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3.5 player needs help into first 4e characther
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<blockquote data-quote="On Puget Sound" data-source="post: 5713172" data-attributes="member: 68988"><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>McGyver, level 3</p><p>Human, Warden/Artificer</p><p>Hybrid Warden Option: Hybrid Warden Will</p><p>Hybrid Artificer Option: Hybrid Artificer Will</p><p>Hybrid Talent Option: Font of Life <span style="color: RoyalBlue">this is the reason for warden - 2 saves per turn</span></p><p>Human Power Selection Option: Bonus At-Will Power</p><p>Akanûl (Akanûl Benefit)<span style="color: RoyalBlue"> you are not really from Akanul - your background as an alchemist gave you some resistance (or knowledge to save you from) elemental damage.</span></p><p>Theme: Alchemist <span style="color: RoyalBlue"> you are adapting your knowledge to the strange way this world works. Alchemy here seems more....reliable than it did back home.</span></p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 16, CON 13, DEX 10, INT 16, WIS 14, CHA 8</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 16, CON 13, DEX 10, INT 14, WIS 14, CHA 8</p><p> </p><p> </p><p>AC: 17 Fort: 16 Ref: 16 Will: 17</p><p>HP: 39 Surges: 8 Surge Value: 9</p><p> </p><p>TRAINED SKILLS</p><p>Athletics +9, Dungeoneering +8, Heal +8, Thievery +6</p><p> </p><p>UNTRAINED SKILLS</p><p>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</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Warden Feature: Warden's Fury</p><p>Warden Feature: Warden's Grasp</p><p>Artificer Feature: Healing Infusion: Curative Admixture</p><p>Artificer Feature: Healing Infusion: Resistive Formula</p><p>Artificer Attack 1: Static Shock <span style="color: RoyalBlue"> your crossbow fires specially modified bolts; this one is a favorite. Most of your weapon attacks are just bolts you invented. </span></p><p>Artificer Attack 1: Aggravating Force</p><p>Warden Attack 1: Strength of Stone <span style="color: RoyalBlue">for melee, you have a collapsing longspear; when it's folded up it is easy to conceal.</span></p><p>Warden Attack 1: Stinging Nettles (Warden)</p><p>Artificer Attack 1: Caustic Rampart</p><p>Thievery Utility 2: Fast Hands <span style="color: RoyalBlue">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.</span></p><p>Artificer Attack 3: Shocking Feedback</p><p> </p><p>FEATS</p><p>Alchemist</p><p>Level 1: Mark of Storm <span style="color: RoyalBlue"> Again, you are not actually dragonmarked. This feat represents a refinement you've added to your electric bolts, so they knock their targets around.</span></p><p>Level 1: Hybrid Talent</p><p>Level 2: Crossbow Caster</p><p> </p><p>ITEMS</p><p>Crossbow Bolts</p><p>Antivenom</p><p>Suppression Crossbow +1 x1 <span style="color: RoyalBlue">has a great daily antimagic field effect. Not actually magical, just very cleverly built by you.</span></p><p>Nightmare Ward Leather Armor +1 x1 <span style="color: RoyalBlue">more antimagic -protects you from mental spells.</span></p><p>Lesser Cloaked Longspear +1 <span style="color: RoyalBlue">not really magically cloaked, it just folds up so you can hide it.</span></p><p>Amulet of Protection +1 x1</p><p>Adventurer's Kit</p><p>Thieves' Tools</p><p>Spider Bolt +1</p><p>Shadowshaft Ammunition +1</p><p>====== End ======</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5713172, member: 68988"] ====== 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 [COLOR="RoyalBlue"]this is the reason for warden - 2 saves per turn[/COLOR] Human Power Selection Option: Bonus At-Will Power Akanûl (Akanûl Benefit)[COLOR="RoyalBlue"] you are not really from Akanul - your background as an alchemist gave you some resistance (or knowledge to save you from) elemental damage.[/COLOR] Theme: Alchemist [COLOR="RoyalBlue"] you are adapting your knowledge to the strange way this world works. Alchemy here seems more....reliable than it did back home.[/COLOR] 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 [COLOR="RoyalBlue"] your crossbow fires specially modified bolts; this one is a favorite. Most of your weapon attacks are just bolts you invented. [/COLOR] Artificer Attack 1: Aggravating Force Warden Attack 1: Strength of Stone [COLOR="RoyalBlue"]for melee, you have a collapsing longspear; when it's folded up it is easy to conceal.[/COLOR] Warden Attack 1: Stinging Nettles (Warden) Artificer Attack 1: Caustic Rampart Thievery Utility 2: Fast Hands [COLOR="RoyalBlue"]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.[/COLOR] Artificer Attack 3: Shocking Feedback FEATS Alchemist Level 1: Mark of Storm [COLOR="RoyalBlue"] Again, you are not actually dragonmarked. This feat represents a refinement you've added to your electric bolts, so they knock their targets around.[/COLOR] Level 1: Hybrid Talent Level 2: Crossbow Caster ITEMS Crossbow Bolts Antivenom Suppression Crossbow +1 x1 [COLOR="RoyalBlue"]has a great daily antimagic field effect. Not actually magical, just very cleverly built by you.[/COLOR] Nightmare Ward Leather Armor +1 x1 [COLOR="RoyalBlue"]more antimagic -protects you from mental spells.[/COLOR] Lesser Cloaked Longspear +1 [COLOR="RoyalBlue"]not really magically cloaked, it just folds up so you can hide it.[/COLOR] 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. [/QUOTE]
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