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Multiclass and two-character combos


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Kintara

First Post
An Infernalock and a Brutal Scoundrel Rogue can trap a monster into taking Riposte Strike or Fiery Rebuke damage. A Fighter/Rogue who paragon multiclasses can trap the monster alone with a Riposte Strike. A Warlord with Viper's Strike can also set up a trap like this by attacking and then shifting back to leave the Rogue/Infernalock as the only target left.

A Fighter/Wizard who takes Illusory Ambush (from Dragon) and Psychic Trap can inflict a fat -6 penalty if the monster attacks someone else (and a mere -4 if on the Fighter). Maybe multi-marking would be better, but I like this as a hybrid build. Also, you're targeting Will defense. ;)

Edit: And I like the idea of team combos. An Elven party with Fast Runner, Fleet-footed, speed boots, and Running Shot can run 13 squares in one action and make an attack at no penalty. The group would OWN open terrain battlefields.
 
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James McMurray

First Post
A Warlock with Far Realms Phantasm (Dragon 366) can make an opponent waste their next standard action triggering an attack from the fighter.

Fighter marks target.
Warlock hits target with FRP, forcing them to attack the air.
Fighter smacks target for making an attack that doesn't include him.

It happens at least once per encounter in our epic game, and is pretty ugly.
 

vhailor

First Post
I thought I'd start a Dragonborn Fighter and was thinking: If a dragonborn uses his breath power can he mark all players inside the area he hits?
 


Vayden

First Post
Only lasts for a turn, but for that turn, you could potentially have 27 enemies marked (5x5 expanded d-breath square packed full of enemies, didn't kill any of them w/ d-breath, + passing attack or something like that that targets 2 enemies on the other side of your space w/ your standard action).
 

Henry

Autoexreginated
Only lasts for a turn, but for that turn, you could potentially have 27 enemies marked...

Yeah, that's just what the fighter needs -- attracting a room full of enemies to focus on him specifically. :D

However, if the group needs an extra round to enact a plan, it's a very worthwhile tactic, if the fighter survives.
 

Zsig

Explorer
I'm calling this "Fey Strike" as the group i'm playing is using 2 Eladrins to deliver it. Basicly the fighter (with help from the warlord) will deal lots of damage to a single target in a single turn.

Level 3 combo.

Spearman (Fighter, preferably Eladrin, for Eladrin Soldier), with Encounter Power Rain of Blows and daily Villain's Menace

Tactical Warlord = Int 18, Tactical Assault feat, Tactical Armor if possible would come a good way. Powers: Warlord's Favor and/or Lead the Attack.

The warlord hits with either Lead the Attack or Warlord's Favor (selecting the fighter to get the bonus) to give +5 (or +6 with tactical armor) to hit the bad guy. This is the hardest part in the combo, and that's why you need both Warlord's Favor AND Lead the Attack. If one fails to hit you try again next round.

The fighter then, moves into flanking position (Fey Step helps if simply moving would prove too difficult) and hits with Villain's Menace. Shouldn't be that hard to hit as you'll have +7 or +8 plus your regular attack bonus.

If you hit, Villain's Menace will give you +4 to damage till the end of the encounter, the bonus to hit is irrelevant since it won't stack with Lead the Attack.

Next, the Fighter spends his Action Point and proceed with Rain of Blows.

Due to Tactical Assault, all his Rain of Blows attacks will get +2 to hit and +4 to damage (or +3/+5 if the warlord has Tactical Armor).

The math:

To hit: +1 (lvl 3), +1 (fighter weapon training), +1 (magic weapon), +3 (non-optmized Str), +2 (proficiency), +2 (flank), +5* (lead the attack), +2* (AP "Tactical Presence")=
+17 to hit (or +19 if Warlord has Tactical Armor)

Assuming you're lvl 3, and that with a "2" on the dice you'll be hitting AC 19, then this is pretty much enough to hit anything at this level, unless you roll 1's (which happens). Either way, it's very likely that most of your Rain of Blows attacks are going to hit, if they do, that's 4 attacks.

Damage: 1d8 (spear/trident) +3 (Str) +2(Eladrin Soldier) +1(magic bonus) +4(Villain's Menace) +4(Tactical Assault, or +5 with armor) =
1d8+14 (or +15) per hit.

Assuming 4 hits = 4d8+56
Considering the damage from Villain's Menace (2d8+10), it's alot of damage for a Defender in a single turn...
Keep in mind that this is not fully optimized. Fighter could max his Str, use a longspear, or even use the Spear two-handed.
Also, remember we're talking about 2 lvl 3 characters.
 
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Darkthorne

First Post
May not be a super combo but I thought it was very fun. Eladrin Cleric mc into Wizard (18 wis/16 Int). Thunderwave for 4 squares is awesome, with the teleport beforehand to set up is very cool!
 


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