4e Combat Playtest [FULL]

Atanatotatos

First Post
All right, you've caught my interest despite my overdrawn schedule. How about a Tiefling Hellstalker? I haven't seen a striker suggested yet. :cool:

Cool! Go for it!

By the way, the only relevant house rule that came to mind (thanks to the hellstalker) is about the (in)famous Stealth Errata.
I use it, except that it is possible to hide with cover, albeit at a -2 penalty. Not with concealment, though. Anyway, multiple sources of concealment stack.

...By the way, to all the warlords out there: Forget about Guileful Switch. It's broken.
 
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Leif

Adventurer
Leif: not sure what you mean by LA... there's no such thing in 4e! MM is only for the character races at the end of the book.
Wow, coolness! Ok, looking at the MM what really grabs me is a Minotaur Fighter! :D

I'll get to work on the build this weekend, ok? ;)
 

Atanatotatos

First Post
Annalist: Very cool pic, who's the artist?
Also, if I'm allowed to give an advice, why don't you make Eiran's Starting Intelligence 17? That way you'll have 4 more points to distribut eamong stats. Having 25 Int has no advantage over a 24 since the character won't advance anyway. Feel free to build your character as you please, just a casual observation.
 

Hammerhead

Explorer
The MM stats aren't really stats for PCs. PC stats for minotaurs were put in Dragon; Mearls mentions how the Oversized Weapon ability is basically broken (as in why oh why would anyone not pick one of these races if they actually use a weapon).
 

Hammerhead

Explorer
Kozaar the Mighty
[sblock]

Dragonborn Fighter 20/Inner Dragon
Unaligned


Str: 24 +7/+17
Con: 20 +5/+15
Dex: 11 +0/+10
Int: 9 -1/+9
Wis: 11 +0/+10
Cha: 16 +3/+13

Speed: 6
Initiative: +10
Armor Class: 38
Fortitude: 35
Reflex: 26
Will: 28

Hit Points: 159
Bloodied: 79
Surge Value: 44
Surges Per Day: 15
Resist: all 2, cold 10

Basic Melee Attack: Waraxe +24 – 1d12+13
Basic Ranged Attack: Javelin +22 - 1d6+9

Skills:
Athletics +18
Endurance +16
History +11
Intimidate +20

Feats:
Weapon Proficiency: Waraxe
Weapon Focus: Axe
Armor Proficiency: Plate
Armor Specialization: Plate
Wintertouched
Lasting Frost
Deadly Axe
Draconic Arrogance
Toughness
Empowered Dragon Breath
Enlarged Dragon Breath
Dragonborn Frenzy

At Will Powers:
Crushing Surge
Tide of Iron

Encounter Attack Powers:
Vorpal Tornado
Crumpling Slam
Dragon Blast
Come and Get It

Daily Attack Powers:
Dragonbreath Strike
Devastation Wake
Unyielding Avalanche
Victorious Surge

Utility Powers:
Boundless Endurance (Daily)
Unbreakable (Encounter)
Into the Fray (Encounter)
Ancestral Manifestation (Daily)
Iron Warrior (Daily)

Equipment:
Specter Plate +5
Wyrmtouched Amulet +4
Frost Waraxe +4
Javelin +2
Ring of the Dragonborn Emperor
Battlestrider Greaves
Shield of Defiance
Strikebacks
Circlet of Indomitability
Girdle of the Umber Hulk
Solitaire (Citrine)
Iron Ring of the Dwarf Lords
Griffon – Impenetrable Barding

6,040 gp
[/sblock]
 

Annalist

First Post
Annalist: Very cool pic, who's the artist?
Not sure who the artist is, but the pic is from WotC's website. He's one of the Planeswalkers in Magic the Gathering.

why don't you make Eiran's Starting Intelligence 17? That way you'll have 4 more points to distribut eamong stats. Having 25 Int has no advantage over a 24 since the character won't advance anyway.
That's a good idea. I forgot about the whole "no advancement" thing. I'll shuffle some points around and see what I can come up with.
 

Victim

First Post
Here's what I came up with. I focused a lot on Will attacks with Divine Oracle and the Orb to disable enemies. And she can mooch off HH's Frost combo for CA. She has pretty good defenses for a wizard too.

As far as Rituals, she can drop several rez spells if needed.

[sblock]
Senara the Witch
Human Wizard 20/Divine Oracle
Unaligned - Sehanine

STR 8 (0)
CON 12 (1)
DEX 11 (0)
INT 24 (12)
WIS 20 (7)
CHA 13 (2)

SPD 6
INI +14 (take best of two)
AC 36 (20+1 staff +1i +7a +7 armor)
F: 30 (20+1r+1a +4e+1i+2f+1)
R: 36 (20+1r+1i+7a+4e+2f+1)
W: 33 (20+1r+2c+5a+4e+1i)

HP 108. B: 54. Surge 27. Surges: 9

Foresight: You and each ally within 5 can’t be surprised. Roll twice on initiative, take preferred result

Prophetic Action: When you spend an AP to take an extra move action, gain a move action to use later in the encounter (not that turn)

Terrifying Insight: Whenever you make an attack against Will, you can roll twice and use the higher result. If the attack misses, you are dazed UENT.

Orb of Imposition: Encounter, Free Action. One creature that you cast a wizard spell on takes a penalty to saves against that effect = Wis mod (5). Or use it to extend at at will power’s effect for a round.

Staff of Defense: +1 bonus to AC. Encounter, II. Gain a +1 bonus to defense against 1 attack.

Cantrips: Light, Ghost Sound, Mage Hand, Prestidigitation

Spellbook: two of level daily and utility power, pick one.
Ritual Casting: Free, 3x1 2x5, 2x11, 2x15

Improved Initiative
Leather Armor
Initiate of the Faith
Toughness
Durable
Second Implement
Psychic Lock
Spell Focus
Uncanny Dodge
Great Fortitude
Lightning Reflexes
Wintertouched
War Wizardry
Ritual Casting*


Skills :
- Acrobatics: +10
- Arcana: Y +22
- Athletics: +9
- Bluff: +11
- Diplomacy: Y +16
- Dungeoneering: Y +20
- Endurance: +11
- Heal: +15
- History: +17
- Insight: Y +20
- Intimidate: +11
- Nature: Y +20
- Perception: +15
- Religion: Y +22
- Stealth: +11
- Streetwise: +11
- Thievery: +11

Basic Melee: improvised weapon/unarmed: +9 v AC: H: 1d4-1
Basic Ranged: x

At wills:
Illusionary Ambush: P* R 10: +22 v W: H: 1d6+12 psychic and -2 attacks UENT
Scorching Burst: AB 1 within 10, +22 v R: H: 1d6+12 fire
Thunderwave: CBl 3. +22 v F. H: 1d6+12 thunder and push 6

Encounters:
Prophecy of Doom: R5: You or an ally who hit the target can make the attack a crit. Lasts UENT, or until used.
Winter’s Wrath: Abu2 within 10. +22 v F: H: 2d8+12 cold. E: zone UENT: grants concealment, creatures starting turn in the area take 7 cold damage. Can end as minor.
Mesmeric Hold: P* R 10, up to 3 creatures, +4 att if only attack 1: +22 v W: H: 2d6+12 psychic and immobilized UENT
Prismatic Burst: Abu2 within 20: +22 v W. H: 3d6+12 radiant and blinded UENT


D:
Hammer of Fate: R 20. +18 v W. H: 5d10+8 damage. M: Rewind turn until before you use this power and choose a different standard action. You can’t use Hammer of Fate until the next encounter.
Sleep: Abu2 within 20: +22 v W: H: The target is slowed (save). If the target fails its 1st save, it becomes KO (save). M: The target is slowed (save).
Prismatic Beams: Cbu5. Enemies: +22 v F, R and W. H (F): 2d6+12 poison and ongoing poison 5 (save). H (R): 2d6+12 fire and ongoing 5 fire (save)
H (W): dazed (save). One attack roll compared to all three defenses.
Evard’s: Abu4 within 10: +22 v R: H: 2d10+12 necrotic and immo (save). E: zone of difficult terrain UENT. Sustain Minor: repeat attack against creatures in zone, and deal 1d10+5 necrotic to immobilized creatures.

U:
Good Omens: Standard, R10, you and each ally in range. Targets gain +5 power bonus to all d20 rolls UENT, but can’t score crits.
Shield: II, when hit: You gain +4 power AC, Ref UENT
Dimension Door: Move: teleport 10.
Blur: Minor: until end encounter, gain +2 power defenses and enemies 5 or more squares away can’t see you.
Stoneskin: Standard, touch. You or ally gain Resist 10 all for encounter/five min

Healing Word: Minor: Cbu10, you or ally. Surge +4d6

Stuff:

Defensive Staff Level 2
Lvl 2 +1 520 gp
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Property: Gain a +1 item bonus to your Fortitude, Reflex,
and Will defenses. If you have the Staff of Defense class
feature, you also gain a +1 item bonus to your AC.

Boots of Dancing Level 11
Item Slot: Feet 9,000 gp
Property: Gain a +1 bonus to Reflex defense.
Property: You do not grant combat advantage while you are
dazed.
Power (Daily): Minor Action. Gain a +5 power bonus to
Acrobatics and Athletics checks until the end of your
next turn.

Gauntlets of the Ram level 8, 3400
+1 distance on push effects

Phrenic Crown Level 17
Lvl 17 65,000 gp
Item Slot: Head
Property: When you use a power against Will defense,
the target (or targets) takes a –2 penalty to saving throws
against any ongoing effect of that power.

Necklace of Fireballs Level 20
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily ✦ Fire): Standard Action. Pull the ruby from
the necklace and throw it. Make an attack: Area burst
2 within 10 squares; +21 vs. Reflex
(add the necklace’s enhancement bonus to the attack
roll); on a hit, the target takes fire damage equal to 6d6
+4 (half damage on
a miss). After an extended rest, the necklace regrows a
new ruby and can be used again.

Veteran’s Armor Level 17
Lvl 17 +4 65,000 gp
Armor: Any
Enhancement: AC
Property: When you spend an action point, you gain a +1
item bonus to all attack rolls and defenses until the end of
your next turn.
Power (Daily): Free Action. Spend an action point. You do
not gain the normal extra action. Instead, you regain the
use of one expended daily power.

Orb of Mental Dominion Level 21
Lvl 21 +5 225,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +5d6 psychic damage
Power (Daily): Free Action. Use this power when an attack
with this orb succeeds against the target’s Will defense.
When the target makes a saving throw against an effect
from that attack, the target must roll twice and take the
lower result.

Bracers of Mental Might Level 6
Item Slot: Arms 1,800 gp
Power (Encounter): Free Action. Use this power when
making a Strength attack, Strength check, or Strengthbased
skill check. Use your Intelligence, Wisdom, or
Charisma modifier in place of your Strength modifier to
determine the result of the roll.

Belt of Vim Level 8
Lvl 8 3,400 gp
Item Slot: Waist
Property: Gain a +1 bonus to Fortitude defense.

Magic Holy Symbol Level 11
Lvl 11 +3 9,000 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +3d6 damage

Bag of Holding level 5 - 1000 gp
4x Potion of Vitality (heal 25 HP)

Rituals: Ritual Casting: Free, 3x1 2x5, 2x11, 2x15
Floating Disk
Silence
Comprehend Language
Enchant Magic Item
Magic Circle
Raise Dead
Water Breathing
Linked Portal
Passwall

16000 Residium

880 gp



Adventuring Gear, 200 ft of silk rope, Climber's kit, 6 daggers, Fine Clothing, Thieves' Tools.

[/sblock]

EDIT: forget to put the Defensive Staff in the typed up character...
 
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Atanatotatos

First Post
Alright, the builds look fine. But, Hammerhead, did I see a griffon's barding in Kozaar's equipment?
And, by the way, I don't find Oversized to be a broken ability. Without it the Minotaur sucks as a race, and in the end it all comes to some more dmg on multiple-weapon attacks. If I had to choose a race for a warrior, I'd pick the dwarf, definitely.
 

Halford

First Post
Well I will chime in with a proposed Minotaur battle cleric going into Divine Oracle. If permissable this will by a higher level trial run for my L4W character Brudd, but I can always change the character and simply provide a similar build.

I will try to post a build today or tomorrow.
 

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