rough and unfinished, but represent some sort of idea I have. They should work starting at level 1 and not have bad levels up until the max. I tend to try to build towards 13th as a goal - builds should work then, not later.

I'll do a post for each build as it is as currently: Here is the list:
1: Warlock|Wizard who uses primarily Wands. This is to give it a 'Vancian Caster feel'
2: Spin Bard - a take on the Spin Bard from AD&D 2nd ed - massively multi classes for extra striker damage+the ability to use Rain of Blows 3* a combat by 11th level(usually)
3: Warden|Sentinel - weird Defender|Leader|Controller build
4: Wizard who repeats the #1's tactic.
5: Elf Sorcerer who always goes first once Paragon hits and has a lot of control.
6: Human Warlock who has zone effects and tends to be able to slide. A lot.
7: Ranger|Bard who mostly acts similar to Shoot to Thrill, except with a big dollop of Leader & Skill Monkey capabilities.
8: Human Fighter|Sorcerer who fights with her fists, has Defender class AC at 1st level.
9: Human Battlemind|Paladin (Cavalier) - superfast engage Defender who opens up combat with a couple of Striker options and can do some minor league leading...
10: Satyr Battlemind|Fighter who is basically Grey Ioun Stone Marker + a very strong Striker encounter nova...

[sblock=disclaimers]
I don't do full-blown optimized builds in actual play for many reasons, but mainly I don't like to be the person who is the superstar of every table. I like to range from strong contributor to star and the builds usually reflect this. So these builds may have significant flaws. Some of these flaws are deliberate even if there are superior options elsewhere. Sometimes, they're just flaws and I'm happy to fix such things.

I like bizarre builds that don't fit the mold. Especially ones with odd tactical options that don't necessarily appear to have strong synergy. I don't have problems with a starting primary stat of 16 before racials for a race that doesn't get a +2 to that stat. If you try to play one of these and it plays badly, it is possible that you hit a big run of bad luck or weren't playing the synergy correctly.

I like to be able to talk and not suffer potential skill challenge death from an overly 'you talked, you make the Diplomacy check' DM. Many of my characters have some sort of Face potential as a result.

I almost exclusively play in LFR face to face. I go to an occasional convention to play. The builds need to be practical for LFR - I often need to assume that something won't be available to me at the table, such as a particular role or capability.

I do not think that many of these builds are the best ever. They're fun for me to play and that's what is important. There most certainly could be ways to make them more fun and I don't mind at all hearing thoughts about it.

If you're interested in rules arguments, this is the wrong thread.[/sblock]
 
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MwaO

Adventurer
An experiment with Wands as Spell Component pouch - more fully described in another build

====== Created Using Wizards of the Coast D&D Character Builder ======
Wand, level 13
Deva, Warlock/Wizard, Hexer
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Shadow Walk
Twofold Pact Option: Vestige Pact
Silent Hunter (Silent Hunter Benefit)
Theme: Beguiler

FINAL ABILITY SCORES
STR 9, CON 19, DEX 13, INT 21, WIS 15, CHA 11

STARTING ABILITY SCORES
STR 8, CON 16, DEX 12, INT 16, WIS 12, CHA 10


AC: 25 Fort: 26 Ref: 27 Will: 26
HP: 78 Surges: 10 Surge Value: 19

TRAINED SKILLS
Arcana +20, Stealth +15, Thievery +12

UNTRAINED SKILLS
Acrobatics +7, Athletics +5, Bluff +8, Diplomacy +6, Dungeoneering +8, Endurance +10, Heal +8, History +13, Insight +8, Intimidate +8, Nature +8, Perception +9, Religion +13, Streetwise +6

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Beguiler Attack: Beguiling Flash
Deva Racial Power: Memory of a Thousand Lifetimes
Warlock's Curse Power: Warlock's Curse
Wizard Utility: Chameleon's Mask
Wizard Utility: Suggestion
Wizard Utility: Spook
Wizard Utility: Prestidigitation
Feat Attack: Evil Eye of the Vistani
Warlock Attack 1: Hellish Rebuke
Wizard Attack 1: Freezing Burst
Warlock Attack 1: Arms of Hadar
Wizard Attack 1: Flaming Sphere
Warlock Attack 1: Eyes of the Vestige
Wizard Utility 2: Shield
Wizard Attack 3: Color Spray
Warlock Attack 5: Vestige of Baatar
Warlock Utility 6: Mirror Darkly
Warlock Attack 7: Elder Constellation
Warlock Attack 9: Vestige of the Onyx Queen
Warlock Utility 10: Ethereal Sidestep
Hexer Attack 11: Hexblast
Hexer Utility 12: Vengeful Hex
Warlock Attack 13: Skirmisher's Volley

FEATS
Level 1: Hybrid Talent
Level 2: Bloodied Boon
Level 4: Armor Proficiency: Leather
Level 6: Superior Implement Training (Accurate wand)
Level 8: Vistani Heritage
Level 10: Improved Defenses
Level 11: Twofold Pact
Level 12: Arcane Familiar

ITEMS
Accurate wand of Ray of Enfeeblement +1
Accurate wand of Icy Rays +2
Precise Accurate wand of Color Spray +2 x1
Orb of Nimble Thoughts +1
Aversion Staff +1
Defensive Staff +1 x1
Leather Armor of Dark Majesty +2 x1
Shielding Blade Dagger +1
Gloves of Eldritch Admixture (heroic tier) x1
Necklace of Fate +3 x1
====== End ======
 
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MwaO

Adventurer
Massive multiclassing bard whose does Rain of Blows usually 3* per combat with double rolls via Oath of Enmity once per combat. Nova looks something like this:
Round 1: Free Action: Cyclone Warrior. Free Action: Shroud. Move up to target, Oath of Enmity, Standard: Rain of Blows, AP: Rain of Blows. Throw in Sneak Attack if you have CA. Level 14 feat is Cunning Stalker to ensure.
Round 2: Free Action: Shroud. Minor: Echoing Weapon, Minor: Mage's Weapon Encounter Power to lose Anyspell and regain the use of Rain of Blows. Standard: Rain of Blows

====== Created Using Wizards of the Coast D&D Character Builder ======
Spin Bard, level 13
Human, Bard, Student of the Seven
Bardic Virtue Option: Virtue of Valor
Human Power Selection Option: Heroic Effort
Officer Who Came Out of Retirement (Officer Who Came Out of Retirement Benefit)
Theme: Ghost of the Past

FINAL ABILITY SCORES
STR 9, CON 15, DEX 16, INT 13, WIS 14, CHA 21

STARTING ABILITY SCORES
STR 8, CON 13, DEX 14, INT 12, WIS 13, CHA 16


AC: 28 Fort: 24 Ref: 26 Will: 28
HP: 87 Surges: 9 Surge Value: 21

TRAINED SKILLS
Acrobatics +13, Arcana +15, Athletics +9, Bluff +16, Diplomacy +16, Endurance +12, History +13, Perception +13, Religion +12, Stealth +13, Thievery +13

UNTRAINED SKILLS
Dungeoneering +9, Heal +9, Insight +9, Intimidate +12, Nature +9, Streetwise +12

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ghost of the Past Utility: Guidance of the Past
Assassin Feature: Assassin's Shroud
Human Racial Power: Heroic Effort
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Avenger Feature: Oath of Enmity
Bard Attack 1: Jinx Shot
Bard Attack 1: Guiding Strike
Bard Attack 1: Arrow of Warning
Bard Utility 2: Moment of Escape
Bard Attack 3: Rhyme of the Blood-Seeking Blade
Fighter Attack 3: Rain of Blows
Bard Attack 3: Echoing Weapon
Bard Attack 5: Arrow of Ill Omen
Bard Utility 6: Revitalizing Incantation
Bard Attack 9: Thunder Blade
Ghost of the Past Utility 10: Time Jaunt
Student of the Seven Attack 11: Anyspell
Student of the Seven Utility 12: Versatile Glamor

FEATS
Level 1: Shadow Initiate
Level 1: Ritual Caster
Level 1: Cyclone Warrior
Level 2: Combat Virtuoso
Level 4: Novice Power
Level 6: Ki Focus Expertise
Level 8: Improved Defenses
Level 10: Improved Initiative
Level 11: Disciple of Divine Wrath
Level 12: Sneak of Shadows

ITEMS
Ritual Book
Traveler's Chant
Comrades' Succor
Runic Braidmail Armor +3 x1
Cloak of the Crimson Path +3 x1
Adventurer's Kit
Shielding Blade Dagger +1 x1
Blazing Arc Ki Focus +3 x1
Mage's Short sword +1 x1
Iron Armbands of Power (heroic tier) x1
====== End ======
 
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MwaO

Adventurer
Weird cool Defender/Leader/Controller. Has 3 daily powers that prevent shifts. Has a friendly Zephyr for Concealment. Mark has a reach of 2 and has 2 Zone Defender powers. Freedom Fighter is one of my favorite Paragon Paths - lots of good Defender/Leader qualities.

====== Created Using Wizards of the Coast D&D Character Builder ======
Warden|Sentinel, level 13
Human, Warden/Druid (Sentinel), Freedom Fighter
Season: Druid of the Wastes
Hybrid Talent Option: Warden's Armored Might
Guardian Might Option: Lifespirit
Hybrid Warden Option: Hybrid Warden Will
Human Power Selection Option: Heroic Effort
Impiltur
Theme: Ironwrought

FINAL ABILITY SCORES
STR 19, CON 13, DEX 9, INT 11, WIS 21, CHA 13

STARTING ABILITY SCORES
STR 16, CON 12, DEX 8, INT 10, WIS 16, CHA 12


AC: 27 Fort: 28 Ref: 22 Will: 28
HP: 99 Surges: 9 Surge Value: 24

TRAINED SKILLS
Athletics +15, Diplomacy +12, Endurance +14, Insight +16, Nature +16, Perception +16

UNTRAINED SKILLS
Acrobatics +4, Arcana +6, Bluff +7, Dungeoneering +11, Heal +11, History +6, Intimidate +7, Religion +6, Stealth +4, Streetwise +7, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Human Racial Power: Heroic Effort
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Cleric Utility: Healing Word
Druid Attack 1: Magic Stones
Warden Attack 1: Weight of Earth
Warden Attack 1: Form of Winter's Herald
Druid Utility 2: Bear's Strength
Druid Attack 3: Wind Wall
Druid Attack 5: Vine Serpents
Warden Utility 6: Treacherous Ice
Warden Attack 7: Guardian's Pounce
Druid Attack 9: Entangle
Druid Utility 10: Clear the Chaff
Freedom Fighter Attack 11: Self-Sacrificing Strike
Freedom Fighter Utility 12: Inspiring Example
Warlord Attack 13: Death from Two Sides

FEATS
Level 1: Hybrid Talent
Level 1: Staff Expertise
Level 2: Battlewise
Level 4: Bravura Leader
Level 6: Silvery Glow
Level 8: Novice Power
Level 10: Improved Defenses
Level 11: Improved Initiative
Level 12: Resourceful Leader

ITEMS
Frost Quarterstaff +3 x1
Magic Earthhide Armor +3 x1
Amulet of Protection +3 x1
====== End ======
 
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MwaO

Adventurer
A Wand experiment - a caster who acts like they have a Spell Component Pouch - pulling different 'components' out of a pouch where 'components' are magical wands.

====== Created Using Wizards of the Coast D&D Character Builder ======
Mr. Vance Ian, level 13
Human, Wizard (Arcanist), Adroit Explorer
Arcane Implement Mastery Option: Wand of Accuracy
Ambitious Effort Option: Ambitious Effort New Power
Second Implement Option: Orb of Deception
Human Power Selection Option: Heroic Effort
Proficiency: Implement Proficiency (Rod)
Auspicious Birth (Auspicious Birth Benefit)
Theme: Beguiler

FINAL ABILITY SCORES
STR 9, CON 11, DEX 14, INT 23, WIS 14, CHA 13

STARTING ABILITY SCORES
STR 8, CON 10, DEX 12, INT 18, WIS 12, CHA 12


AC: 25 Fort: 23 Ref: 30 Will: 27
HP: 81 Surges: 6 Surge Value: 20

TRAINED SKILLS
Arcana +21, History +17, Insight +13, Nature +13, Religion +17

UNTRAINED SKILLS
Acrobatics +8, Athletics +5, Bluff +7, Diplomacy +7, Dungeoneering +8, Endurance +6, Heal +8, Intimidate +7, Perception +8, Stealth +10, Streetwise +7, Thievery +8

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Beguiler Attack: Beguiling Flash
Human Racial Power: Heroic Effort
Wand of Accuracy Power: Wand of Accuracy
Wizard Utility: Spook
Wizard Utility: Prestidigitation
Wizard Utility: Chameleon's Mask
Wizard Utility: Suggestion
Orb of Deception Power: Orb of Deception
Wizard Attack 1: Sleep
Wizard Attack 1: Winged Horde
Wizard Attack 1: Beguiling Strands
Wizard Attack 1: Phantom Chasm
Wizard Utility 2: Moonstride
Wizard Utility 2: Shield
Wizard Attack 3: Maze of Mirrors
Wizard Attack 5: Web
Wizard Attack 5: Visions of Avarice
Wizard Utility 6: Dispel Magic
Wizard Utility 6: Emerald Eye
Wizard Attack 7: Twist of Space
Wizard Attack 7: Charm of the Defender
Wizard Attack 9: Summon Succubus
Wizard Attack 9: Mirage Arcana
Wizard Utility 10: Repelling Shield
Wizard Utility 10: Illusory Wall
Adroit Explorer Utility 12: Destined for Greatness
Wizard Attack 13: Dark Gathering

FEATS
Level 1: Superior Implement Training (Accurate wand)
Level 1: Ritual Caster
Level 1: White Lotus Dueling Expertise
Level 2: Improved Initiative
Level 4: Enlarge Spell
Level 6: Superior Reflexes
Level 10: Improved Defenses
Level 11: Arcane Familiar
Level 11: Spell Focus
Level 12: Second Implement

ITEMS
Spellbook
Accurate wand of Ray of Enfeeblement +1
Aversion Staff +1
Orb of Nimble Thoughts +2 x1
Shielding Blade Dagger +1
Accurate wand of Phantom Foes +3
Accurate wand of Icy Rays +2
Shimmering Cloth Armor (Basic Clothing) +2 x1
Circlet of Arkhosia (paragon tier) x1
Defensive Staff +1 x1
Precise Accurate wand of Color Spray +2
Illusionist's Gloves x1
Necklace of Fate +3 x1
Elven Chain Shirt (heroic tier)
====== End ======
 
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MwaO

Adventurer
Elf Sorcerer who has a high Intelligence. Goes first always in Paragon...some feats are a little strange based on how OCB works - retraining into Arcane Admixture or Arcane Familiar in Paragon doesn't quite work

====== Created Using Wizards of the Coast D&D Character Builder ======
level 13
Wood Elf, Sorcerer, Demonskin Adept
Spell Source Option: Wild Magic
Arcane Admixture Damage Type: Arcane Admixture Thunder
Proficiency: Implement Proficiency (Rod)
High Imaskar (High Imaskar Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 9, CON 13, DEX 15, INT 21, WIS 11, CHA 19

STARTING ABILITY SCORES
STR 8, CON 12, DEX 12, INT 16, WIS 10, CHA 16


AC: 25 Fort: 23 Ref: 26 Will: 28
HP: 85 Surges: 7 Surge Value: 21

TRAINED SKILLS
Arcana +18, Bluff +15, Diplomacy +15, Intimidate +15

UNTRAINED SKILLS
Acrobatics +8, Athletics +5, Dungeoneering +6, Endurance +7, Heal +6, History +11, Insight +6, Nature +10, Perception +8, Religion +11, Stealth +8, Streetwise +10, Thievery +8

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Sorcerer Attack 1: Ensorcelled Blade
Sorcerer Attack 1: Blazing Starfall
Wizard Attack 1: Thunderwave
Sorcerer Attack 1: Howling Tempest
Sorcerer Utility 2: Shield of Flames
Wizard Attack 3: Color Spray
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 5: Thunder Leap
Sorcerer Attack 5: Slaad's Gambit
Sorcerer Utility 6: Sudden Scales
Sorcerer Attack 7: Thunder Bomb
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
Demonskin Adept Utility 12: Demonic Wrath
Sorcerer Attack 13: Cyclone Pull

FEATS
Level 1: Arcane Initiate
Level 2: White Lotus Dueling Expertise
Level 4: Beginner's Luck
Level 6: Destructive Wizardry
Level 8: Improved Defenses
Level 11: Arcane Familiar
Level 11: Sorcerous Vision
Level 12: Arcane Admixture

ITEMS
Cloth Armor (Basic Clothing)
Adventurer's Kit
Staff Implement
Spirit Fetch
Precise Wand of Color Spray +2 x1
Magic Githweave Armor +3 x1
Shielding Blade Dagger +1 x1
Amulet of Protection +3 x1
====== End ======
 
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MwaO

Adventurer
Zoom!

This Warlock curses, makes zones, and then starts sliding targets into it. Watch armies disappear. Well, maybe?
[sblock=Human Warlock|Wizard 5]
====== Created Using Wizards of the Coast D&D Character Builder ======
Warlock|Wizard 5, level 5
Human, Warlock/Wizard
Eldritch Pact (Hybrid) Option: Vestige Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Reflex
Hybrid Talent Option: Warlock Pact Boon
Human Power Selection Option: Heroic Effort
High Imaskar (High Imaskar Benefit)
Theme: Noble

FINAL ABILITY SCORES
STR 8, CON 17, DEX 12, INT 19, WIS 12, CHA 10

STARTING ABILITY SCORES
STR 8, CON 16, DEX 12, INT 16, WIS 12, CHA 10


AC: 17 Fort: 18 Ref: 20 Will: 17
HP: 44 Surges: 9 Surge Value: 11

TRAINED SKILLS
Arcana +11, History +11, Insight +8, Thievery +8

UNTRAINED SKILLS
Acrobatics +3, Athletics +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +5, Heal +3, Intimidate +2, Nature +3, Perception +3, Religion +6, Stealth +3, Streetwise +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Utility: Noble Presence
Feat Attack: Evil Eye of the Vistani
Human Racial Power: Heroic Effort
Warlock's Curse Power: Warlock's Curse
Wizard Utility: Chameleon's Mask
Wizard Utility: Suggestion
Wizard Utility: Spook
Wizard Utility: Prestidigitation
Warlock Attack 1: Eyes of the Vestige
Wizard Attack 1: Freezing Burst
Warlock Attack 1: Arms of Hadar
Wizard Attack 1: Fountain of Flame
Wizard Utility 2: Shield
Wizard Attack 3: Color Spray
Warlock Attack 5: Hunger of Hadar

FEATS
Level 1: Vistani Heritage
Level 1: Hybrid Talent
Level 2: Vestige of Vistan
Level 4: Bloodied Boon

ITEMS
Rod of Corruption +1 x1
Shimmering Cloth Armor (Basic Clothing) +1 x1
Amulet of Protection +2 x1
Aversion Staff +1 x1
Adventurer's Kit
Fine Clothing
====== End ======[/sblock]

Super-controller. Has some very strong defensive capabilities such as invisibility, the ability to make a stealth check with full cover, and going insubstantial multiple times a combat. For usually the first 4 rounds of a combat, he's under the effect of Shadow Jaunt, which means all his attacks that hit push up to 3 squares, slow, give a penalty of -2 to hit, and slide up to 2 squares.

So typical combat sequence would be:
Move: Shadow Jaunt
AP: Kinetic Buffer done at range via Dreamwalker, push 6, slow, give penalty of -2 to hit, slide 2 towards other targets.
Standard: Thunder Tether Aug 1

Has Epic route of picking up Brilliant Thought, doing some radiant mafia, MC Swordmage, and then repeatedly blowing things up.

[sblock=Shadar-kai Psion|Assassin 13]====== Created Using Wizards of the Coast D&D Character Builder ======
level 13
Shadar-kai, Psion/Assassin, Dreamwalker
Discipline Focus (Hybrid) Option: Telekinesis Focus (Hybrid)
Hybrid Assassin Option: Hybrid Assassin Will
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Hybrid Talent Option: Shade Form
Auspicious Birth (Auspicious Birth Benefit)
Theme: Escaped Thrall

FINAL ABILITY SCORES
STR 9, CON 12, DEX 13, INT 23, WIS 17, CHA 11

STARTING ABILITY SCORES
STR 8, CON 11, DEX 10, INT 18, WIS 14, CHA 10


AC: 25 Fort: 23 Ref: 27 Will: 27
HP: 82 Surges: 7 Surge Value: 20

TRAINED SKILLS
Arcana +19, Insight +14, Perception +14, Stealth +14

UNTRAINED SKILLS
Acrobatics +9, Athletics +5, Bluff +6, Diplomacy +6, Dungeoneering +11, Endurance +7, Heal +9, History +12, Intimidate +8, Nature +9, Religion +12, Streetwise +6, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Escaped Thrall Utility: My Mind Is My Own
Shadar-kai Racial Power: Shadow Jaunt
Psion Feature: Far Hand
Assassin Feature: Assassin's Shroud
Assassin Feature: Shade Form
Dreamwalker Feature: Manifest Dream Form
Assassin Attack 1: Shadow Darts
Assassin Attack 1: Executioner's Noose
Psion Attack 1: Living Missile
Assassin Attack 1: Terrifying Visage
Psion Utility 2: Mind Shroud
Assassin Utility 6: Vanish
Psion Attack 7: Kinetic Buffer
Psion Attack 9: Mind Blast
Psion Utility 10: Mind over Flesh
Dreamwalker Attack 11: Dream Blade
Dreamwalker Utility 12: Dream Stride
Psion Attack 13: Thunder Tether

FEATS
Level 1: Drowning of Nhalloth
Level 2: Darkening Mind
Level 4: Improved Initiative
Level 6: Hybrid Talent
Level 8: Darkness's Wings
Level 10: Dread of Sakkors
Level 11: Orb Expertise
Level 12: Improved Defenses

ITEMS
Amulet of Protection +3 x1
Magic Accurate orb +3 x1
Shielding Blade Dagger +1
Shimmering Cloth Armor (Basic Clothing) +3 x1
Aversion Staff +1 x1
Rain of Hammers Ki Focus +1 x1
====== End ======[/sblock]
 
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MwaO

Adventurer
A Ranger|Bard variant of Shoot to Thrill. Has just one real power dependent on Charisma for attacking and it attacks Reflex instead of AC with a weapon(Arrow of Warning).

Also, because it is fun, takes Bard of All Trades at 1st level and the two 'must be trained in skills' Arcana & Acrobatics to essentially be trained in all skills at 1st level.
[sblock=Heavy Metal Strummer]
====== Created Using Wizards of the Coast D&D Character Builder ======
level 13
Wood Elf, Ranger/Bard, Battlefield Archer
Hybrid Ranger Option: Hybrid Ranger Reflex
Hybrid Bard Option: Hybrid Bard Will
Hybrid Talent Option: Ranger Fighting Style
Ranger Fighting Style Option: Archer Fighting Style (Hybrid)
Auspicious Birth (Auspicious Birth Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 9, CON 12, DEX 23, INT 11, WIS 13, CHA 17

STARTING ABILITY SCORES
STR 8, CON 11, DEX 18, INT 10, WIS 10, CHA 14


AC: 28 Fort: 21 Ref: 25 Will: 25
HP: 95 Surges: 7 Surge Value: 23

TRAINED SKILLS
Acrobatics +16, Arcana +11, Bluff +14, Perception +14, Stealth +16

UNTRAINED SKILLS
Athletics +8, Diplomacy +13, Dungeoneering +11, Endurance +10, Heal +11, History +10, Insight +11, Intimidate +13, Nature +15, Religion +10, Streetwise +13, Thievery +15

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Elf Racial Power: Elven Accuracy
Hunter's Quarry Power: Hunter's Quarry
Bard Feature: Majestic Word
Bard Attack 1: Jinx Shot
Ranger Attack 1: Twin Strike
Bard Attack 1: Arrow of Warning
Ranger Utility 2: Invigorating Stride
Bard Attack 3: Echoing Weapon
Ranger Attack 3: Disruptive Strike
Ranger Attack 5: Spitting-Cobra Stance
Bard Utility 6: Chord of Resilience
Ranger Attack 9: Attacks on the Run
Bard Utility 10: Mantle of Unity
Battlefield Archer Attack 11: Combined Fire
Battlefield Archer Utility 12: Archer's Glory
Ranger Attack 13: Pinning Strike

FEATS
Defensive Mobility
Level 1: Bard of All Trades
Level 2: Bow Expertise
Level 4: Silvery Glow
Level 6: Improved Initiative
Level 8: Wintertouched
Level 10: Hybrid Talent
Level 11: Lasting Frost
Level 12: Superior Will

ITEMS
Spirit Fetch
Adventurer's Kit
Arrows
Frost Longbow +3 x1
Gloves of Ice (paragon tier) x1
Predator's Hide Earthhide Armor +3 x1
Cloak of Resistance +2 x1
Bracers of Archery (heroic tier) x1
Siberys Shard of Merciless Cold (heroic tier)
====== End ======[/sblock]

A Sorcerer variation using Paragon Multiclassing. He goes first. Has a lot of needs, but he can be a whoa...Death from Two Sides & Vengeance is Mine both use Ensorcelled Blade. Flame Spiral is of course Flame Spiral. Tactical Orders really sets up a combat. He can heal with Rousing Words. He grants additional damage/temps on someone else using an AP. And did I mention he typically goes first?
[sblock=Paragon Multiclassing Experiment]
====== Created Using Wizards of the Coast D&D Character Builder ======
level 13
Satyr, Sorcerer, Paragon Multiclassing
Spell Source Option: Storm Magic
Proficiency: Implement Proficiency (Orb)
Luskan (Luskan Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 11, CON 14, DEX 21, INT 12, WIS 9, CHA 21

STARTING ABILITY SCORES
STR 10, CON 13, DEX 16, INT 11, WIS 8, CHA 16


AC: 27 Fort: 22 Ref: 24 Will: 26
HP: 86 Surges: 8 Surge Value: 21

TRAINED SKILLS
Arcana +12, Bluff +16, Diplomacy +16, Stealth +17, Thievery +19

UNTRAINED SKILLS
Acrobatics +11, Athletics +6, Dungeoneering +5, Endurance +8, Heal +5, History +7, Insight +5, Intimidate +11, Nature +9, Perception +5, Religion +7, Streetwise +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Sorcerer Attack 1: Ensorcelled Blade
Sorcerer Attack 1: Grounding Rebuke
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Vengeance is Mine
Sorcerer Utility 2: Dragonflame Mantle
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts
Sorcerer Attack 5: Thunder Leap
Sorcerer Utility 6: Swift Escape
Warlord Utility 6: Rousing Words
Warlord Attack 9: Warlord's Recovery
Warlord Utility 10: Tactical Orders
Warlord Attack 13: Death from Two Sides

FEATS
Level 1: Unarmored Agility
Level 2: White Lotus Dueling Expertise
Level 4: Resourceful Leader
Level 6: Novice Power
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Battle Instructor
Level 12: Combat Commander

ITEMS
Prime Shot Dagger +3 x1
Bracers of Mighty Striking (paragon tier) x1
Magic Cloth Armor (Basic Clothing) +3 x1
Amulet of Protection +3 x1
Spirit Fetch
Shielding Blade Dagger +1 x1
====== End ======[/sblock]
 
Last edited:

MwaO

Adventurer
A 4e Fighter|Sorcerer MC Monk - redo of a 3.5e Monk/Paladin/Sorcerer/Enlightened Fist Living Greyhawk PC of mine.

Uses her fists in combat usually. Has Defender-class AC without using armor at 1st level. At level 11, can on round 1 do Flame Spiral+AP for Come and Get It - and gets Resist 10 all for a round and then on round 2, shift, Kirre's Roar, Flame Spiral, and then do Eternal Tide - pulling the targets next to her. At level 16, has an extra action point to generally do it every combat...

[sblock=level 8]
====== Created Using Wizards of the Coast D&D Character Builder ======
Ishkara, level 8
Human, Sorcerer/Fighter
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: Tempest Technique (Hybrid)
Sorcerous Power Option: Sorcerous Power Strength
Human Power Selection Option: Heroic Effort
Auspicious Birth (Auspicious Birth Benefit)
Theme: Elemental Initiate

FINAL ABILITY SCORES
STR 20, CON 11, DEX 13, INT 10, WIS 8, CHA 18

STARTING ABILITY SCORES
STR 16, CON 11, DEX 13, INT 10, WIS 8, CHA 16


AC: 25 Fort: 24 Ref: 21 Will: 23
HP: 68 Surges: 7 Surge Value: 17

TRAINED SKILLS
Acrobatics +10, Arcana +9, Athletics +14, Diplomacy +13, Intimidate +13, Stealth +10, Streetwise +13

UNTRAINED SKILLS
Bluff +8, Dungeoneering +3, Endurance +4, Heal +3, History +4, Insight +3, Nature +3, Perception +3, Religion +4, Thievery +5

POWERS
Monk Feature: Eternal Tide Flurry of Blows
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elemental Initiate Attack: Disciplined Counter
Human Racial Power: Heroic Effort
Fighter Attack: Combat Challenge
Fighter Attack 1: Grappling Strike
Sorcerer Attack 1: Burning Spray
Fighter Attack 1: Hack and Hew
Sorcerer Attack 1: Grounding Rebuke
Sorcerer Utility 2: Dragonflame Mantle
Sorcerer Attack 3: Flame Spiral
Fighter Attack 5: Rain of Steel
Fighter Utility 6: Kirre's Roar
Fighter Attack 7: Come and Get It

FEATS
Two-Weapon Defense
Level 1: Hybrid Talent
Level 1: Unarmored Agility
Level 2: Master of the Fist
Level 4: Ki Focus Expertise
Level 6: Improved Defenses
Level 8: Monastic Disciple

ITEMS
Monk unarmed strike x1
Adventurer's Kit
Iron Armbands of Power (heroic tier) x1
Rain of Hammers Ki Focus +2 x1
Rhythm Blade Short sword +1 x1
Battle Harness Cloth Armor (Basic Clothing) +2 x1
Amulet of Protection +2 x1
====== End ======[/sblock]

[sblock=level 13]
====== Created Using Wizards of the Coast D&D Character Builder ======
Ishkara, level 13
Human, Sorcerer/Fighter, Adroit Explorer
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: Tempest Technique (Hybrid)
Sorcerous Power Option: Sorcerous Power Strength
Ambitious Effort Option: Ambitious Effort Existing Power
Arcane Admixture Damage Type: Arcane Admixture Thunder
Human Power Selection Option: Heroic Effort
Auspicious Birth (Auspicious Birth Benefit)
Theme: Elemental Initiate

FINAL ABILITY SCORES
STR 21, CON 12, DEX 14, INT 11, WIS 9, CHA 19

STARTING ABILITY SCORES
STR 16, CON 11, DEX 13, INT 10, WIS 8, CHA 16


AC: 28 Fort: 28 Ref: 26 Will: 29
HP: 94 Surges: 8 Surge Value: 23

TRAINED SKILLS
Acrobatics +13, Arcana +11, Athletics +16, Diplomacy +15, Intimidate +15, Stealth +13, Streetwise +15

UNTRAINED SKILLS
Bluff +10, Dungeoneering +5, Endurance +7, Heal +5, History +6, Insight +5, Nature +5, Perception +5, Religion +6, Thievery +8

POWERS
Monk Feature: Eternal Tide Flurry of Blows
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elemental Initiate Attack: Disciplined Counter
Human Racial Power: Heroic Effort
Fighter Attack: Combat Challenge
Fighter Attack 1: Grappling Strike
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Grounding Rebuke
Sorcerer Utility 2: Dragonflame Mantle
Sorcerer Attack 3: Flame Spiral
Fighter Attack 5: Rain of Steel
Sorcerer Attack 5: Thunder Leap
Fighter Utility 6: Kirre's Roar
Fighter Attack 7: Come and Get It
Sorcerer Utility 10: Maiden's Waking
Adroit Explorer Utility 12: Destined for Greatness
Fighter Attack 13: Bash and Pummel

FEATS
Two-Weapon Defense
Level 1: Hybrid Talent
Level 1: Unarmored Agility
Level 2: Master of the Fist
Level 4: Ki Focus Expertise
Level 6: Improved Defenses
Level 8: Monastic Disciple
Level 10: Improved Initiative
Level 11: Fiery Blood
Level 12: Arcane Admixture

ITEMS
Monk unarmed strike x1
Adventurer's Kit
Iron Armbands of Power (heroic tier) x1
Rhythm Blade Short sword +1 x1
Magic Githweave Armor +3 x1
Amulet of Protection +3 x2
Body of Fire Ki Focus +3 x1
====== End ======[/sblock]
 
Last edited:

MwaO

Adventurer
Really interesting Defender who has some Leader & Striker options:
First off, the build moves out fast - before combat starts, moves 8 squares. If adjacent to a target, they're in his aura. Has Call of Challenge and an MBA that prones and/or dazes.

Leader: Minor in Warlord+Freedom Fighter.

Striker: Hands of the Titan+Brutal Barrage(aug1)+BB(aug1) = 9+14+14+14+14+14+14+14. Or potentially 107 hp of damage in a nova round. Probably not enough to take out an at-level Standard in 1 round, but with the prone, the target is either provoking an OA or they're triggering Forceful Reversal or Disciplined Counter. Which maybe finishes off the target. And there's still another round of possibly some extra damage. This is kind of magic item independent.

====== Created Using Wizards of the Coast D&D Character Builder ======
level 13
Human, Battlemind/Paladin (Cavalier), Freedom Fighter
Virtue: Virtue of Valor
Hybrid Paladin (Cavalier) Option: Hybrid Cavalier Fortitude
Hybrid Talent Option: Psionic Study (Hybrid)
Psionic Study (Hybrid) Option: Speed of Thought (Hybrid)
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Human Power Selection Option: Heroic Effort
Chessenta (Chessenta Benefit)
Theme: Elemental Initiate

FINAL ABILITY SCORES
STR 13, CON 19, DEX 9, INT 11, WIS 13, CHA 21

STARTING ABILITY SCORES
STR 12, CON 16, DEX 8, INT 10, WIS 12, CHA 16


AC: 30 Fort: 27 Ref: 24 Will: 29
HP: 106 Surges: 13 Surge Value: 28

TRAINED SKILLS
Athletics +10, Diplomacy +16, Endurance +13, Insight +12, Intimidate +16, Religion +11

UNTRAINED SKILLS
Acrobatics +3, Arcana +6, Bluff +11, Dungeoneering +7, Heal +7, History +6, Nature +7, Perception +7, Stealth +3, Streetwise +11, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elemental Initiate Attack: Disciplined Counter
Human Racial Power: Heroic Effort
Paladin Attack: Holy Smite
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Blurred Step
Multiple Class Utility: Defender Aura
Paladin Attack: Righteous Radiance
Battlemind Feature: Speed of Thought
Paladin Attack 1: Virtuous Strike
Paladin Attack 1: Majestic Halo
Paladin Utility 2: Call of Challenge
Battlemind Attack 5: Empathic Feedback
Battlemind Utility 6: Psionic Ambush
Battlemind Attack 7: Forceful Reversal
Battlemind Attack 9: Iron Tomb
Battlemind Utility 10: Hands of the Titan
Freedom Fighter Attack 11: Self-Sacrificing Strike
Freedom Fighter Utility 12: Inspiring Example
Battlemind Attack 13: Brutal Barrage

FEATS
Level 1: Quick Reactions
Level 1: Hybrid Talent
Level 2: Resourceful Leader
Level 4: Flail Expertise
Level 6: Cunning Stalker
Level 8: Silvery Glow
Level 10: Improved Defenses
Level 11: Lasting Frost
Level 12: Lashing Flail

ITEMS
Magic Wyvernscale Armor +3 x1
Amulet of Protection +3 x1
Iron Armbands of Power (heroic tier) x1
Heavy Shield x1
Staggering Alhulak +3 x1
====== End ======
 
Last edited:

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