20 vs 18

I didn't play a skald. This was before the skald came out. Even so, there is no skald aura for a hybrid. Actually, I went back and looked at the PC and he only had a Cha of 10. I just ignored the Bard powers for the most part and used the Battlemind powers.
Maybe this sounded wrong... I meant: it was a good idea. ;)
You can swap the majestic word for skald´s aura. And even without the aura, you can at least use the encounter powers with base attacks...

Which means base attacks are useful... I found exactly one hybrid class, that allows for base attacks with a different stat than cha or str: and voila, there is the new and improved "blade" ^^ (remember the AD&D 2nd edition bard kits?)

====== Created Using Wizards of the Coast D&D Character Builder ======
Thom, level 1
Human, Assassin (Executioner)/Bard
Guild Attacks (Hybrid) Option: Red Scales (Hybrid)
Hybrid Assassin (Executioner) Option: Hybrid Executioner Fortitude
Hybrid Bard Option: Hybrid Bard Will
Human Power Selection Option: Heroic Effort

FINAL ABILITY SCORES
STR 10, CON 12, DEX 20, INT 10, WIS 10, CHA 12

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


AC: 17 Fort: 13 Ref: 16 Will: 13
HP: 24 Surges: 8 Surge Value: 6

TRAINED SKILLS
Acrobatics +10, Insight +5, Intimidate +6, Perception +5, Stealth +10

UNTRAINED SKILLS
Arcana +1, Athletics +1, Bluff +2, Diplomacy +2, Dungeoneering +1, Endurance +2, Heal +1, History +1, Nature +1, Religion +1, Streetwise +2, Thievery +6

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Assassin Attack: Garrote Strangle
Assassin Attack: Quick Lunge
Bard Utility: Skald's Aura
Bard Attack 1: Song of Serendipity
Assassin Attack 1: Shadow Storm
Bard Attack 1: Lesser Ringing Weapon
Bard Attack 1: Disruptive Words

FEATS
Level 1: Master at Arms
Level 1: Skald Training

ITEMS
Garrote
Rapier x2
Leather Armor x1
Adventurer's Kit
Dagger x1
====== End ======
 

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Hell, I reckon pretty much any class makes sense to take a 20 in the primary stat. Accuracy and damage are vital for everybody outside of some extreme corner cases.
I generally disagree. Most classes have good riders on their secondary ability scores that make pre-racial 18's too expensive. Dex-primary classes are notable exceptions; AC+Ref+Attack+Damage+Initiative more or less overwhelms any secondary concerns. Wizards are notable for having weaker or even non-existent secondary stat riders, too.

-O
 


Any character I make needs a 20 and every accuracy feat I can come up with. I have terrible luck w/my dice. My L13 Halfling Daggermaster Rogue can frequently hit enemies on 4 and higher, occasionally on charges into CA so long as I don't roll a 1 I'm fine. I still miss an appalling amount of the time :)

Invest in better dice?

These are not too good.
 
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I generally disagree. Most classes have good riders on their secondary ability scores that make pre-racial 18's too expensive. Dex-primary classes are notable exceptions; AC+Ref+Attack+Damage+Initiative more or less overwhelms any secondary concerns. Wizards are notable for having weaker or even non-existent secondary stat riders, too.

You don't get the secondary effects if you miss.
 

not necessarily...

Beeing able to put two 14s and a 13 in a different stat makes whole lot of a difference... 18/14/11 is one array I really don´t like... if i need a 14 in my secondary, my primary will be 18 after racial max!
 

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