24 - 4e style (closed)

@ Garrick

Your stats are too low. Either you CON, WIS or INT should be one point higher since I count a total of 21 points in that build. Asumming you put your +1 for level 4 and 8 into CHA and DEX

Strenght : 13 +1 = 14 (3 Points)
Dex : 15 +5 = 20 (7 points)
Con : 12 +1 = 13 (2 points)
Wis : 12 +1 = 13 (2 points)
Int : 8 +1 = 9 (0 points)
Cha : 15 + 5 = 20 (7 points)

3 + 7 + 2 + 2 + 0 + 7 = 21
 
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Okay, here are some ranged suggestion from MP. Pick and choose at your discretion.

Encounter powers

Level 1

In place of the melee only Positioning strike

Impact Shot
Your shot slams your foe backward.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you push the target 1 square.

Or

Unbalancing Shot
The impact of your shot leaves your enemy wobbly.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn

---


Level 3

In place of the melee only Bait and Switch

Trickster's Blade
You land an expert blow and follow up with a clever series of feints that bewilder your enemies.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn

This one is actually from the PHB and is melee or ranged and uses your charisma to good effect. Maybe you missed it. It's a good option if you get cornered (get the extra AC) and if this doesn't happen you can still unload it at range for the extra damage.

Otherwise, even MP doesn't offer good ranged options unless you are a Ruthless Ruffian.

---

Level 7

Cloud of steel is pretty good though as I said it is used squarely in melee.


But look at that Artful dodger firendly encounter power ;

From the Shadows
You spring from the shadows to strike, and then you fade away as if you were never there.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Effect: Before the attack, you can shift 2 squares. If the target could not see you before the shift, you gain combat advantage for this attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you can shift 2 squares. If you have any cover or concealment after this shift, you can make a Stealth check as a free action.
Artful Dodger: Before the attack and after the hit, you can instead shift a number of squares equal to 1 + your Charisma modifier.

Can I hear a 'Wow!' ? This power means that if you start out of sight, even if you are not successfully hidden by a stealth check, you can still get your sneak attack and then move back to safety and make immediately a new check even if you only have cover or concealment (As opposed to needing no LOS, superior cover or superiuor concelament in normal circumstances).

And with your high charisma, you cover a lot of ground! Shift 6 square before and six square after! And it's actually melee or ranged.

Its only competition would be this power from the PHB that you might have missed

Rogue's Luck
A gifted rogue can turn failure into fortune.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Make a secondary attack against the target.
Secondary Attack: Dexterity vs. AC
Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Charisma modifier.
Hit: 1[W] + Dexterity modifier damage.

This power is a little unassuming but it's a 'I need this sneak attack to land RIGHT NOW!' kind of power. If you are trying to kill a dragon before he breaths again or something of the sort, it's worthwhile. Still, it's a little specialized and Cloud of steel bears the comparison well.

---

Daily

Blinding barrage is pretty good because, well, it blinds. Especially with 2 rogues on the team... If you want to keep some blast power, this ain't half a bad choice.

For consideration, here is IMO the main contender as a ranged Daily for that level.

Confounding Attack
Your attack causes your opponent to accidentally wallop his ally.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: As a free action, the target makes a melee basic attack against a creature of your choice adjacent to it. If you or the target has combat advantage against the creature and you haven’t dealt your Sneak Attack damage during this round, you can deal your Sneak Attack damage against the creature.


Level 5

Walking Wounded actually is a ranged power. In the right circumstances, it is devastating (Against a tough and mobile elite or solo, you have just single handedly shut down the fight). It's so-so in other circumstances but still a good power to have on the book.

Other options

Compel the Craven
Your unnerving attack forces your foe to run away from you, heedless of its enemies.
Daily Fear, Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and the target moves away from you a number of squares equal to your Charisma modifier, avoiding unsafe squares and difficult terrain if it can.
Miss: The target moves 1 square away from you, avoiding unsafe squares and difficult terrain if it can

The amusing thing here is that the power causes the enemy to move away. Not slide or whatever. So it provokes Opportunity attack! Dagran, Nathan and Kern all have decents OA. Note that it is a fear effect, something to consider before using it on someone who might be immune.


Another one worth consideration

Staggering Assault
You deal a savage strike that staggers your adversary.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed (save ends). If the target is not bloodied when you make this attack, the attack deals 1[W] extra damage.
Effect: Until the end of the encounter, when you hit the target, it is slowed (save ends).

It's basically a less extreme version of walking wounded but you are guaranteed a chance to slow him for most of the fight (See Effect line) instead of being all or nothing. Plus, it does a bit more damage on a fresh enemy.

Level 9

Knock out is cool, main flaw being again that it is melee only.

Agonizing Shot
Your precise aim finds a weak spot.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target is slowed and takes ongoing 10 damage (save ends both).
Aftereffect: The target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed (save ends).

Pretty good all around for a variety of reasons; it targets reflex so it hits more than vs AC, it guarantees at least a slow effect plus the ongoing damage is even better than it looks because Kern is a Death Dealer and inflicts a -2 to save to enemy adjacent to him.

Burst Fire
You loose missiles in an unpredictable pattern.
Daily Martial, Weapon
Standard Action Area burst 1 within 10 squares
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy in burst you can see
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.

Actually a rogue ranged area attack. Mostly noteworthy for that reason.

Rogue's Recovery
With a cunning attack, you create a new opportunity for yourself.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: If you have used all your encounter attack powers, you regain the use of a rogue encounter attack power you have used during this encounter. Or if you have combat advantage against the target, you can instead deal 2[W] extra damage with the attack.

Recovering an encounter power of your choice is neat in a long fight.

---

There you go. So more options.
 
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No Respite
Adjacent enemies suffer a -2 penalty on saving throws.

Let's talk a bit about that ability beforehand.

Since saving throws are normally made at the end of your turn, it seems legal for a target that starts adjacent to Kern to attack and then shift away from Kern in order to do his save without the penalty at the end of his turn.

Superficially it might seem like a cop out that undermine the ability. Does that seem right to you?

I still would say yes because ;

1 - By coordinating with a Dagran's combat challenge (and other powers like Nathan's booming blade) you can translate that shift into damage. This forces a choice between taking the -2 to save or taking damage which is a cool decision to have to make from my POV.

2 - Being forced to yield ground is often its own penalty. And having a PC who often forces foes as large as giants and dragons to give ground for no other reason than trying to recover from some conditions is badass.

3 - By paragon, plenty of times you can get a save before your turn due to various abilities and these save will have no choice but to take the -2 anyway.

4 - It gives more incentive to use various movement restricting powers and I like it when 4e classes show synergy.

Comments?
 
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@Stonegod : Why does Kern have 29 AC? It should be 28 unless I am missing something. It's only the reflex that the CG gets wrong by forgetting the Drowmesh bonus, AFAIK.

@Everyone : As soon as everyone is fully updated, I think I am ready to start monday or tuesday.
 
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No Respite
Adjacent enemies suffer a -2 penalty on saving throws. [Snip]
I agree w/ everything you say above. They'll know that if they stand around him, bad things will happen; but Kern will do his best to make sure *not* standing about him is worse.

@Stonegod : Why does Kern have 29 AC? It should be 28 unless I am missing something. It's only the reflex that the CG gets wrong by forgetting the Drowmesh bonus, AFAIK.
10+6 lvl+2 Leather+3 Enchantment+5 Dex+1 Two-Weapon Defense+1 Parrying Dagger = 28.

Yup. I think I added another +1 from being human (doesn't add to AC, does it?).
 


Thanks Mal, I think I will go ahead as is unless there are any glaring errors you can see. I have adjusted attributes by adding the extra 1 to Wis as if raises Perception and Insight. Added to Con gives 1HP and 1 surge so it was a tricky decision.

Originally I had no intention of getting MP but having seen these powers… I want all those level 9s!!

I have made my selection and will try these as below. I have kept Positioning Strike as I really do like the idea of nipping in close, hitting a target then sliding him next to Dagran and Kern for example. It may be a mistake but only time will tell.

So here goes for all.

Garrick the Grey, Halfling Rogue, Level 12: Master Infiltrator

HP: 80 (Bloodied 40) Surges 7 Value 20 Save vs Fear: +5

Initiative: +15 Action points: 1 Passive Percep 23 Passive Insight 18

Move 7

[sblock=Combat math]
Defence:
AC: 26: = 10 + 5 magic armour +6 level + 5 Dex
AC 33 vs Opportunity Attacks: = (26 + 2 race + 5 Cha)
Ref: 27: = 10 + 3 Amulet + 5 dex + 6 level + 2 class +1 armour
Fort: 21 =10 + 3 Amulet+ 2 Str + 6 level
Will: 24 = 10+ 3 Amulet + 5 Cha + 6 level

In addition
I have +2 AC (untyped) if adjacent to at least two larger enemies (Lost in the Crowd)
I have +2 AC (untyped) vs attacks from an enemy I have CA over. (Def. Advantage)
Quickling Boots: +2 bonus to AC vs OA during encounter power move.
(Stackable!)

Offence:
With Combat Advantage I have +3 to hit (CA and Nimble Blade)
Sneak Attack 3d8 (Level and Backstabber)

Basic melee attack:
With Footpad’s Dagger +2
+14 to hit: +3 prof +2 str +1 class +2 magic + 6 level
Damage = 1d4 +2 Str +2 Feat + 2 magic = +6:

Basic ranged attack
With Vicious Shuriken +3: Range 12 (Ignore cover):
+17 to hit: +3 prof +5 Dex +3 magic + 6 level:
Damage =1d6 +5 Dex + 2 Feat+ 3 Magic =+10:
Crit: Damage 3d12[/sblock]
-----------------------------------------------------------------------------------
Alignment: Unaligned Deity: The Raven Queen Size: Small
Height 4’6” Weight: 105 lbs Age: 25
Gender: Male Hair: Grey- streaked brown Eyes: Grey

Str 14 + 2 Con 13 +1 Dex 20 +5
Int 9 -1 Wis 14 +2 Cha 20 +5
-----------------------------------------------------------------------------------
Skills
Acrobatics +20 (T), Arcana +5 Athletics +10 Bluff +16 (T)
Diplomacy +11 Dungeoneering +8 Endurance +7 Heal +8
History +5 Insight +8 Intimidate +16 (T) Nature +8
Perception +13 (T) Religion +5 Streetwise +11 Stealth +18 (T)
Thievery +18 (T)

Feats:
Improved Initiative; Lost in the Crowd: Defensive Advantage: Backstabber: Nimble Blade Weapon Focus Light Blade
Fleet Footed Distant Shot

Race, Class and PP abilities
Second Chance: (Encounter) Force attack re-roll Nimble: + 2 bonus vs OA
Bold: +5 save vs Fear Artful Dodger: +5 bonus vs OA
1st Strike: (Encounter) I have CA vs any creature that has not yet acted.
Weapon Talent: Shuriken damage = 1d6. Dagger attack roll = +1
Sneak Attack: 3d6 (3d8 - Backstabber)
Infiltrator’s Action: When I spend an action point to take an extra action I also gain a move action.
Skillful Infiltrator: +2 bonus to Acrobatics, Athletics and Stealth

====================================================
[sblock=At Will Powers]
Deft Strike: Martial, Weapon, Standard action, Melee or Ranged weapon
Must use crossbow, sling or light blade; Can move 2 squares before attack;
Target = One creature; Attack; Dex vs AC = +14 Melee /+17 Ranged: :
Hit = 1W + Dex Mod = Damage = 1d4 + 9/1d6 +10

Sly Flourish: Martial, Weapon, Standard action, Melee or Ranged weapon
crossbow, sling or light blade; Target = One creature; Attack: Dex vs AC: +14/+17:
Hit = 1W + Dex + Cha Mods = Damage = 1d4 + 14/ 1d6 + 15

Fleeting Ghost: (Utility): Martial, Move, Personal: Must be trained in Stealth
I can move my speed and make a stealth check. I do not take the normal penalty from movement.

Shadow Stride: (Utility) Martial: Move: Personal; Must be trained in Stealth
Effect: Must be hiding to use this power. Can move my speed. At end of that movement, if I have cover, I can make a stealth check with no penalty for movement. If I make the Stealth check I remain hidden during my movement.

Chameleon: (Utility) Martial: Immediate Interrupt: Personal: Must be trained in Stealth.
Trigger: I am hidden and lose cover of concealment against an opponent
Effect: Make a stealth check. Until the end of my next turn I remain hidden if a creature that has a clear line of sight to me does not beat my check result with its Perception check. If at the end of my turn I do not have cover or concealment against a creature, that creature automatically notices me.[/sblock]
===========================================================
[sblock=Encounter Powers:]
Positioning Strike; Martial, Weapon, Standard action, Melee weapon:
Target = One creature: Attack: Dex vs Will = +17:
Hit = 1W +Dex Mod = Damage = 1d4 + 9/ 1d6 + 10 & slide target 5 squares

Trickster's Blade: Martial, Weapon, Standard Action Melee or Ranged weapon
Requirement: must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dex mod = Damage = 1d4 + 9/ 1d6 + 10. Add my Cha mod to my AC until the start of my next turn

From the Shadows; Martial, Weapon; Standard Action Melee or Ranged weapon
Requirement: must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Effect: Before the attack, I can shift a number of squares equal to 1 + my Cha mod. (Artful Dodger) If the target could not see me before the shift, I gain combat advantage for this attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dex mod damage = Damage = 1d4 + 9/ 1d6 + 10, and I can shift a number of squares equal to 1 + my Cha mod. (Artful Dodger). If I have any cover or concealment after this shift, I can make a Stealth check as a free action.

Distracting Wound: Martial, Weapon, Standard action, Melee or ranged weapon:
Must use crossbow, sling or light blade:
Target = One creature I have CA against: Attack: Dex vs AC = +17:
Hit = 2W +Dex Mod = Damage = 1d4 + 9/ 1d6 + 10 and target grants CA to me and allies until the end of my next turn.
-------------
Second Chance: Encounter: Immediate Interrupt: When an attack hits, force enemy
to re- roll attack

Impossible to Grab: Utility Martial; Minor Action: Personal:
I become invisible until the start of my next turn

Quickling Boots (Item): Move Action: Move up to my speed +1. Gain a +2 item bonus to AC against opportunity attacks during this movement.

Elven Battle Armour level 13: (Item): Minor Action: Gain a +2 power bonus to speed until the end of my turn.[/sblock]

===========================================================
[sblock=Daily powers]
Blinding Barrage; Martial, Weapon, Standard action, Close blast 3
Must use crossbow, sling or light blade; Target: Each enemy in blast I can see
Attack: Dex vs AC; Hit = 2W + Dex Mod; targets blind till end of my next turn.
Attack = +17 Damage 2d4 + 9/ 2d6 + 10
Miss = half damage and target not blinded.

Staggering Assault; Martial, Weapon; Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed (save ends). If the target is not bloodied when you make this attack, the attack deals 1[W] extra damage.
Effect: Until the end of the encounter, when you hit the target, it is slowed (save ends).

Burst Fire; Daily Martial, Weapon; Standard Action Area burst 1 within 10 squares
Requirement: I must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy in burst I can see
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dex mod damage = 2d4 + 9/ 2d6 + 10
Miss: Half damage.[/sblock]


[sblock=Utility Powers]
Fleeting Ghost (At Will) see above

Chameleon (At Will) See above

Shadow Stride: (At Will) (See above)

Impossible to Grab (Encounter) see above[/sblock]
=============================================================

[sblock=Equipment]
Quickling Boots: Level 8: Property: Gain +2 bonus to Acrobatics and Athletics checks
Power (Encounter): Move Action: Move up to my speed +1. Gain a +2 item bonus to AC against opportunity attacks during this movement..

Sure Shot Gloves: Level 9: Property: My ranged weapon attacks ignore cover (but not superior cover)

Footpad’s Friend Dagger Level 10: +2: Critical 1d6 per plus:
Property: When I hit with this weapon and deal extra damage from Sneak Attack, I can add my Charisma mod (+5) to the damage roll.

Amulet of Protection Level 11: +3 bonus to Ref, Fort and Will

Vicious Shuriken; Level 12: +3 bonus to attack and damage. Critical 3d12

Elven Battle Armour Level 13: +3 Drowmesh leather armour.
Property: Gain +5 bonus to saving throws against being slowed or immobilized.
Power (Encounter): Minor Action: Gain a +2 power bonus to speed until the end of your turn.


Prayerbook
Backpack
Bedroll
Flint and Steel
Belt Pouch
Hemp rope
2 sunrods
Waterskin
Hand crossbow +2
20 bolts
2 Potion of healing
2 Elixirs of Regeneration[/sblock]
 

Scale Armor Specialization and Shield specialization both provide a feat bonus to AC. This is a named bonus and so it shouldn't stack.

Hmm... you are right, I had not noticed that it was named (and the thought didn't occur to me, that it might be ;)).

Change it to Lightning Reflexes then.

And while we are at it... remove Combat Anticipation (as it is a feat bonus as well, and thus does not stack with the others) and add Durable back in. ;)

Bye
Thanee
 
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Hmm... you are right, I had not noticed that it was named (and the thought didn't occur to me, that it might be ;)).

Change it to Lightning Reflexes then.

And while we are at it... remove Combat Anticipation (as it is a feat bonus as well, and thus does not stack with the others) and add Durable back in. ;)

Bye
Thanee
Yeah, that's why I dropped Quick Reflexed: Its a feat bonus to Init so wouldn't stack w/ Improved Init.
 

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