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D&D 3E/3.5 3.5 player needs help into first 4e characther

The problem with anti-"magic" in 4E is that there is nothing that mechanically distinguishes a "magical" attack from any other kind. Shot with a crossbow? Take damage. Shot with an acid orb? Take acid damage. You can be resistant to acid, but there is no resistance to Magic (or Primal, or Psionic, or Martial). That said, there are some things you can do to be harder to affect with most spell-like abilities, namely bonuses to saving throws (and extra saving throws) and resistances to typed damage (fire, psychic, etc.) Wardens are particularly good at this sort of thing. Hmmm... let me work on an idea in the Character Builder, I'll be back in a bit.
 

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Why not , if i see croquet as a wrong start why not save him.

By the way, please do not censor me.
I appreciate your advice on pathfinder, but i think that we're goin' to give this a shot. The other 9 have their characters at 2nd and most of them have played together a few times.

I would love some more basic 4e advice though, please.
 

I was reading on another board. It got me thinking. Perhaps i could create the fluff by giving defensive boost to myself and allies, as opposed to 'antimagic'.

Things i read:
Hybrid warlords are also awesome. They can blend with any class, because even without any str, the hybrid can take all enabling powers and still be effective.

fighter|warden (incredibly sticky)
battlemind|any other defender

seeker|hunter . ..sounds fun?

wizard|damn near anything with matching stats (wizards lose almost nothing important by hybriding)
I would be willing to do this, and use the spells for the 'antimagic' part of the theme?.

I played a Artificer/Swordmage, it worked pretty well. Using the protective swordmage and picking up powers that can apply Aegis to multiple enemies, preventing a lot of damage, healing off the rest, and also throwing out some attack bonusses and other buffs.

Also, I have seen played Artificer|Warlock,

Several people have commented that Warlord hybrids with practically anything. Lazylords don't really have a primary stat; they are at their best Int-secondary but can also be good when Cha- or Wis-secondary.
 
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Why not , if i see croquet as a wrong start why not save him.

By the way, please do not censor me.

Pathfinder is not "The Light". You are not "Saving" anyone. We are not censoring you just by telling you are giving heavily biased, rather impractical and downright rude advice.
 


Actually, yes. I think Bard is worth a good look. Particularly the Cunning path. It would give you a strong dose of skill monkey, a hint of magic that could be easily flavored as instinctive, subconscious or tech based, and the combat style works with what you mentioned earlier(hanging back, being defensive/reactive) while adding some possible preventative control. Between the most open multiclassing 4e has to offer, bardic rituals and a robust skill selection, Bard will offer you a lot of options without necessarily being overcomplicated like a Hybrid could be.
 

I'll echo the suggestion for PHB3 Hybrid rules- it is the closest thing you'll find to 3.5Ed's multiclassing. You'll be more comfy with it.

That said, one of the nifty things about 4Ed is that its various multiclassing and quasi-multiclassing options- by feat, by Hybrid, by class (bard) and by race (Half-Elf)- all more or less work together. For example, a Half-Elf could take a Hybrid class combo AND multiclass feat.

Sticking with your dimension-hopping origins, Human seems most likely...though you could make a case for the trip having reactivated some kind of dormant magical element your character had in his ancestry (because magic in our world is dead), hinted at in old family legends about his "witchy" forefathers. With that possible twist in mind, this opens up Half-Elf, Half-Orc, Changelings, Tieflings, Shifters, Devas as possible options.

For class: Artificer, Fighter, Hexblade, Paladin, Psion, Ranger, Rogue, Sorcerer, Swordmage, Warlock, Wizard and Warlord all have some merit for a PC who started in our world.

Fighter, Ranger, Rogue, and Warlord are, in some way, the most mundane of options. Ignoring the "wahoo" elements that creep in at higher levels, they're the ones that most closely resemble "mundane" classes, and represent the least amount of change from the RW to a world of magic.

To me, Hexblades, Paladins, Psions, Sorcerers, Swordmages and Warlocks could represent the next step- classes in which either your PC has discovered an inner wellspring of power or has made a pact with some greater power to gain unearthly abilities in his transit from one world to the next.

Artificers and Wizards are generally people who have mastered arcane knowledge of the fantasy setting, though again, it could be knowledge gained from reading books in THIS world that just happens to work in the Fantasy setting.

Your character concept reminded me of an old, old character named Murlynd. In a similar vein, perhaps some of your 1500's technology became magic as well. The gunpowder weapons of home could become the eldritch blasts of a Warlock. Or the creations of an Artificer.
 

Pathfinder is not "The Light". You are not "Saving" anyone. We are not censoring you just by telling you are giving heavily biased, rather impractical and downright rude advice.

Ok i will not reply anymore. but I never said that i was unbiased, i was just expressing my opinion(biased for PF) without criticizing the opinion of other.

by the way, the level of insecurity of the 4e players are getting higher and higher.
Fear of the future?

Peace.
 

Ok i will not reply anymore. but I never said that i was unbiased, i was just expressing my opinion(biased for PF) without criticizing the opinion of other.

by the way, the level of insecurity of the 4e players are getting higher and higher.
Fear of the future?

Peace.

Really, it's just a matter of manners. You don't see me posting in the legacy or pathfinder boards telling people who are not interested in 4e to convert to it. I'd like to not see it here, too.
 

====== Created Using Wizards of the Coast D&D Character Builder ======
McGyver, level 3
Human, Warden/Artificer
Hybrid Warden Option: Hybrid Warden Will
Hybrid Artificer Option: Hybrid Artificer Will
Hybrid Talent Option: Font of Life this is the reason for warden - 2 saves per turn
Human Power Selection Option: Bonus At-Will Power
Akanûl (Akanûl Benefit) you are not really from Akanul - your background as an alchemist gave you some resistance (or knowledge to save you from) elemental damage.
Theme: Alchemist you are adapting your knowledge to the strange way this world works. Alchemy here seems more....reliable than it did back home.

FINAL ABILITY SCORES
STR 16, CON 13, DEX 10, INT 16, WIS 14, CHA 8

STARTING ABILITY SCORES
STR 16, CON 13, DEX 10, INT 14, WIS 14, CHA 8


AC: 17 Fort: 16 Ref: 16 Will: 17
HP: 39 Surges: 8 Surge Value: 9

TRAINED SKILLS
Athletics +9, Dungeoneering +8, Heal +8, Thievery +6

UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +0, Diplomacy +0, Endurance +2, History +4, Insight +3, Intimidate +0, Nature +3, Perception +3, Religion +4, Stealth +1, Streetwise +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Artificer Attack 1: Static Shock your crossbow fires specially modified bolts; this one is a favorite. Most of your weapon attacks are just bolts you invented.
Artificer Attack 1: Aggravating Force
Warden Attack 1: Strength of Stone for melee, you have a collapsing longspear; when it's folded up it is easy to conceal.
Warden Attack 1: Stinging Nettles (Warden)
Artificer Attack 1: Caustic Rampart
Thievery Utility 2: Fast Hands you'll need this for switching between weapons. Note that your crossbow counts as both an implement and a weapon, with the Crossbow Caster feat.
Artificer Attack 3: Shocking Feedback

FEATS
Alchemist
Level 1: Mark of Storm Again, you are not actually dragonmarked. This feat represents a refinement you've added to your electric bolts, so they knock their targets around.
Level 1: Hybrid Talent
Level 2: Crossbow Caster

ITEMS
Crossbow Bolts
Antivenom
Suppression Crossbow +1 x1 has a great daily antimagic field effect. Not actually magical, just very cleverly built by you.
Nightmare Ward Leather Armor +1 x1 more antimagic -protects you from mental spells.
Lesser Cloaked Longspear +1 not really magically cloaked, it just folds up so you can hide it.
Amulet of Protection +1 x1
Adventurer's Kit
Thieves' Tools
Spider Bolt +1
Shadowshaft Ammunition +1
====== End ======

I threw out all notions of role -with a group this big, you don't need to worry about being a "good defender or leader", just being able to do something fun and useful with each turn. Mostly you stand back and shoot people with bolts that shock them, knock them around (ideally into the wall of acid you pour out) or slow them down. When things get close you can quickly pull out your telescoping spear and fend them off. You have 1 healing spell per encounter, and you could mark an adjacent foe every turn, but why would you? Despite being a defender/leader hybrid, I suspect this will play as a hard-to-hurt controller.
 
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